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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11 | ### File Specific: |
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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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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_SPATIAL_SEPARATION |
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17 | |
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18 | #include "quadtree.h" |
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19 | |
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20 | #include "quadtree_node.h" |
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21 | #include "vector.h" |
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22 | |
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23 | #include "material.h" |
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24 | #include "debug.h" |
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25 | |
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26 | |
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27 | #define QUADTREE_MATERIAL_COUNT 4 |
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28 | |
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29 | /** |
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30 | * standard constructor |
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31 | */ |
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32 | Quadtree::Quadtree (const modelInfo* pModelInfo, const int treeDepth) |
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33 | { |
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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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37 | |
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38 | /* initialize the materials for debug draw */ |
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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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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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49 | |
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50 | /* build the tree */ |
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51 | this->rootNode = new QuadtreeNode(this->pModelInfo, this, this->treeDepth); |
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52 | |
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53 | /* make an array with access to the leafs of the Quad-Tree */ |
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54 | this->nodes = new QuadtreeNode*[(int)pow(4.0, treeDepth)]; |
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55 | int index = 0; //new int; *index = 0; // !!changed by bensch!! |
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56 | for(int i = 0; i < (int)pow(2.0, treeDepth); ++i) |
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57 | { |
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58 | this->rootNode->buildHashTable(this->nodes, &index); |
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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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63 | |
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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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67 | float xOff = r->getCenter().x - r->getAxis(); |
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68 | float yOff = r->getCenter().z - r->getAxis(); |
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69 | this->offset = new Vector(); |
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70 | this->offset->x = xOff; |
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71 | this->offset->z = yOff; |
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72 | this->maxIndex = (int)pow(2.0, this->treeDepth); |
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73 | } |
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74 | |
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75 | |
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76 | /** |
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77 | * standard deconstructor |
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78 | */ |
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79 | Quadtree::~Quadtree () |
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80 | { |
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81 | // delete what has to be deleted here |
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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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86 | delete[] this->materials; |
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87 | } |
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88 | |
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89 | delete this->offset; |
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90 | |
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91 | delete this->rootNode; |
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92 | delete [] this->nodes; |
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93 | } |
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94 | |
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95 | |
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96 | /** |
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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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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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105 | int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side |
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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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127 | |
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128 | /** |
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129 | * sorts the hash table using their positions |
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130 | * @param nodes the nodes to use |
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131 | */ |
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132 | void Quadtree::sortHashTable(QuadtreeNode** nodes) |
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133 | { |
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134 | int len = (int)pow(2.0, this->treeDepth); //!< the length of a quadtree side |
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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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138 | |
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139 | for( int i = 0; i < len; ++i) |
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140 | { |
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141 | for( int j = 0; j < len; ++j) |
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142 | { |
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143 | for( int k = j + 1; k < len; ++k) |
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144 | { |
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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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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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156 | } |
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157 | |
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158 | } |
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159 | |
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160 | |
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161 | /** |
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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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165 | |
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166 | this function will return the quadtree that contains the position |
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167 | */ |
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168 | QuadtreeNode* Quadtree::getQuadtreeFromPosition(const Vector& position) const |
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169 | { |
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170 | /* shift into model space */ |
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171 | Vector v = position - *this->offset; |
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172 | /* map */ |
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173 | int i = (int)(v.x / quadLength); |
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174 | int j = (int)(v.z / quadLength); |
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175 | |
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176 | /* check if object is still inside the terrain - this check is not complete @todo check all 4 bounds */ |
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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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183 | } |
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184 | |
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185 | |
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186 | /** |
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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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193 | sTriangleExt* Quadtree::getTriangleFromPosition(const Vector& position) const |
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194 | { |
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195 | QuadtreeNode* q = this->getQuadtreeFromPosition(position); |
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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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200 | } |
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201 | |
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202 | |
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203 | /** |
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204 | * draws the debug quadtree boxes around the model |
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205 | */ |
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206 | void Quadtree::drawTree() const |
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207 | { |
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208 | //this->rootNode->drawTree(); |
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209 | for(int i = 0; i < (int)pow(4.0, this->treeDepth); ++i) |
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210 | { |
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211 | this->nodes[i]->draw(); |
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212 | } |
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213 | } |
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