- Timestamp:
- May 18, 2006, 11:44:21 PM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 33 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/defs/debug.h
r7661 r7711 39 39 #define WARN 2 40 40 #define INFO 3 41 //#define DEBUG 441 #define DEBUG 4 42 42 #define vDEBUG 5 43 43 … … 78 78 #define DEBUG_MODULE_OBJECT_MANAGER 2 79 79 #define DEBUG_MODULE_ANIM 2 80 #define DEBUG_MODULE_COLLIS ON_DETECTION280 #define DEBUG_MODULE_COLLISION_DETECTION 2 81 81 #define DEBUG_MODULE_SPATIAL_SEPARATION 2 82 82 #define DEBUG_MODULE_GUI 2 -
trunk/src/lib/collision_detection/bounding_sphere.cc
r4836 r7711 1 /* 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 … … 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "bounding_sphere.h" … … 24 24 * standard constructor 25 25 */ 26 BoundingSphere::BoundingSphere () 26 BoundingSphere::BoundingSphere () 27 27 { 28 this->setClassID(CL_BOUNDING_SPHERE, "BoundingSphere"); 28 this->setClassID(CL_BOUNDING_SPHERE, "BoundingSphere"); 29 29 } 30 30 … … 34 34 35 35 */ 36 BoundingSphere::~BoundingSphere () 36 BoundingSphere::~BoundingSphere () 37 37 { 38 38 // delete what has to be deleted here -
trunk/src/lib/collision_detection/bounding_volume.cc
r5120 r7711 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "bounding_volume.h" 19 #include "vector.h"20 19 21 20 using namespace std; … … 27 26 BoundingVolume::BoundingVolume () 28 27 { 29 30 this->center = new Vector();31 this->bOrigVertices = true;32 this->vertices = NULL;28 this->setClassID(CL_BOUNDING_VOLUME, "BoundingVolume"); 29 this->modelInf = NULL; 30 this->triangleIndexes = NULL; 31 this->triangleIndexesLength = 0; 33 32 } 34 33 … … 40 39 BoundingVolume::~BoundingVolume () 41 40 { 42 // delete what has to be deleted here 43 delete this->center; 44 45 if( this->vertices && !this->bOrigVertices) 46 delete[] this->vertices; 41 if( this->triangleIndexes) 42 delete[] this->triangleIndexes; 47 43 } -
trunk/src/lib/collision_detection/bounding_volume.h
r6022 r7711 11 11 #include "model.h" 12 12 13 class Vector; 13 14 14 template<class T> class tList; 15 15 … … 22 22 virtual ~BoundingVolume(); 23 23 24 inline const Vector* getCenter() const { return this->center; } 24 inline const Vector& getCenter() const { return this->center; } 25 inline const modelInfo* getModelInfo() const { return this->modelInf; } 25 26 26 const sVec3D* getVertices() const { return this->vertices; }27 27 virtual void mergeWith(const BoundingVolume &bv) = 0; 28 28 … … 32 32 33 33 public: 34 Vector* center; //!< Center point of box 34 Vector center; //!< Weighter average center point of box 35 Vector arithCenter; //!< Arithmetical center of the box 35 36 36 const sVec3D* vertices; //!< if CD_STORE_VERTICES enabled, this is the place, where the vert. will be sotred37 int numOfVertices; //!< number of vertices in the vertices buffer38 bool bOrigVertices; //!< is true if the vertices pointer points to the original model data - only important for deleting37 const modelInfo* modelInf; //!< Reference to the model's ModelInfo 38 const int* triangleIndexes; //!< Array with the triangle indexes in modelInfo 39 int triangleIndexesLength; //!< length of the indexes array 39 40 }; 40 41 -
trunk/src/lib/collision_detection/bv_tree.cc
r5693 r7711 1 /* 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 … … 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "bv_tree.h" … … 25 25 * standard constructor 26 26 */ 27 BVTree::BVTree () 27 BVTree::BVTree () 28 28 { 29 this->setClassID(CL_BV_TREE, "BVTree"); 29 this->setClassID(CL_BV_TREE, "BVTree"); 30 30 31 31 } … … 36 36 37 37 */ 38 BVTree::~BVTree () 38 BVTree::~BVTree () 39 39 { 40 40 // delete what has to be deleted here -
trunk/src/lib/collision_detection/bv_tree.h
r6022 r7711 18 18 class WorldEntity; 19 19 20 //! draw mode for the bounding volume 20 21 typedef enum DrawMode 21 22 { … … 33 34 34 35 //! A class that represents a bounding volume tree 35 class BVTree : public BaseObject { 36 class BVTree : public BaseObject 37 { 36 38 37 public:38 BVTree();39 virtual ~BVTree();39 public: 40 BVTree(); 41 virtual ~BVTree(); 40 42 41 virtual void spawnBVTree(int depth, sVec3D *verticesList, const int length) = 0; 42 virtual void spawnBVTree(int depth, const modelInfo& modInfo) = 0; 43 virtual void flushTree() = 0; 43 virtual void spawnBVTree(const modelInfo& modelInf) = 0; 44 virtual void flushTree() = 0; 44 45 45 virtual void collideWith(BVTree* tree, WorldEntity* nodeA, WorldEntity* nodeB) = 0; 46 virtual void collideWith(WorldEntity* entity1, WorldEntity* entity2) = 0; 46 virtual void collideWith(WorldEntity* entity1, WorldEntity* entity2) = 0; 47 47 48 /** @param depth: depth, @param drawMode: how to draw the Model */ 49 virtual void drawBV(int depth, int drawMode) const = 0; 50 51 52 protected: 53 int numberOfVertices; 54 55 private: 56 57 48 virtual void drawBV(int depth, int drawMode) const = 0; 58 49 }; 59 50 -
trunk/src/lib/collision_detection/bv_tree_node.cc
r4836 r7711 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "bv_tree_node.h" -
trunk/src/lib/collision_detection/bv_tree_node.h
r6022 r7711 8 8 #define _BV_TREE_NODE_H 9 9 10 10 11 #include "base_object.h" 11 12 #include "model.h" 12 13 #include "vector.h" 13 14 14 // FORWARD DECLARATION 15 16 // forward declarations 15 17 class BoundingVolume; 16 18 class BVTree; … … 19 21 template<class T> class tList; 20 22 23 21 24 //! A class that represents a bounding volume tree 22 25 class BVTreeNode : public BaseObject { 26 23 27 24 28 public: … … 26 30 virtual ~BVTreeNode(); 27 31 28 virtual void spawnBVTree(const int depth, const sVec3D *verticesList, unsigned int length ) = 0; 29 virtual void spawnBVTree(const int depth, const modelInfo& modInfo) = 0; 32 virtual const BoundingVolume* getBV() const = 0; 33 /** returns the index of this bounding volume tree node @returns index of this index */ 34 inline const int getIndex() const { return this->treeIndex; } 30 35 31 virtual BoundingVolume* getBV(int index) const = 0; 32 inline const int getIndex() { return this->treeIndex; } 33 36 virtual void spawnBVTree(const modelInfo& modInfo, const int* triangleIndexes, int length) = 0; 34 37 virtual void collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) = 0; 35 36 38 virtual void drawBV(int depth, int drawMode, const Vector& color = Vector(1,0,0), bool top = true) const = 0; 37 39 -
trunk/src/lib/collision_detection/cd_engine.cc
r7370 r7711 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "cd_engine.h" … … 40 40 { 41 41 this->setClassID(CL_CD_ENGINE, "CDEngine"); 42 43 this->bAbordOnFirstCollision = false; 42 44 } 43 45 … … 59 61 60 62 /** 61 * this is the collision checking function 62 63 there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to 64 be able to enhance iteration speed. 