[4790] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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[4924] | 11 | ### File Specific: |
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[4790] | 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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[4808] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_SPATIAL_SEPARATION |
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[4790] | 17 | |
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| 18 | #include "quadtree.h" |
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[4923] | 19 | |
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[4845] | 20 | #include "quadtree_node.h" |
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[4917] | 21 | #include "vector.h" |
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[4790] | 22 | |
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[4924] | 23 | #include "material.h" |
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[5075] | 24 | #include "debug.h" |
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[4924] | 25 | |
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[4790] | 26 | using namespace std; |
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[5218] | 27 | #define QUADTREE_MATERIAL_COUNT 4 |
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[4790] | 28 | |
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| 29 | /** |
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[4836] | 30 | * standard constructor |
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[4924] | 31 | */ |
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[5430] | 32 | Quadtree::Quadtree (const modelInfo* pModelInfo, const int treeDepth) |
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[4790] | 33 | { |
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[4924] | 34 | this->setClassID(CL_QUADTREE, "Quadtree"); |
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| 35 | this->pModelInfo = pModelInfo; |
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| 36 | this->treeDepth = treeDepth; |
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[4845] | 37 | |
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[4924] | 38 | /* initialize the materials for debug draw */ |
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[5218] | 39 | this->materials = new Material*[QUADTREE_MATERIAL_COUNT]; |
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| 40 | for(int i = 0; i < QUADTREE_MATERIAL_COUNT; ++i) |
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[4924] | 41 | { |
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| 42 | materials[i] = new Material(); |
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| 43 | materials[i]->setIllum(3); |
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| 44 | } |
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| 45 | materials[0]->setAmbient(0.0, 0.3, 0.0); |
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| 46 | materials[1]->setAmbient(0.4, 0.0, 0.2); |
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| 47 | materials[2]->setAmbient(1.0, 0.0, 0.0); |
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| 48 | materials[3]->setAmbient(5.0, 3.0, 1.0); |
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[4901] | 49 | |
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[4924] | 50 | /* build the tree */ |
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| 51 | this->rootNode = new QuadtreeNode(this->pModelInfo, this, this->treeDepth); |
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[4901] | 52 | |
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[4924] | 53 | /* make an array with access to the leafs of the Quad-Tree */ |
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[9110] | 54 | this->nodes = new QuadtreeNode*[(int)pow(4.0, treeDepth)]; |
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[5215] | 55 | int index = 0; //new int; *index = 0; // !!changed by bensch!! |
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[9110] | 56 | for(int i = 0; i < (int)pow(2.0, treeDepth); ++i) |
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[4924] | 57 | { |
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[5215] | 58 | this->rootNode->buildHashTable(this->nodes, &index); |
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[4924] | 59 | } |
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| 60 | /* sort and revert the hash table to fit the right position */ |
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| 61 | this->sortHashTable(this->nodes); |
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| 62 | this->revertHashTable(this->nodes); |
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[4920] | 63 | |
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[4924] | 64 | /* define some important and often used variables */ |
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| 65 | this->quadLength = this->nodes[0]->getDimension()->getAxis() * 2.0f; |
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| 66 | Rectangle* r = this->rootNode->getDimension(); |
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[5215] | 67 | float xOff = r->getCenter().x - r->getAxis(); |
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| 68 | float yOff = r->getCenter().z - r->getAxis(); |
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[4925] | 69 | this->offset = new Vector(); |
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[4924] | 70 | this->offset->x = xOff; |
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| 71 | this->offset->z = yOff; |
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[9110] | 72 | this->maxIndex = (int)pow(2.0, this->treeDepth); |
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[4790] | 73 | } |
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| 74 | |
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| 75 | |
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| 76 | /** |
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[4836] | 77 | * standard deconstructor |
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[4924] | 78 | */ |
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[4790] | 79 | Quadtree::~Quadtree () |
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| 80 | { |
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| 81 | // delete what has to be deleted here |
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[5218] | 82 | if (this->materials != NULL) |
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| 83 | { |
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| 84 | for (unsigned int i = 0; i < QUADTREE_MATERIAL_COUNT; i++) |
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| 85 | delete this->materials[i]; |
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[5219] | 86 | delete[] this->materials; |
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[5218] | 87 | } |
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| 88 | |
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[5233] | 89 | delete this->offset; |
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| 90 | |
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[4907] | 91 | delete this->rootNode; |
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[5234] | 92 | delete [] this->nodes; |
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[4790] | 93 | } |
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[4812] | 94 | |
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| 95 | |
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| 96 | /** |
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[4924] | 97 | * this function rotates the array and mirrors it in the middle |
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| 98 | * @param nodes: the nodes to translate |
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[4915] | 99 | |
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| 100 | since the original matrix is counted from the right upper edge to the right lower one, we have to reorganize the elements |
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| 101 | to be able to easily correlate the hashtable array indexes with the coorindates. |
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| 102 | */ |
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| 103 | void Quadtree::revertHashTable(QuadtreeNode** nodes) |
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| 104 | { |
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[9110] | 105 | int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side |
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[4915] | 106 | int iterator = 0; //!< iterator used for mapping |
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| 107 | QuadtreeNode* tmpNode = NULL; //!< temp saving place |
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| 108 | int offset = 0; //!< offset used in the calc |
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| 109 | |
