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source: orxonox.OLD/trunk/src/lib/graphics/spatial_separation/spatial_separation.h @ 5084

Last change on this file since 5084 was 5039, checked in by bensch, 19 years ago

orxonox/trunk: useless stuff :)

File size: 1.7 KB
Line 
1/*!
2 * @file spatial_separation.h  Definition of the generic spatial separation process of model data
3 */
4
5#ifndef _SPATIAL_SEPARATION_H
6#define _SPATIAL_SEPARATION_H
7
8#include "base_object.h"
9#include "vector.h"
10
11
12class AbstractModel;
13class Quadtree;
14
15
16#define SEC_OFFSET 1.0                       //!< the offset added to the overlapSize to ensure that there are no problems in
17
18
19
20//! A class for spatial separation of vertices based arrays
21class SpatialSeparation : public BaseObject {
22
23  public:
24    SpatialSeparation(AbstractModel* model, float overlapSize);
25    SpatialSeparation(AbstractModel* model, AbstractModel* playerModel);
26    virtual ~SpatialSeparation();
27
28    void setTreeDepth(int depth) { this->treeDepth = depth; }
29    void setMinLength(int minLength) { this->minLength = minLength; }
30
31    Quadtree* createQuadtree(AbstractModel* model, float minLength);
32    Quadtree* createQuadtree(AbstractModel* model, int treeDepth);
33    Quadtree* createQuadtree(AbstractModel* model);
34
35    inline Quadtree* getQuadtree() { return this->quadtree; }
36
37    void drawQuadtree();
38
39  private:
40    void separateZone();
41
42
43  private:
44    AbstractModel*             model;        //!< the reference to the model that has to be handled
45    Quadtree*                  quadtree;     //!< the reference to the created quadtree
46
47    AbstractModel*             playerModel;  //!< referece to the player model, if needed for overlap calculations
48    float                      overlapSize;  //!< the size of overlaping
49
50    int                        treeDepth;    //!< depth of the quadtree
51    float                      minLength;    //!< min length of a quadtree node
52};
53
54#endif /* _SPATIAL_SEPARATION_H */
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