63 * 65 64 */ 66 //void CDEngine::checkCollisions()67 //{68 // this->checkCollisionObjects();69 //this->checkCollisionGround();70 //}71 72 /**73 * this checks the collisions with the objects74 */75 //void CDEngine::checkCollisionObjects()76 //{77 // BVTree* tree;78 // tIterator<WorldEntity>* iterator1 = entityList->getIterator();79 // tIterator<WorldEntity>* iterator2 = entityList->getIterator();80 // WorldEntity* entity1 = iterator1->firstElement();81 // WorldEntity* entity2 = iterator2->iteratorElement(iterator1);82 // PRINTF(3)("checking for collisions\n");83 // while( entity1 != NULL)84 // {85 // if( likely(entity1 != this->terrain))86 // {87 // entity2 = iterator2->nextElement();88 //89 // while( entity2 != NULL)90 // {91 // if( likely(entity2 != this->terrain))92 // {93 // PRINTF(4)("checking object %s against %s\n", entity1->getName(), entity2->getName());94 // tree = entity1->getOBBTree();95 // if( likely(tree != NULL) && entity2->getOBBTree() != NULL) tree->collideWith(entity1, entity2);96 // }97 // entity2 = iterator2->nextElement();98 // }99 // }100 // entity1 = iterator1->nextElement();101 // entity2 = iterator2->iteratorElement(iterator1);102 // entity2 = iterator2->nextElement();103 // }104 // delete iterator1;105 // delete iterator2;106 //}107 108 65 void CDEngine::checkCollisions(ObjectManager::EntityList& list1, ObjectManager::EntityList& list2) 109 66 { 110 67 BVTree* tree; 111 68 ObjectManager::EntityList::iterator entity1, entity2, pre1, pre2; 112 PRINTF( 3)("checking for collisions\n");69 PRINTF(5)("checking for collisions\n"); 113 70 114 71 pre1 = list1.begin(); … … 126 83 PRINTF(4)("checking object %s against %s\n", (*entity1)->getName(), (*entity2)->getName()); 127 84 tree = (*entity1)->getOBBTree(); 128 if( likely(tree != NULL) && (*entity2)->getOBBTree() != NULL) tree->collideWith(*entity1, *entity2); 85 if( likely(tree != NULL) && (*entity2)->getOBBTree() != NULL) 86 tree->collideWith(*entity1, *entity2); 129 87 } 130 88 } … … 150 108 151 109 /** 152 * this draws the bounding volume tree153 * @param depth until which depth to draw the tree154 * @param drawMode mod which states how to draw it155 */156 void CDEngine::drawBV(int depth, int drawMode) const157 {158 /* this would operate on worldList bases, for testing purposes, we only use one OBBTree */159 //this->rootTree->drawBV(depth, drawMode);160 /// FIXME161 /* tIterator<WorldEntity>* iterator = entityList->getIterator();162 WorldEntity* entity = iterator->firstElement();163 while( entity != NULL)164 {165 entity->drawBVTree(depth, drawMode);166 entity = iterator->nextElement();167 }168 delete iterator;*/169 }170 171 172 /**173 110 * some debug output on the class 174 111 */ … … 189 126 void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices) 190 127 { 191 if ( this->rootTree == NULL) 192 this->rootTree = new OBBTree(); 193 this->rootTree->spawnBVTree(depth, vertices, numVertices); 128 // if ( this->rootTree == NULL) 129 // this->rootTree = new OBBTree(depth, vertices, numVertices); 194 130 } 195 131 … … 199 135 ObjectManager::EntityList::const_iterator entity; 200 136 for (entity = drawList.begin(); entity != drawList.end(); entity++) 201 if ((*entity)->isVisible()) 202 (*entity)->drawBVTree(3, 226); 137 (*entity)->drawBVTree(3, 226); 203 138 } 204 139 … … 208 143 void CDEngine::debugDraw(int depth, int drawMode) 209 144 { 210 if(this-> rootTree != NULL)211 this->rootTree->drawBV(depth, drawMode);145 // if(this-> rootTree != NULL) 146 // this->rootTree->drawBV(depth, drawMode); 212 147 } -
trunk/src/lib/collision_detection/cd_engine.h
r6316 r7711 50 50 51 51 inline void setTerrain(Terrain* terrain) { this->terrain = terrain; } 52 // inline void setPlayer(Player* player) { this->player = player; } /* only for debug purposes \todo: delete*/53 52 54 void drawBV(int depth, int drawMode) const;55 56 // void checkCollisions();57 53 void checkCollisions(std::list<WorldEntity*>& list1, std::list<WorldEntity*>& list2); 58 54 … … 76 72 private: 77 73 int state; //!< the current state of the cd engine 74 bool bAbordOnFirstCollision; //!< abords the collision detection on first collision event => more speed but less accurate infomations 78 75 OBBTree* rootTree; //!< for testing purposes a root tree 79 76 80 77 Terrain* terrain; //!< this it a ref to the terrain, serving as a ground for all WE 81 // Player* player;82 78 }; 83 79 -
trunk/src/lib/collision_detection/collision.cc
r4836 r7711 1 /* 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 … … 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "collision.h" … … 24 24 * standard constructor 25 25 */ 26 Collision::Collision () 26 Collision::Collision () 27 27 { 28 this->setClassID(CL_COLLISION, "Collision"); 28 this->setClassID(CL_COLLISION, "Collision"); 29 29 30 30 } … … 35 35 36 36 */ 37 Collision::~Collision () 37 Collision::~Collision () 38 38 { 39 39 // delete what has to be deleted here -
trunk/src/lib/collision_detection/obb.cc
r6222 r7711 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "obb.h" … … 28 28 { 29 29 this->setClassID(CL_OBB, "OBB"); 30 this->axis = new Vector[3]; 31 this->halfLength = new float[3]; 30 this->halfLength[0] = this->halfLength[1] = this->halfLength[2] = 0.0f; 32 31 this->bCollided = false; 33 32 } … … 40 39 OBB::~OBB () 41 40 { 42 delete [] this->axis;43 delete [] this->halfLength;44 41 } 45 42 -
trunk/src/lib/collision_detection/obb.h
r5039 r7711 21 21 22 22 23 inline Vector* getAxis () const { return this->axis; } 23 inline Vector getAxisX () const { return this->axis[0]; } 24 inline Vector getAxisY () const { return this->axis[1]; } 25 inline Vector getAxisZ () const { return this->axis[2]; } 26 24 27 inline const float* getHalfLength() const { return this->halfLength; } 25 28 … … 31 34 32 35 public: 33 Vector * axis;//!< Axes of oriented box [x,y,z]34 float * halfLength;//!< Half lengths of the box along the axis36 Vector axis[3]; //!< Axes of oriented box [x,y,z] 37 float halfLength[3]; //!< Half lengths of the box along the axis 35 38 float covarianceMatrix[3][3]; //!< the covariance matrix 36 39 -
trunk/src/lib/collision_detection/obb_tree.cc
r5684 r7711 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION 17 17 18 18 #include "obb_tree.h" … … 31 31 * standard constructor 32 32 */ 33 OBBTree::OBBTree () 33 OBBTree::OBBTree(int depth, const modelInfo* modelInf, WorldEntity* owner) 34 : BVTree() 34 35 { 36 this->depth = depth; 35 37 this->init(); 36 } 37 38 OBBTree::OBBTree(int depth, sVec3D *verticesList, const int length) 39 { 40 this->init(); 41 this->spawnBVTree(depth, verticesList, length); 42 } 43 44 OBBTree::OBBTree(int depth, const modelInfo& modInfo) 45 { 46 this->init(); 47 this->spawnBVTree(depth, modInfo); 38 this->spawnBVTree(*modelInf); 39 this->owner = owner; 48 40 } 49 41 … … 53 45 { 54 46 this->setClassID(CL_OBB_TREE, "OBBTree"); 55 56 47 this->rootNode = NULL; 57 58 48 this->id = 0; 59 49 } … … 69 59 70 60 71 void OBBTree::spawnBVTree(int depth, sVec3D *verticesList, const int length) 72 { 73 if( unlikely(this->rootNode != NULL)) 74 { 75 PRINTF(2)("The BVTree has already been spawned, flushing and respawning again...\n"); 76 this->flushTree(); 77 } 78 OBBTreeNode* node = new OBBTreeNode(); 79 this->rootNode = node; 80 this->rootNode->setTreeRef(this); 81 this->rootNode->spawnBVTree(--depth, verticesList, length); 82 } 83 84 85 void OBBTree::spawnBVTree(int depth, const modelInfo& modInfo) 61 /** 62 * this function creates a bv tree out of a modelInf structure 63 * @param modelInf the model info of a model (modelInfo), containing vertices, triangle and normal infos 64 */ 65 void OBBTree::spawnBVTree(const modelInfo& modelInf) 86 66 { 87 67 if( unlikely(this->rootNode != NULL)) … … 90 70 this->flushTree(); 91 71 } 92 OBBTreeNode* node = new OBBTreeNode(); 93 this->rootNode = node; 94 this->rootNode->setTreeRef(this); 95 this->rootNode->spawnBVTree(--depth, modInfo); 72 this->rootNode = new OBBTreeNode(*this, NULL, depth-1); 73 74 /* triangles indexes created */ 75 int* triangleIndexes = new int[modelInf.numTriangles]; 76 for( int i = 0; i < modelInf.numTriangles; ++i) 77 triangleIndexes[i] = i; 78 79 this->rootNode->spawnBVTree(modelInf, triangleIndexes, modelInf.numTriangles); 96 80 } 97 81 98 82 83 /** 84 * release the current bv tree if any 85 */ 99 86 void OBBTree:: flushTree() 100 87 {} 101 88 102 89 90 /** 91 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B 92 * @param nodeA: PNode of object A 93 * @param nodeB: Pnode of object B 94 */ 103 95 void OBBTree::collideWith(WorldEntity* entity1, WorldEntity* entity2) 104 96 { … … 109 101 110 102 /** 111 * this collides two bvtrees together. the trees are attached to pnodes Objects A and B 112 * @param tree: the other tree to collide with (Object B) 113 * @param nodeA: PNode of object A 114 * @param nodeB: Pnode of object B 103 * draw bv tree 115 104 */ 116 void OBBTree::collideWith(BVTree* tree, WorldEntity* nodeA, WorldEntity* nodeB)117 {118 this->rootNode->collideWith(((OBBTree*)tree)->getRootNode(), nodeA, nodeB);119 }120 121 122 105 void OBBTree::drawBV(int depth, int drawMode) const 123 106 { … … 129 112 130 113 131 114 /** 115 * some debug output and creation function 116 * 117 * doesn't work at the moment 118 */ 132 119 void OBBTree::debug() 133 120 { … … 153 140 } 154 141 155 this->spawnBVTree(3,vertList, length);142 // this->spawnBVTree(vertList, length); 156 143 157 144 PRINT(0)("= Spawning Tree: Finished\n"); -