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| 110 | for(int i = len - 1; i >= 0; --i) |
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| 111 | { |
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| 112 | for(int j = len - 1; j >= 0; --j) |
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| 113 | { |
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| 114 | offset = j * len + i; |
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| 115 | /* only swap the elements in one direction */ |
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| 116 | if( offset > iterator) |
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| 117 | { |
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| 118 | tmpNode = nodes[offset]; |
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| 119 | nodes[offset] = nodes[iterator]; |
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| 120 | nodes[iterator] = tmpNode; |
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| 121 | } |
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| 122 | ++iterator; |
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| 123 | } |
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| 124 | } |
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| 125 | } |
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| 126 | |
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[4924] | 127 | |
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[4922] | 128 | /** |
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[4924] | 129 | * sorts the hash table using their positions |
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| 130 | * @param nodes the nodes to use |
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[4922] | 131 | */ |
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[4920] | 132 | void Quadtree::sortHashTable(QuadtreeNode** nodes) |
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| 133 | { |
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[9110] | 134 | int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side |
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[4922] | 135 | float a; //!< temp place for float a |
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| 136 | float b; //!< temp place for float b |
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| 137 | QuadtreeNode* tmpNode; //!< tmp place for a QuadtreeNode |
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[4920] | 138 | |
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[4922] | 139 | for( int i = 0; i < len; ++i) |
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[4920] | 140 | { |
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[4922] | 141 | for( int j = 0; j < len; ++j) |
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[4920] | 142 | { |
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[4922] | 143 | for( int k = j + 1; k < len; ++k) |
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[4920] | 144 | { |
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[5215] | 145 | a = this->nodes[i * len + j]->getDimension()->getCenter().z; |
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| 146 | b = this->nodes[i * len + k]->getDimension()->getCenter().z; |
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[4920] | 147 | |
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| 148 | if( b > a) |
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| 149 | { |
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| 150 | tmpNode = this->nodes[i * len + j]; |
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| 151 | this->nodes[i * len + j] = this->nodes[i * len + k]; |
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| 152 | this->nodes[i * len + k] = tmpNode; |
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| 153 | } |
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| 154 | } |
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| 155 | } |
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[4922] | 156 | } |
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[4920] | 157 | |
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| 158 | } |
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| 159 | |
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| 160 | |
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[4922] | 161 | /** |
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[4924] | 162 | * maps a position to a quadtree |
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| 163 | * @param position the position so look for |
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| 164 | * @return the quadtree |
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[4920] | 165 | |
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[4922] | 166 | this function will return the quadtree that contains the position |
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| 167 | */ |
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[4956] | 168 | QuadtreeNode* Quadtree::getQuadtreeFromPosition(const Vector& position) const |
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[4917] | 169 | { |
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[4920] | 170 | /* shift into model space */ |
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[4922] | 171 | Vector v = position - *this->offset; |
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[4920] | 172 | /* map */ |
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[4922] | 173 | int i = (int)(v.x / quadLength); |
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| 174 | int j = (int)(v.z / quadLength); |
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[4917] | 175 | |
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[4929] | 176 | /* check if object is still inside the terrain - this check is not complete @todo check all 4 bounds */ |
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[4968] | 177 | if( i < this->maxIndex && j < this->maxIndex && i >= 0 && j >= 0) |
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| 178 | return this->nodes[i + j * this->maxIndex]; |
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| 179 | |
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| 180 | |
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| 181 | PRINTF(4)("Object has left terrain\n"); |
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| 182 | return NULL; |
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[4917] | 183 | } |
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| 184 | |
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| 185 | |
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[4915] | 186 | /** |
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[4929] | 187 | * maps a position to a triangle |
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| 188 | * @param position the position so look for |
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| 189 | * @return the triangle |
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| 190 | |
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| 191 | this function will return the quadtree that contains the position |
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| 192 | */ |
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[4956] | 193 | sTriangleExt* Quadtree::getTriangleFromPosition(const Vector& position) const |
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[4929] | 194 | { |
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| 195 | QuadtreeNode* q = this->getQuadtreeFromPosition(position); |
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[4968] | 196 | |
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| 197 | if( likely(q != NULL)) |
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| 198 | return q->getTriangle(position - *this->offset); |
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| 199 | return NULL; |
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[4929] | 200 | } |
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| 201 | |
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| 202 | |
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| 203 | /** |
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[4836] | 204 | * draws the debug quadtree boxes around the model |
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[4812] | 205 | */ |
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[4922] | 206 | void Quadtree::drawTree() const |
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[4889] | 207 | { |
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[4925] | 208 | //this->rootNode->drawTree(); |
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[9110] | 209 | for(int i = 0; i < (int)pow(4.0, this->treeDepth); ++i) |
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[4925] | 210 | { |
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| 211 | this->nodes[i]->draw(); |
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| 212 | } |
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[4889] | 213 | } |
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