1 | /*! |
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2 | * @file proto_class.h |
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3 | * Definition of a QuadtreeNode which represents a quad in a Quadtree |
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4 | |
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5 | This struct is used to partition big land scapes into smaller ones for different reasons: |
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6 | - for collision detection: only a subset of all triangles need to be tested vs a given body |
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7 | - for object culling purposes: the quadtrees that are not in the field of view can be ommitted in the draw process |
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8 | - for LOD (level of Detail). The models can be drawn using different LODs depending on the distance |
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9 | |
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10 | This struct includes all the triangles, vertices, normal informations needed to make something usefull with |
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11 | a terrain partition. |
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12 | */ |
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13 | |
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14 | #ifndef _QUADTREE_NODE_H |
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15 | #define _QUADTREE_NODE_H |
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16 | |
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17 | #include "base_object.h" |
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18 | #include "vector.h" |
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19 | #include "abstract_model.h" |
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20 | |
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21 | // FORWARD DEFINITION |
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22 | class Quadtree; |
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23 | |
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24 | |
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25 | //! A class for a Quadtree Node representation |
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26 | class QuadtreeNode : public BaseObject { |
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27 | |
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28 | public: |
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29 | QuadtreeNode(sTriangleExt** triangles, int numTriangles, |
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30 | const float* pVertices, int numVertices, |
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31 | Quadtree* quadtree, QuadtreeNode* parent, |
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32 | Rectangle* rect, int treeDepth, const int maxDepth, int index |
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33 | ); |
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34 | QuadtreeNode(modelInfo* pModelInfo, Quadtree* quadtree, const int maxDepth); |
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35 | virtual ~QuadtreeNode(); |
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36 | |
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37 | void buildHashTable(QuadtreeNode** nodeList, int* index); |
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38 | inline Rectangle* getDimension() { return this->pDimension; } |
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39 | |
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40 | bool includesPoint(const Vector& v) const; |
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41 | sTriangleExt* getTriangle(const Vector& position) const; |
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42 | float getHeight(const Vector& position) const; |
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43 | |
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44 | |
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45 | void drawTree() const; |
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46 | void draw() const; |
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47 | |
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48 | |
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49 | private: |
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50 | void init(); |
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51 | |
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52 | void separateNode(float minLength); |
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53 | void separateNode(); |
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54 | Rectangle* getDimFromModel(); |
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55 | |
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56 | bool sameSide(const Vector& p1, const Vector&p2, const Vector& a, const Vector& b) const; |
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57 | bool pointInTriangle(const Vector&p, const Vector& a, const Vector& b, const Vector& c) const; |
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58 | |
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59 | protected: |
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60 | QuadtreeNode* parent; //!< reference to the paren QuadtreeNode (NULL if rootnode) |
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61 | QuadtreeNode* nodeA; //!< reference to the node A |
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62 | QuadtreeNode* nodeB; //!< reference to the node B |
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63 | QuadtreeNode* nodeC; //!< reference to the node C |
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64 | QuadtreeNode* nodeD; //!< reference to the node D |
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65 | QuadtreeNode** nodes; //!< reference to the quadtree nodes (nodeA, nodeB, nodeC, nodeD=[0..3]) |
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66 | |
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67 | |
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68 | private: |
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69 | Quadtree* quadtree; //!< reference to the quadtree |
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70 | Vector center; //!< center coordinate of the quadtree node - relative coordinates in model space(!) |
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71 | float axisLength; //!< axis length of the quadtree |
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72 | float maxHeigth; //!< max height of the model in the quadtree |
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73 | float offset; //!< offset of the actual quadtree rectangle |
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74 | |
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75 | int treeDepth; //!< the depth of the tree |
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76 | int maxDepth; //!< the maximal depth of the tree |
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77 | int indexNode; //!< the index number of the node |
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78 | int nodeIter; //!< temp helping variable for the hashing algorithm |
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79 | |
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80 | sTriangleExt** pTriangles; //!< reference to the triangles of the node |
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81 | const float* pVertices; //!< reference to vertices data |
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82 | unsigned int numTriangles; //!< number of triangles of the Node |
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83 | unsigned int numVertices; //!< number of vertices of the node |
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84 | modelInfo* pModelInfo; //!< reference to the modelInfo of the object |
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85 | Rectangle* pDimension; //!< pointer to the local rectangle properties |
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86 | |
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87 | bool bDraw; //!< shall it be drawn? DEBUG only |
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88 | }; |
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89 | |
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90 | #endif /* _QUADTREE_NODE_H */ |
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