trunk/src/lib/collision_detection/obb_tree.h
r6022 r7711 15 15 class OBBTreeNode; 16 16 class PNode; 17 class WorldEntity; 17 18 18 19 //! A class for representing an obb tree 19 class OBBTree : public BVTree { 20 class OBBTree : public BVTree 21 { 20 22 21 23 public: 22 OBBTree(); 23 OBBTree(int depth, sVec3D *verticesList, const int length); 24 OBBTree(int depth, const modelInfo& modInfo); 24 OBBTree(int depth, const modelInfo* modInfo, WorldEntity* entity); 25 25 virtual ~OBBTree(); 26 26 void init(); 27 27 28 virtual void spawnBVTree(int depth, sVec3D *verticesList, const int length); 29 virtual void spawnBVTree(int depth, const modelInfo& modInfo); 28 virtual void spawnBVTree(const modelInfo& modelInf); 30 29 virtual void flushTree(); 31 30 32 virtual void collideWith(BVTree* tree, WorldEntity* nodeA, WorldEntity* nodeB);33 31 virtual void collideWith(WorldEntity* entity1, WorldEntity* entity2); 34 35 32 virtual void drawBV(int depth, int drawMode) const; 36 33 37 int getID() { return ++this->id;} 38 inline OBBTreeNode* getRootNode() { return this->rootNode; } 34 /** returns the next if for the obb tree node @return integer id number of the next node */ 35 inline const int getID() { return ++this->id;} 36 /** returns the root node of the bounding volume tree @return reference to the root node */ 37 inline OBBTreeNode* getRootNode() const { return this->rootNode; } 38 inline WorldEntity* getOwner() const { return this->owner; } 39 39 40 40 void debug(); … … 42 42 private: 43 43 OBBTreeNode* rootNode; //!< reference to the root node of the tree 44 int id; 44 int id; //!< the next id of a obb tree node 45 int depth; //!< the depth of the tree to generate 46 WorldEntity* owner; //!< owner 45 47 }; 46 48 -
trunk/src/lib/collision_detection/obb_tree_node.cc
r6617 r7711 11 11 ### File Specific: 12 12 main-programmer: Patrick Boenzli 13 co-programmer: ...14 13 */ 15 14 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION15 #define DEBUG_SPECIAL_MODULE 3/* DEBUG_MODULE_COLLISION_DETECTION*/ 17 16 18 17 #include "obb_tree_node.h" 19 #include " list.h"18 #include "obb_tree.h" 20 19 #include "obb.h" 21 #include "obb_tree.h" 20 22 21 #include "matrix.h" 23 22 #include "model.h" … … 26 25 27 26 #include "color.h" 28 27 #include "glincl.h" 28 29 #include <list> 30 #include <vector> 29 31 #include "debug.h" 30 #include "glincl.h"31 32 32 33 … … 34 35 using namespace std; 35 36 36 OBBTree* OBBTreeNode::obbTree = NULL; 37 38 float** OBBTreeNode::coMat = NULL; 39 float** OBBTreeNode::eigvMat = NULL; 40 float* OBBTreeNode::eigvlMat = NULL; 41 int* OBBTreeNode::rotCount = NULL; 37 42 38 GLUquadricObj* OBBTreeNode_sphereObj = NULL; 39 43 40 44 41 /** 45 42 * standard constructor 43 * @param tree: reference to the obb tree 44 * @param depth: the depth of the obb tree to generate 46 45 */ 47 OBBTreeNode::OBBTreeNode () 46 OBBTreeNode::OBBTreeNode (const OBBTree& tree, OBBTreeNode* prev, int depth) 47 : BVTreeNode() 48 48 { 49 49 this->setClassID(CL_OBB_TREE_NODE, "OBBTreeNode"); 50 51 this->obbTree = &tree; 52 this->nodePrev = prev; 53 this->depth = depth; 54 this->nextID = 0; 55 50 56 this->nodeLeft = NULL; 51 57 this->nodeRight = NULL; 52 58 this->bvElement = NULL; 53 59 54 if( OBBTreeNode::coMat == NULL) 55 { 56 OBBTreeNode::coMat = new float*[4]; 57 for(int i = 0; i < 4; i++) 58 OBBTreeNode::coMat[i] = new float[4]; 59 } 60 if( OBBTreeNode::eigvMat == NULL) 61 { 62 OBBTreeNode::eigvMat = new float*[4]; 63 for( int i = 0; i < 4; i++) 64 OBBTreeNode::eigvMat[i] = new float[4]; 65 } 66 if( OBBTreeNode::eigvlMat == NULL) 67 { 68 OBBTreeNode::eigvlMat = new float[4]; 69 } 70 if( OBBTreeNode::rotCount == NULL) 71 OBBTreeNode::rotCount = new int; 60 this->triangleIndexList1 = NULL; 61 this->triangleIndexList2 = NULL; 62 63 this->modelInf = NULL; 64 this->triangleIndexes = NULL; 72 65 73 66 if( OBBTreeNode_sphereObj == NULL) 74 67 OBBTreeNode_sphereObj = gluNewQuadric(); 68 69 this->owner = NULL; 70 71 /* debug ids */ 72 if( this->nodePrev) 73 this->treeIndex = 100 * this->depth + this->nodePrev->getID(); 74 else 75 this->treeIndex = 0; 75 76 } 76 77 … … 82 83 { 83 84 if( this->nodeLeft) 84 {85 85 delete this->nodeLeft; 86 this->nodeLeft = NULL;87 }88 86 if( this->nodeRight) 89 {90 87 delete this->nodeRight; 91 this->nodeRight = NULL; 92 } 88 93 89 if( this->bvElement) 94 90 delete this->bvElement; 95 this->bvElement = NULL; 91 92 // if( this->triangleIndexList1 != NULL) 93 // delete [] this->triangleIndexList1; 94 // if( this->triangleIndexList2 != NULL) 95 // delete [] this->triangleIndexList2; 96 96 } 97 97 … … 105 105 * on the triangle informations (triangle soup not polygon soup) 106 106 */ 107 void OBBTreeNode::spawnBVTree(const int depth, const modelInfo& modInfo) 108 { 109 int length = 0; 110 sVec3D* verticesList; 111 112 PRINT(3)("\n"); 113 this->treeIndex = this->obbTree->getID(); 114 PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length); 107 void OBBTreeNode::spawnBVTree(const modelInfo& modelInf, const int* triangleIndexes, int length) 108 { 109 PRINTF(3)("\n==============================Creating OBB Tree Node==================\n"); 110 PRINT(3)(" OBB Tree Infos: \n"); 111 PRINT(3)("\tDepth: %i \n\tTree Index: %i \n\tNumber of Triangles: %i\n", depth, this->treeIndex, length); 115 112 this->depth = depth; 116 113 117 118 114 this->bvElement = new OBB(); 119 this->bvElement->vertices = verticesList; 120 this->bvElement->numOfVertices = length; 121 PRINTF(3)("Created OBBox\n"); 122 this->calculateBoxCovariance(this->bvElement, modInfo); 123 PRINTF(3)("Calculated attributes1\n"); 124 this->calculateBoxEigenvectors(this->bvElement, modInfo); 125 PRINTF(3)("Calculated attributes2\n"); 126 this->calculateBoxAxis(this->bvElement,modInfo); 127 PRINTF(3)("Calculated attributes3\n"); 128 129 /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */ 130 if( this->treeIndex == 1) 131 this->bvElement->bOrigVertices = true; 132 115 this->bvElement->modelInf = &modelInf; 116 this->bvElement->triangleIndexes = triangleIndexes; 117 this->bvElement->triangleIndexesLength = length; 118 119 // full debug output 120 121 //indexes debug 122 // for( int i = 0; i < length; ++i) 123 // { 124 // PRINTF(2)("triangle[%i], index: %i\n", i, triangleIndexes[i]); 125 // } 126 // for( int i = 0; i < length; ++i) 127 // { 128 // PRINTF(2)("triangle[%i]\n", i); 129 // for(int j = 0; j < 3; ++j) 130 // { 131 // PRINTF(2)(" vertex[%i]: %f, %f, %f\n", j, 132 // (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[j]])[0], 133 // (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[j]])[1], 134 // (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[j]])[2]); 135 // } 136 // } 137 // PRINT(0)("\n\n\n"); 138 // for( int i = 0; i < this->bvElement->modelInf->numVertices*3; i+=3) 139 // PRINTF(0)( "vertex[%i]: %f, %f, %f\n", i, this->bvElement->modelInf->pVertices[i], 140 // this->bvElement->modelInf->pVertices[i+1], 141 // this->bvElement->modelInf->pVertices[i+2]); 142 143 144 145 /* create the bounding boxes in three steps */ 146 this->calculateBoxCovariance(*this->bvElement, modelInf, triangleIndexes, length); 147 this->calculateBoxEigenvectors(*this->bvElement, modelInf, triangleIndexes, length); 148 // this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); 149 // this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); 150 this->calculateBoxAxis(*this->bvElement, modelInf, triangleIndexes, length); 151 152 /* do we need to descent further in the obb tree?