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source: orxonox.OLD/trunk/src/lib/graphics/spatial_separation/spatial_separation.h @ 6008

Last change on this file since 6008 was 5356, checked in by bensch, 19 years ago

orxonox/trunk: saver Weapon-Projectile-generation and Stuff

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