*/ 133 153 if( likely( this->depth > 0)) 134 154 { 135 this->forkBox(this->bvElement); 136 137 138 // if(this->tmpLen1 > 2) 139 // { 140 // OBBTreeNode* node1 = new OBBTreeNode(); 141 // this->nodeLeft = node1; 142 // this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1); 143 // } 144 // else 145 // { 146 // PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n"); 147 // } 148 // 149 // if( this->tmpLen2 > 2) 150 // { 151 // OBBTreeNode* node2 = new OBBTreeNode(); 152 // this->nodeRight = node2; 153 // this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2); 154 // } 155 // else 156 // { 157 // PRINTF(3)("Abording tree walk: less than 3 vertices left\n"); 158 // } 159 160 } 161 } 155 this->forkBox(*this->bvElement); 156 157 if( this->triangleIndexLength1 >= 3) 158 { 159 this->nodeLeft = new OBBTreeNode(*this->obbTree, this, depth - 1); 160 this->nodeLeft->spawnBVTree(modelInf, this->triangleIndexList1, this->triangleIndexLength1); 161 } 162 if( this->triangleIndexLength2 >= 3) 163 { 164 this->nodeRight = new OBBTreeNode(*this->obbTree, this, depth - 1); 165 this->nodeRight->spawnBVTree(modelInf, this->triangleIndexList2, this->triangleIndexLength2); 166 } 167 } 168 } 169 162 170 163 171 164 172 /** 165 * c reates a new BVTree or BVTree partition166 * @param depth: how much more depth-steps to go: if == 1 don't go any deeper!167 * @param verticesList: the list of vertices of the object - each vertices triple is interpreted as a triangle168 * 169 * this function creates an Bounding Volume tree from a vertices soup (no triangle data)173 * calculate the box covariance matrix 174 * @param box: reference to the box 175 * @param modelInf: the model info structure of the model 176 * @param tirangleIndexes: an array with the indexes of the triangles inside this 177 * @param length: the length of the indexes array 170 178 */ 171 void OBBTreeNode::spawnBVTree(const int depth, const sVec3D *verticesList, unsigned int length) 172 { 173 PRINT(3)("\n"); 174 this->treeIndex = this->obbTree->getID(); 175 PRINTF(3)("OBB Depth: %i, tree index: %i, numVertices: %i\n", depth, treeIndex, length); 176 this->depth = depth; 177 178 179 this->bvElement = new OBB(); 180 this->bvElement->vertices = verticesList; 181 this->bvElement->numOfVertices = length; 182 PRINTF(3)("Created OBBox\n"); 183 this->calculateBoxCovariance(this->bvElement, verticesList, length); 184 PRINTF(3)("Calculated attributes1\n"); 185 this->calculateBoxEigenvectors(this->bvElement, verticesList, length); 186 PRINTF(3)("Calculated attributes2\n"); 187 this->calculateBoxAxis(this->bvElement, verticesList, length); 188 PRINTF(3)("Calculated attributes3\n"); 189 190 /* if this is the first node, the vertices data are the original ones of the model itself, so dont delete them in cleanup */ 191 if( this->treeIndex == 1) 192 this->bvElement->bOrigVertices = true; 193 194 if( likely( this->depth > 0)) 195 { 196 this->forkBox(this->bvElement); 197 198 199 if(this->tmpLen1 > 2) 200 { 201 OBBTreeNode* node1 = new OBBTreeNode(); 202 this->nodeLeft = node1; 203 this->nodeLeft->spawnBVTree(depth - 1, this->tmpVert1, this->tmpLen1); 204 } 205 else 206 { 207 PRINTF(3)("Aboarding tree walk: less than 3 vertices left\n"); 208 } 209 210 if( this->tmpLen2 > 2) 211 { 212 OBBTreeNode* node2 = new OBBTreeNode(); 213 this->nodeRight = node2; 214 this->nodeRight->spawnBVTree(depth - 1, this->tmpVert2, this->tmpLen2); 215 } 216 else 217 { 218 PRINTF(3)("Abording tree walk: less than 3 vertices left\n"); 219 } 220 } 221 } 222 223 224 void OBBTreeNode::calculateBoxCovariance(OBB* box, const modelInfo& modInfo) 225 {} 226 227 228 void OBBTreeNode::calculateBoxCovariance(OBB* box, const sVec3D* verticesList, unsigned int length) 179 void OBBTreeNode::calculateBoxCovariance(OBB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) 229 180 { 230 181 float facelet[length]; //!< surface area of the i'th triangle of the convex hull … … 235 186 Vector t1, t2; //!< temporary values 236 187 float covariance[3][3] = {0,0,0, 0,0,0, 0,0,0};//!< the covariance matrix 237 int mode = 0; //!< mode = 0: vertex soup, no connections, mode = 1: 3 following verteces build a triangle 238 239 this->numOfVertices = length; 240 this->vertices = verticesList; 241 242 243 if( likely(mode == 0)) 244 { 245 /* fist compute all the convex hull face/facelets and centroids */ 246 for( int i = 0; i+3 < length ; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ 247 { 248 p = verticesList[i]; 249 q = verticesList[i + 1]; 250 r = verticesList[i + 2]; 251 252 t1 = p - q; t2 = p - r; 253 254 /* finding the facelet surface via cross-product */ 255 facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); 256 /* update the entire convex hull surface */ 257 face += facelet[i]; 258 259 /* calculate the cetroid of the hull triangles */ 260 centroid[i] = (p + q + r) * 1/3; 261 /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ 262 center += centroid[i] * facelet[i]; 263 } 264 /* take the average of the centroid sum */ 265 center /= face; 266 PRINTF(3)("-- Calculated Center\n"); 267 268 269 /* now calculate the covariance matrix - if not written in three for-loops, it would compute faster: minor */ 270 for( int j = 0; j < 3; ++j) 271 { 272 for( int k = 0; k < 3; ++k) 188 const float* tmpVec = NULL; //!< a temp saving place for sVec3Ds 189 190 /* fist compute all the convex hull face/facelets and centroids */ 191 for( int i = 0; i < length ; ++i) 192 { 193 p = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]; 194 q = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]; 195 r = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]; 196 197 /* finding the facelet surface via cross-product */ 198 t1 = p - q; 199 t2 = p - r; 200 facelet[i] = 0.5f * /*fabs*/( t1.cross(t2).len() ); 201 /* update the entire convex hull surface */ 202 face += facelet[i]; 203 204 /* calculate the cetroid of the hull triangles */ 205 centroid[i] = (p + q + r) / 3.0f; 206 /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ 207 center += centroid[i] * facelet[i]; 208 /* the arithmetical center */ 209 } 210 /* take the average of the centroid sum */ 211 center /= face; 212 213 214 /* now calculate the covariance matrix - if not written in three for-loops, 215 it would compute faster: minor */ 216 for( int j = 0; j < 3; ++j) 217 { 218 for( int k = 0; k < 3; ++k) 219 { 220 for( int i = 0; i < length; ++i) 273 221 { 274 for( int i = 0; i + 3 < length; i+=3) 275 { 276 p = verticesList[i]; 277 q = verticesList[i + 1]; 278 r = verticesList[i + 2]; 279 280 covariance[j][k] = facelet[i] / (12.0f * face) * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + 281 q[j] * q[k] + r[j] * r[k]) - center[j] * center[k]; 282 } 222 p = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[0]]); 223 q = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[1]]); 224 r = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[i]].indexToVertices[2]]); 225 226 covariance[j][k] = facelet[i] * (9.0f * centroid[i][j] * centroid[i][k] + p[j] * p[k] + 227 q[j] * q[k] + r[j] * r[k]); 283 228 } 284 } 285 PRINTF(3)("-- Calculated Covariance\n"); 286 } 287 else if( mode == 1) 288 { 289 for( int i = 0; i + 3 < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ 290 { 291 p = verticesList[i]; 292 q = verticesList[i + 1]; 293 r = verticesList[i + 2]; 294 295 centroid[i] = (p + q + r) / 3.0f; 296 center += centroid[i]; 297 } 298 center /= length; 299 300 for( int j = 0; j < 3; ++j) 301 { 302 for( int k = 0; k < 3; ++k) 303 { 304 for( int i = 0; i + 3 < length; i+=3) 305 { 306 p = verticesList[i]; 307 q = verticesList[i +1]; 308 r = verticesList[i + 2]; 309 310 covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; 311 } 312 covariance[j][k] /= (3.0f * length); 313 } 314 } 315 PRINTF(3)("-- Calculated Covariance\n"); 316 } 317 else if( mode == 2) 318 { 319 /* fist compute all the convex hull face/facelets and centroids */ 320 for(int i = 0; i + 3 < length; i+=3) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ 321 { 322 p = verticesList[i]; 323 q = verticesList[i + 1]; 324 r = verticesList[i + 2]; 325 326 t1 = p - q; t2 = p - r; 327 328 /* finding the facelet surface via cross-product */ 329 facelet[i] = 0.5f * fabs( t1.cross(t2).len() ); 330 /* update the entire convex hull surface */ 331 face += facelet[i]; 332 333 /* calculate the cetroid of the hull triangles */ 334 centroid[i] = (p + q + r) * 1/3; 335 /* now calculate the centroid of the entire convex hull, weighted average of triangle centroids */ 336 center += centroid[i] * facelet[i]; 337 } 338 /* take the average of the centroid sum */ 339 center /= face; 340 PRINTF(3)("-- Calculated Center\n"); 341 342 for( int j = 0; j < 3; ++j) 343 { 344 for( int k = 0; k < 3; ++k) 345 { 346 for( int i = 0; i + 3 < length; i+=3) 347 { 348 p = verticesList[i]; 349 q = verticesList[i +1]; 350 r = verticesList[i + 2]; 351 352 covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; 353 } 354 covariance[j][k] /= (3.0f * length); 355 } 356 } 357 PRINTF(3)("-- Calculated Covariance\n"); 358 } 359 else 360 { 361 for( int i = 0; i < length; ++i) /* FIX-ME-QUICK: hops of 3, array indiscontinuity*/ 362 { 363 center += verticesList[i]; 364 } 365 center /= length; 366 367 for( int j = 0; j < 3; ++j) 368 { 369 for( int k = 0; k < 3; ++k) 370 { 371 for( int i = 0; i + 3 < length; i+=3) 372 { 373 p = verticesList[i]; 374 q = verticesList[i +1]; 375 r = verticesList[i + 2]; 376 377 covariance[j][k] = p[j] * p[k] + q[j] * q[k] + r[j] + r[k]; 378 } 379 covariance[j][k] /= (3.0f * length); 380 } 381 } 382 PRINTF(3)("-- Calculated Covariance\n"); 383 } 384 385 PRINTF(3)("\nVertex Data:\n"); 386 for(int i = 0; i < length; i++) 387 { 388 PRINTF(3)("vertex %i: %f, %f, %f\n", i, box->vertices[i][0], box->vertices[i][1], box->vertices[i][2]); 389 } 390 391 392 PRINTF(3)("\nCovariance Matrix:\n"); 229 covariance[j][k] = covariance[j][k] / (12.0f * face) - center[j] * center[k]; 230 } 231 } 232 for( int i = 0; i < 3; ++i) 233 { 234 box.covarianceMatrix[i][0] = covariance[i][0]; 235 box.covarianceMatrix[i][1] = covariance[i][1]; 236 box.covarianceMatrix[i][2] = covariance[i][2]; 237 } 238 box.center = center; 239 240 /* debug output section*/ 241 PRINTF(3)("\nOBB Covariance Matrix:\n"); 393 242 for(int j = 0; j < 3; ++j) 394 243 { 395 PRINT(3)(" |");244 PRINT(3)("\t\t"); 396 245 for(int k = 0; k < 3; ++k) 397 246 { 398 PRINT(3)(" \b%f ", covariance[j][k]); 399 } 400 PRINT(3)(" |\n"); 401 } 402 403 PRINTF(3)("center: %f, %f, %f\n", center.x, center.y, center.z); 404 405 406 for(int i = 0; i < 3; ++i) 407 { 408 box->covarianceMatrix[i][0] = covariance[i][0]; 409 box->covarianceMatrix[i][1] = covariance[i][1]; 410 box->covarianceMatrix[i][2] = covariance[i][2]; 411 } 412 *box->center = center; 413 PRINTF(3)("-- Written Result to obb\n"); 414 } 415 416 417 void OBBTreeNode::calculateBoxEigenvectors(OBB* box, const modelInfo& modInfo) 418 {} 419 420 void OBBTreeNode::calculateBoxEigenvectors(OBB* box, const sVec3D* verticesList, unsigned int length) 421 { 422 423 /* now getting spanning vectors of the sub-space: 247 PRINT(3)("%11.4f\t", covariance[j][k]); 248 } 249 PRINT(3)("\n"); 250 } 251 PRINTF(3)("\nWeighteed OBB Center:\n\t\t%11.4f\t %11.4f\t %11.4f\n", center.x, center.y, center.z); 252 // PRINTF(3)("\nArithmetical OBB Center:\n\t\t%11.4f\t %11.4f\t %11.4f\n", box.arithCenter.x, box.arithCenter.y, box.arithCenter.z); 253 254 /* write back the covariance matrix data to the object oriented bouning box */ 255 } 256 257 258 259 /** 260 * calculate the eigenvectors for the object oriented box 261 * @param box: reference to the box 262 * @param modelInf: the model info structure of the model 263 * @param tirangleIndexes: an array with the indexes of the triangles inside this 264 * @param length: the length of the indexes array 265 */ 266 void OBBTreeNode::calculateBoxEigenvectors(OBB& box, const modelInfo& modelInf, 267 const int* triangleIndexes, int length) 268 { 269 270 Vector axis[3]; //!< the references to the obb axis 271 Matrix covMat( box.covarianceMatrix ); //!< covariance matrix (in the matrix dataform) 272 273 /* 274 now getting spanning vectors of the sub-space: 424 275 the eigenvectors of a symmertric matrix, such as the 425 276 covarience matrix are mutually orthogonal. … … 427 278 vectors 428 279 */ 429 Vector* axis = new Vector[3]; //!< the references to the obb axis 430 431 Matrix covMat( box->covarianceMatrix ); 280 281 /* calculate the axis */ 432 282 covMat.getEigenVectors(axis[0], axis[1], axis[2] ); 433 434 435 /* new jacobi tests */ 436 // JacobI(OBBTreeNode::coMat, OBBTreeNode::eigvlMat, OBBTreeNode::eigvMat, OBBTreeNode::rotCount); 437 // PRINTF(3)("-- Done Jacobi Decomposition\n"); 438 439 440 // PRINTF(0)("Jacobi\n"); 441 // for(int j = 0; j < 3; ++j) 442 // { 443 // printf(" |"); 444 // for(int k = 0; k < 3; ++k) 445 // { 446 // printf(" \t%f ", OBBTreeNode::OBBTreeNode::eigvMat[j][k]); 447 // } 448 // printf(" |\n"); 449 // } 450 451 /* axis[0].x = OBBTreeNode::eigvMat[0][0]; axis[0].y = OBBTreeNode::eigvMat[1][0]; axis[0].z = OBBTreeNode::eigvMat[2][0]; 452 axis[1].x = OBBTreeNode::eigvMat[0][1]; axis[1].y = OBBTreeNode::eigvMat[1][1]; axis[1].z = OBBTreeNode::eigvMat[2][1]; 453 axis[2].x = OBBTreeNode::eigvMat[0][2]; axis[2].y = OBBTreeNode::eigvMat[1][2]; axis[2].z = OBBTreeNode::eigvMat[2][2]; 454 axis[0].normalize(); 455 axis[1].normalize(); 456 axis[2].normalize();*/ 457 box->axis = axis; 458 459 // PRINTF(0)("-- Got Axis\n"); 460 // 461 // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[0].x, box->axis[0].y, box->axis[0].z); 462 // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[1].x, box->axis[1].y, box->axis[1].z); 463 // PRINTF(0)("eigenvector: %f, %f, %f\n", box->axis[2].x, box->axis[2].y, box->axis[2].z); 464 } 465 466 467 void OBBTreeNode::calculateBoxAxis(OBB* box, const modelInfo& modInfo) 468 { 469 this->calculateBoxAxis(box, (const sVec3D*)modInfo.pVertices, modInfo.numVertices); 470 } 471 472 473 474 void OBBTreeNode::calculateBoxAxis(OBB* box, const sVec3D* verticesList, unsigned int length) 475 { 476 283 box.axis[0] = axis[0]; 284 box.axis[1] = axis[1]; 285 box.axis[2] = axis[2]; 286 287 // box.axis[0] = Vector(1,0,0); 288 // box.axis[1] = Vector(0,1,0); 289 // box.axis[2] = Vector(0,0,1); 290 291 PRINTF(3)("Eigenvectors:\n"); 292 PRINT(3)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[0].x, box.axis[0].y, box.axis[0].z); 293 PRINT(3)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[1].x, box.axis[1].y, box.axis[1].z); 294 PRINT(3)("\t\t%11.2f \t%11.2f \t%11.2f\n", box.axis[2].x, box.axis[2].y, box.axis[2].z); 295 } 296 297 298 299 300 /** 301 * calculate the eigenvectors for the object oriented box 302 * @param box: reference to the box 303 * @param modelInf: the model info structure of the model 304 * @param tirangleIndexes: an array with the indexes of the triangles inside this 305 * @param length: the length of the indexes array 306 */ 307 void OBBTreeNode::calculateBoxAxis(OBB& box, const modelInfo& modelInf, const int* triangleIndexes, int length) 308 { 309 310 PRINTF(3)("Calculate Box Axis\n"); 477 311 /* now get the axis length */ 478 Line ax[3]; //!< the axis 479 float* halfLength = new float[3]; //!< half length of the axis 312 float halfLength[3]; //!< half length of the axis 480 313 float tmpLength; //!< tmp save point for the length 481 Plane p0(box->axis[0], *box->center); //!< the axis planes 482 Plane p1(box->axis[1], *box->center); 483 Plane p2(box->axis[2], *box->center); 484 float maxLength[3]; 485 float minLength[3]; 486 487 488 /* get a bad bounding box */ 489 halfLength[0] = -1.0f; 490 for(int j = 0; j < length; ++j) 491 { 492 tmpLength = fabs(p0.distancePoint(vertices[j])); 493 if( tmpLength > halfLength[0]) 494 halfLength[0] = tmpLength; 495 } 496 497 halfLength[1] = -1.0f; 498 for(int j = 0; j < length; ++j) 499 { 500 tmpLength = fabs(p1.distancePoint(vertices[j])); 501 if( tmpLength > halfLength[1]) 502 halfLength[1] = tmpLength; 503 } 504 505 halfLength[2] = -1.0f; 506 for(int j = 0; j < length; ++j) 507 { 508 tmpLength = fabs(p2.distancePoint(vertices[j])); 509 if( tmpLength > halfLength[2]) 510 halfLength[2] = tmpLength; 511 } 512 513 314 Plane p0(box.axis[0], box.center); //!< the axis planes 315 Plane p1(box.axis[1], box.center); //!< the axis planes 316 Plane p2(box.axis[2], box.center); //!< the axis planes 317 float maxLength[3]; //!< maximal lenth of the axis 318 float minLength[3]; //!< minimal length of the axis 319 const float* tmpVec; //!< variable taking tmp vectors 320 float centerOffset[3]; 514 321 515 322 /* get the maximal dimensions of the body in all directions */ 516 maxLength[0] = p0.distancePoint(vertices[0]);517 minLength[0] = p0.distancePoint(vertices[0]);518 for(int j = 0; j < length; ++j)519 {520 tmpLength = p0.distancePoint(vertices[j]);521 if( tmpLength > maxLength[0])522 maxLength[0] = tmpLength;523 else if( tmpLength < minLength[0])524 minLength[0] = tmpLength;525 }526 527 maxLength[1] = p1.distancePoint(vertices[0]);528 minLength[1] = p1.distancePoint(vertices[0]);529 for(int j = 0; j < length; ++j) 530 {531 tmpLength = p1.distancePoint(vertices[j]);532 if( tmpLength > maxLength[1])533 maxLength[1] = tmpLength;534 else if( tmpLength < minLength[1]) 535 minLength[1] = tmpLength;536 }537 538 maxLength[2] = p2.distancePoint(vertices[0]);539 minLength[2] = p2.distancePoint(vertices[0]);540 for(int j = 0; j < length; ++j)541 {542 tmpLength = p2.distancePoint(vertices[j]); 543 if( tmpLength > maxLength[2]) 544 maxLength[2] = tmpLength; 545 else if( tmpLength < minLength[2])546 minLength[2] = tmpLength;547 }548 549 550 /* calculate the real centre of the body by using the axis length */551 float centerOffset[3];552 float newHalfLength[3];553 for(int i = 0; i < 3; ++i)554 { 555 PRINTF(3)("max: %f, min: %f \n", maxLength[i], minLength[i]);556 centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; // min length is negatie557 newHalfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; // min length is negative 558 *box->center += (box->axis[i] * centerOffset[i]); // update the new center vector559 halfLength[i] = newHalfLength[i];560 }561 562 563 564 box->halfLength = halfLength;565 PRINT F(3)("-- Written Axis to obb\n");566 PRINT F(3)("-- Finished Calculating Attributes\n");323 /* for the initialisation the value just has to be inside of the polygon soup -> first vertices (rand) */ 324 for( int k = 0; k < 3; k++) 325 { 326 tmpVec = (&modelInf.pVertices[modelInf.pTriangles[triangleIndexes[0]].indexToVertices[0]]); 327 Plane* p; 328 if( k == 0) 329 p = &p0; 330 else if( k == 1) 331 p = &p1; 332 else 333 p = &p2; 334 maxLength[k] = p->distancePoint(tmpVec); 335 minLength[k] = p->distancePoint(tmpVec); 336 337 for( int j = 0; j < length; ++j) { 338 for( int i = 0; i < 3; ++i) { 339 tmpVec = &modelInf.pVertices[modelInf.pTriangles[triangleIndexes[j]].indexToVertices[i]]; 340 tmpLength = p->distancePoint(tmpVec); 341 342 if( tmpLength > maxLength[k]) 343 maxLength[k] = tmpLength; 344 else if( tmpLength < minLength[k]) 345 minLength[k] = tmpLength; 346 } 347 } 348 } 349 350 351 352 /* calculate the real centre of the body by using the axis length */ 353 for( int i = 0; i < 3; ++i) 354 { 355 if( maxLength[i] > 0.0f && minLength[i] > 0.0f) // both axis positiv 356 centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; 357 else if( maxLength[i] > 0.0f && maxLength[i] < 0.0f) // positiv and negativ 358 centerOffset[i] = (maxLength[i] + minLength[i]) / 2.0f; 359 else //both negativ 360 centerOffset[i] = minLength[i] + (maxLength[i] - minLength[i]) / 2.0f; 361 362 box.halfLength[i] = (maxLength[i] - minLength[i]) / 2.0f; 363 } 364 365 box.center += (box.axis[0] * centerOffset[0]); 366 box.center += (box.axis[1] * centerOffset[1]); 367 box.center += (box.axis[2] * centerOffset[2]); 368 369 370 PRINTF(3)("\n"); 371 PRINT(3)("\tAxis halflength x: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[0], maxLength[0], minLength[0], centerOffset[0]); 372 PRINT(3)("\tAxis halflength y: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[1], maxLength[1], minLength[1], centerOffset[1] ); 373 PRINT(3)("\tAxis halflength z: %11.2f (max: %11.2f, \tmin: %11.2f), offset: %11.2f\n", box.halfLength[2], maxLength[2], minLength[2], centerOffset[2]); 567 374 } 568 375 … … 570 377 571 378 /** 572 \briefthis separates an ob-box in the middle573 * @param box: the box to separate574 575 this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis379 * this separates an ob-box in the middle 380 * @param box: the box to separate 381 * 382 * this will separate the box into to smaller boxes. the separation is done along the middle of the longest axis 576 383 */ 577 void OBBTreeNode::forkBox(OBB* box) 578 { 384 void OBBTreeNode::forkBox(OBB& box) 385 { 386 387 PRINTF(3)("Fork Box\n"); 388 PRINTF(4)("Calculating the longest Axis\n"); 579 389 /* get the longest axis of the box */ 580 float aLength = -1.0f; //!< the length of the longest axis 581 int axisIndex = 0; //!< this is the nr of the longest axis 582 583 for(int i = 0; i < 3; ++i) 584 { 585 if( aLength < box->halfLength[i]) 586 { 587 aLength = box->halfLength[i]; 588 axisIndex = i; 589 } 590 } 591 592 PRINTF(3)("longest axis is: nr %i with a half-length of: %f\n", axisIndex, aLength); 593 594 390 float longestAxis = -1.0f; //!< the length of the longest axis 391 int longestAxisIndex = 0; //!< this is the nr of the longest axis 392 393 394 /* now get the longest axis of the three exiting */ 395 for( int i = 0; i < 3; ++i) 396 { 397 if( longestAxis < box.halfLength[i]) 398 { 399 longestAxis = box.halfLength[i]; 400 longestAxisIndex = i; 401 } 402 } 403 PRINTF(3)("\nLongest Axis is: Nr %i with a half-length of:%11.2f\n", longestAxisIndex, longestAxis); 404 405 406 PRINTF(4)("Separating along the longest axis\n"); 595 407 /* get the closest vertex near the center */ 596 408 float dist = 999999.0f; //!< the smallest distance to each vertex 597 float tmpDist; //!< temporary distance 598 int vertexIndex; 599 Plane middlePlane(box->axis[axisIndex], *box->center); //!< the middle plane 600 601 vertexIndex = 0; 602 for(int i = 0; i < box->numOfVertices; ++i) 603 { 604 tmpDist = fabs(middlePlane.distancePoint(box->vertices[i])); 605 if( tmpDist < dist) 606 { 607 dist = tmpDist; 608 vertexIndex = i; 609 } 610 } 611 612 PRINTF(3)("\nthe clostest vertex is nr: %i, with a dist of: %f\n", vertexIndex ,dist); 409 float tmpDist; //!< variable to save diverse distances temporarily 410 int vertexIndex; //!< index of the vertex near the center 411 Plane middlePlane(box.axis[longestAxisIndex], box.center); //!< the middle plane 412 const sVec3D* tmpVec; //!< temp simple 3D vector 613 413 614 414 … … 616 416 the points depending on which side they are located 617 417 */ 618 tList<const sVec3D> partition1; //!< the vertex partition 1 619 tList<const sVec3D> partition2; //!< the vertex partition 2 620 621 622 PRINTF(3)("vertex index: %i, of %i\n", vertexIndex, box->numOfVertices); 623 this->separationPlane = new Plane(box->axis[axisIndex], box->vertices[vertexIndex]); //!< separation plane 624 this->sepPlaneCenter = &box->vertices[vertexIndex]; 625 this->longestAxisIndex = axisIndex; 626 627 for(int i = 0; i < box->numOfVertices; ++i) 628 { 629 if( i == vertexIndex) continue; 630 tmpDist = this->separationPlane->distancePoint(box->vertices[i]); 631 if( tmpDist > 0.0) 632 partition1.add(&box->vertices[i]); /* positive numbers plus zero */ 633 else 634 partition2.add(&box->vertices[i]); /* negatice numbers */ 635 } 636 partition1.add(&box->vertices[vertexIndex]); 637 partition2.add(&box->vertices[vertexIndex]); 638 639 PRINTF(3)("\npartition1: got %i vertices/ partition 2: got %i vertices\n", partition1.getSize(), partition2.getSize()); 418 std::list<int> partition1; //!< the vertex partition 1 419 std::list<int> partition2; //!< the vertex partition 2 420 float* triangleCenter = new float[3]; //!< the center of the triangle 421 const float* a; //!< triangle edge a 422 const float* b; //!< triangle edge b 423 const float* c; //!< triangle edge c 424 425 426 /* find the center of the box */ 427 this->separationPlane = Plane(box.axis[longestAxisIndex], box.center); 428 this->sepPlaneCenter[0] = box.center.x; 429 this->sepPlaneCenter[1] = box.center.y; 430 this->sepPlaneCenter[2] = box.center.z; 431 this->longestAxisIndex = longestAxisIndex; 432 433 for( int i = 0; i < box.triangleIndexesLength; ++i) 434 { 435 /* first calculate the middle of the triangle */ 436 a = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[0]]; 437 b = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[1]]; 438 c = &box.modelInf->pVertices[box.modelInf->pTriangles[box.triangleIndexes[i]].indexToVertices[2]]; 439 440 triangleCenter[0] = (a[0] + b[0] + c[0]) / 3.0f; 441 triangleCenter[1] = (a[1] + b[1] + c[1]) / 3.0f; 442 triangleCenter[2] = (a[2] + b[2] + c[2]) / 3.0f; 443 tmpDist = this->separationPlane.distancePoint(*((sVec3D*)triangleCenter)); 444 445 if( tmpDist > 0.0f) 446 partition1.push_back(box.triangleIndexes[i]); /* positive numbers plus zero */ 447 else if( tmpDist < 0.0f) 448 partition2.push_back(box.triangleIndexes[i]); /* negatice numbers */ 449 else { 450 partition1.push_back(box.triangleIndexes[i]); /* 0.0f? unprobable... */ 451 partition2.push_back(box.triangleIndexes[i]); 452 } 453 } 454 PRINTF(3)("\nPartition1: got \t%i Vertices \nPartition2: got \t%i Vertices\n", partition1.size(), partition2.size()); 640 455 641 456 642 457 /* now comes the separation into two different sVec3D arrays */ 643 tIterator<const sVec3D>* iterator; //!< the iterator to go through the lists644 const sVec3D* element; //!< the elements645 458 int index; //!< index storage place 646 sVec3D* vertList1; //!< the vertex list 1 647 sVec3D* vertList2; //!< the vertex list 2 648 649 vertList1 = new sVec3D[partition1.getSize()]; 650 vertList2 = new sVec3D[partition2.getSize()]; 651 652 iterator = partition1.getIterator(); 653 element = iterator->firstElement(); 654 index = 0; 655 while( element != NULL) 656 { 657 vertList1[index][0] = element[0][0]; 658 vertList1[index][1] = element[0][1]; 659 vertList1[index][2] = element[0][2]; 660 ++index; 661 element = iterator->nextElement(); 662 } 663 664 // PRINTF(0)("\npartition 1:\n"); 665 // for(int i = 0; i < partition1.getSize(); ++i) 666 // { 667 // PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList1[i][0], i, vertList1[i][1], i, vertList1[i][2]); 668 // } 669 670 iterator = partition2.getIterator(); 671 element = iterator->firstElement(); 672 index = 0; 673 while( element != NULL) 674 { 675 vertList2[index][0] = element[0][0]; 676 vertList2[index][1] = element[0][1]; 677 vertList2[index][2] = element[0][2]; 678 ++index; 679 element = iterator->nextElement(); 680 } 681 682 this->tmpVert1 = vertList1; 683 this->tmpVert2 = vertList2; 684 this->tmpLen1 = partition1.getSize(); 685 this->tmpLen2 = partition2.getSize(); 686 687 delete iterator; 688 689 // PRINTF(0)("\npartition 2:\n"); 690 // for(int i = 0; i < partition2.getSize(); ++i) 691 // { 692 // PRINTF(0)("v[%i][0] = %f,\tv[%i][1] = %f,\tv[%i][1] = %f\n", i, vertList2[i][0], i, vertList2[i][1], i, vertList2[i][2]); 693 // } 459 int* triangleIndexList1; //!< the vertex list 1 460 int* triangleIndexList2; //!< the vertex list 2 461 std::list<int>::iterator element; //!< the list iterator 462 463 triangleIndexList1 = new int[partition1.size()]; 464 triangleIndexList2 = new int[partition2.size()]; 465 466 for( element = partition1.begin(), index = 0; element != partition1.end(); element++, index++) 467 triangleIndexList1[index] = (*element); 468 469 for( element = partition2.begin(), index = 0; element != partition2.end(); element++, index++) 470 triangleIndexList2[index] = (*element); 471 472 if( this->triangleIndexList1!= NULL) 473 delete[] this->triangleIndexList1; 474 this->triangleIndexList1 = triangleIndexList1; 475 this->triangleIndexLength1 = partition1.size(); 476 477 if( this->triangleIndexList2 != NULL) 478 delete[] this->triangleIndexList2; 479 this->triangleIndexList2 = triangleIndexList2; 480 this->triangleIndexLength2 = partition2.size(); 694 481 } 695 482 … … 699 486 void OBBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB) 700 487 { 701 PRINTF(3)("collideWith\n"); 488 if( unlikely(treeNode == NULL)) 489 return; 490 491 PRINTF(4)("collideWith\n"); 702 492 /* if the obb overlap, make subtests: check which node is realy overlaping */ 703 PRINT(3)("Checking OBB %i vs %i: ", this->getIndex(), treeNode->getIndex()); 704 if( unlikely(treeNode == NULL)) return; 705 706 if( this->overlapTest(this->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB)) 707 { 708 PRINTF(3)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight); 493 PRINTF(4)("Checking OBB %i vs %i: ", this->getIndex(), treeNode->getIndex()); 494 // if( unlikely(treeNode == NULL)) return; 495 496 497 if( this->overlapTest(*this->bvElement, *(((const OBBTreeNode*)&treeNode)->bvElement), nodeA, nodeB)) 498 { 499 PRINTF(4)("collision @ lvl %i, object %s vs. %s, (%p, %p)\n", this->depth, nodeA->getClassName(), nodeB->getClassName(), this->nodeLeft, this->nodeRight); 709 500 710 501 /* check if left node overlaps */ 711 502 if( likely( this->nodeLeft != NULL)) 712 503 { 713 PRINT (3)("Checking OBB %i vs %i: ", this->nodeLeft->getIndex(), treeNode->getIndex());714 if( this->overlapTest( this->nodeLeft->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB))504 PRINTF(4)("Checking OBB %i vs %i: ", this->nodeLeft->getIndex(), treeNode->getIndex()); 505 if( this->overlapTest(*this->nodeLeft->bvElement, *(((const OBBTreeNode*)&treeNode)->bvElement), nodeA, nodeB)) 715 506 { 716 this->nodeLeft->collideWith((( OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB);717 this->nodeLeft->collideWith((( OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB);507 this->nodeLeft->collideWith((((const OBBTreeNode*)treeNode)->nodeLeft), nodeA, nodeB); 508 this->nodeLeft->collideWith((((const OBBTreeNode*)treeNode)->nodeRight), nodeA, nodeB); 718 509 } 719 510 } … … 721 512 if( likely( this->nodeRight != NULL)) 722 513 { 723 PRINT (3)("Checking OBB %i vs %i: ", this->nodeRight->getIndex(), treeNode->getIndex());724 if(this->overlapTest( this->nodeRight->bvElement, ((OBBTreeNode*)treeNode)->bvElement, nodeA, nodeB))514 PRINTF(4)("Checking OBB %i vs %i: ", this->nodeRight->getIndex(), treeNode->getIndex()); 515 if(this->overlapTest(*this->nodeRight->bvElement, *(((const OBBTreeNode*)&treeNode)->bvElement), nodeA, nodeB)) 725 516 { 726 this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeLeft, nodeA, nodeB);727 this->nodeRight->collideWith(((OBBTreeNode*)treeNode)->nodeRight, nodeA, nodeB);517 this->nodeRight->collideWith((((const OBBTreeNode*)treeNode)->nodeLeft), nodeA, nodeB); 518 this->nodeRight->collideWith((((const OBBTreeNode*)treeNode)->nodeRight), nodeA, nodeB); 728 519 } 729 520 } 730 521 731 522 /* so there is a collision and this is the last box in the tree (i.e. leaf) */ 523 /* FIXME: If we would choose || insead of && there would also be asymmetrical cases supported */ 732 524 if( unlikely(this->nodeRight == NULL && this->nodeLeft == NULL)) 733 525 { 734 nodeA->collidesWith(nodeB, *((OBBTreeNode*)treeNode)->bvElement->center); 735 736 nodeB->collidesWith(nodeA, *this->bvElement->center); 737 } 738 739 } 740 } 741 742 743 744 bool OBBTreeNode::overlapTest(OBB* boxA, OBB* boxB, WorldEntity* nodeA, WorldEntity* nodeB) 745 { 526 nodeA->collidesWith(nodeB, (((const OBBTreeNode*)&treeNode)->bvElement->center)); 527 528 nodeB->collidesWith(nodeA, this->bvElement->center); 529 } 530 531 } 532 } 533 534 535 536 bool OBBTreeNode::overlapTest(OBB& boxA, OBB& boxB, WorldEntity* nodeA, WorldEntity* nodeB) 537 { 538 //HACK remove this again 539 this->owner = nodeA; 540 // if( boxB == NULL || boxA == NULL) 541 // return false; 542 746 543 /* first check all axis */ 747 544 Vector t; … … 752 549 Vector rotAxisB[3]; 753 550 754 rotAxisA[0] = nodeA->getAbsDir().apply(boxA->axis[0]); 755 rotAxisA[1] = nodeA->getAbsDir().apply(boxA->axis[1]); 756 rotAxisA[2] = nodeA->getAbsDir().apply(boxA->axis[2]); 757 758 rotAxisB[0] = nodeB->getAbsDir().apply(boxB->axis[0]); 759 rotAxisB[1] = nodeB->getAbsDir().apply(boxB->axis[1]); 760 rotAxisB[2] = nodeB->getAbsDir().apply(boxB->axis[2]); 761 762 t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(*boxA->center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(*boxB->center)); 763 764 // printf("\n"); 765 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[0].x, boxA->axis[0].y, boxA->axis[0].z, rotAxisA[0].x, rotAxisA[0].y, rotAxisA[0].z); 766 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[1].x, boxA->axis[1].y, boxA->axis[1].z, rotAxisA[1].x, rotAxisA[1].y, rotAxisA[1].z); 767 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[2].x, boxA->axis[2].y, boxA->axis[2].z, rotAxisA[2].x, rotAxisA[2].y, rotAxisA[2].z); 768 // 769 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[0].x, boxB->axis[0].y, boxB->axis[0].z, rotAxisB[0].x, rotAxisB[0].y, rotAxisB[0].z); 770 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[1].x, boxB->axis[1].y, boxB->axis[1].z, rotAxisB[1].x, rotAxisB[1].y, rotAxisB[1].z); 771 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[2].x, boxB->axis[2].y, boxB->axis[2].z, rotAxisB[2].x, rotAxisB[2].y, rotAxisB[2].z); 551 rotAxisA[0] = nodeA->getAbsDir().apply(boxA.axis[0]); 552 rotAxisA[1] = nodeA->getAbsDir().apply(boxA.axis[1]); 553 rotAxisA[2] = nodeA->getAbsDir().apply(boxA.axis[2]); 554 555 rotAxisB[0] = nodeB->getAbsDir().apply(boxB.axis[0]); 556 rotAxisB[1] = nodeB->getAbsDir().apply(boxB.axis[1]); 557 rotAxisB[2] = nodeB->getAbsDir().apply(boxB.axis[2]); 558 559 560 t = nodeA->getAbsCoor() + nodeA->getAbsDir().apply(boxA.center) - ( nodeB->getAbsCoor() + nodeB->getAbsDir().apply(boxB.center)); 561 562 // printf("\n"); 563 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[0].x, boxA->axis[0].y, boxA->axis[0].z, rotAxisA[0].x, rotAxisA[0].y, rotAxisA[0].z); 564 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[1].x, boxA->axis[1].y, boxA->axis[1].z, rotAxisA[1].x, rotAxisA[1].y, rotAxisA[1].z); 565 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxA->axis[2].x, boxA->axis[2].y, boxA->axis[2].z, rotAxisA[2].x, rotAxisA[2].y, rotAxisA[2].z); 566 // 567 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[0].x, boxB->axis[0].y, boxB->axis[0].z, rotAxisB[0].x, rotAxisB[0].y, rotAxisB[0].z); 568 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[1].x, boxB->axis[1].y, boxB->axis[1].z, rotAxisB[1].x, rotAxisB[1].y, rotAxisB[1].z); 569 // printf("(%f, %f, %f) -> (%f, %f, %f)\n", boxB->axis[2].x, boxB->axis[2].y, boxB->axis[2].z, rotAxisB[2].x, rotAxisB[2].y, rotAxisB[2].z); 772 570 773 571 … … 779 577 l = rotAxisA[j]; 780 578 781 rA += fabs(boxA ->halfLength[0] * rotAxisA[0].dot(l));782 rA += fabs(boxA ->halfLength[1] * rotAxisA[1].dot(l));783 rA += fabs(boxA ->halfLength[2] * rotAxisA[2].dot(l));784 785 rB += fabs(boxB ->halfLength[0] * rotAxisB[0].dot(l));786 rB += fabs(boxB ->halfLength[1] * rotAxisB[1].dot(l));787 rB += fabs(boxB ->halfLength[2] * rotAxisB[2].dot(l));788 789 PRINTF( 3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);579 rA += fabs(boxA.halfLength[0] * rotAxisA[0].dot(l)); 580 rA += fabs(boxA.halfLength[1] * rotAxisA[1].dot(l)); 581 rA += fabs(boxA.halfLength[2] * rotAxisA[2].dot(l)); 582 583 rB += fabs(boxB.halfLength[0] * rotAxisB[0].dot(l)); 584 rB += fabs(boxB.halfLength[1] * rotAxisB[1].dot(l)); 585 rB += fabs(boxB.halfLength[2] * rotAxisB[2].dot(l)); 586 587 PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); 790 588 791 589 if( (rA + rB) < fabs(t.dot(l))) 792 590 { 793 PRINT (3)("no Collision\n");591 PRINTF(4)("no Collision\n"); 794 592 return false; 795 593 } … … 803 601 l = rotAxisB[j]; 804 602 805 rA += fabs(boxA ->halfLength[0] * rotAxisA[0].dot(l));806 rA += fabs(boxA ->halfLength[1] * rotAxisA[1].dot(l));807 rA += fabs(boxA ->halfLength[2] * rotAxisA[2].dot(l));808 809 rB += fabs(boxB ->halfLength[0] * rotAxisB[0].dot(l));810 rB += fabs(boxB ->halfLength[1] * rotAxisB[1].dot(l));811 rB += fabs(boxB ->halfLength[2] * rotAxisB[2].dot(l));812 813 PRINTF( 3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);603 rA += fabs(boxA.halfLength[0] * rotAxisA[0].dot(l)); 604 rA += fabs(boxA.halfLength[1] * rotAxisA[1].dot(l)); 605 rA += fabs(boxA.halfLength[2] * rotAxisA[2].dot(l)); 606 607 rB += fabs(boxB.halfLength[0] * rotAxisB[0].dot(l)); 608 rB += fabs(boxB.halfLength[1] * rotAxisB[1].dot(l)); 609 rB += fabs(boxB.halfLength[2] * rotAxisB[2].dot(l)); 610 611 PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); 814 612 815 613 if( (rA + rB) < fabs(t.dot(l))) 816 614 { 817 PRINT (3)("no Collision\n");615 PRINTF(4)("no Collision\n"); 818 616 return false; 819 617 } … … 831 629 l = rotAxisA[j].cross(rotAxisB[k]); 832 630 833 rA += fabs(boxA ->halfLength[0] * rotAxisA[0].dot(l));834 rA += fabs(boxA ->halfLength[1] * rotAxisA[1].dot(l));835 rA += fabs(boxA ->halfLength[2] * rotAxisA[2].dot(l));836 837 rB += fabs(boxB ->halfLength[0] * rotAxisB[0].dot(l));838 rB += fabs(boxB ->halfLength[1] * rotAxisB[1].dot(l));839 rB += fabs(boxB ->halfLength[2] * rotAxisB[2].dot(l));840 841 PRINTF( 3)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB);631 rA += fabs(boxA.halfLength[0] * rotAxisA[0].dot(l)); 632 rA += fabs(boxA.halfLength[1] * rotAxisA[1].dot(l)); 633 rA += fabs(boxA.halfLength[2] * rotAxisA[2].dot(l)); 634 635 rB += fabs(boxB.halfLength[0] * rotAxisB[0].dot(l)); 636 rB += fabs(boxB.halfLength[1] * rotAxisB[1].dot(l)); 637 rB += fabs(boxB.halfLength[2] * rotAxisB[2].dot(l)); 638 639 PRINTF(5)("s = %f, rA+rB = %f\n", fabs(t.dot(l)), rA+rB); 842 640 843 641 if( (rA + rB) < fabs(t.dot(l))) 844 642 { 845 PRINT (3)("keine Kollision\n");643 PRINTF(4)("keine Kollision\n"); 846 644 return false; 847 645 } … … 849 647 } 850 648 851 852 boxA->bCollided = true; /* use this ONLY(!!!!) for drawing operations */ 853 boxB->bCollided = true; 854 PRINT(3)("Kollision!\n"); 649 /* FIXME: there is no collision mark set now */ 650 boxA.bCollided = true; /* use this ONLY(!!!!) for drawing operations */ 651 boxB.bCollided = true; 652 653 654 PRINTF(4)("Kollision!\n"); 855 655 return true; 856 656 } … … 860 660 861 661 662 663 664 665 666 667 /** 668 * 669 * draw the BV tree - debug mode 670 */ 862 671 void OBBTreeNode::drawBV(int depth, int drawMode, const Vector& color, bool top) const 863 672 { 864 865 /* draw the model itself, there is some problem concerning this: the vertices are drawn multiple times */866 if( drawMode & DRAW_MODEL || drawMode & DRAW_ALL)867 {868 if( !(drawMode & DRAW_SINGLE && depth != 0))869 {870 if( drawMode & DRAW_POINTS)673 /* this function can be used to draw the triangles and/or the points only */ 674 if( 1 /*drawMode & DRAW_MODEL || drawMode & DRAW_ALL*/) 675 { 676 if( depth == 0/*!(drawMode & DRAW_SINGLE && depth != 0)*/) 677 { 678 if( 1 /*drawMode & DRAW_POINTS*/) 679 { 871 680 glBegin(GL_POINTS); 872 for(int i = 0; i < this->bvElement->numOfVertices; ++i) 873 { 874 if( drawMode & DRAW_POINTS) 875 glVertex3f(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); 876 else 877 { 878 glPushMatrix(); 879 glTranslatef(this->bvElement->vertices[i][0], this->bvElement->vertices[i][1], this->bvElement->vertices[i][2]); 880 gluSphere(OBBTreeNode_sphereObj, 0.1, 10, 10); 881 glPopMatrix(); 882 } 681 glColor3f(0.3, 0.8, 0.54); 682 for( int i = 0; i < this->bvElement->modelInf->numVertices*3; i+=3) 683 glVertex3f(this->bvElement->modelInf->pVertices[i], 684 this->bvElement->modelInf->pVertices[i+1], 685 this->bvElement->modelInf->pVertices[i+2]); 686 glEnd(); 883 687 } 884 if( drawMode & DRAW_POINTS)885 glEnd();886 688 } 887 689 } … … 897 699 898 700 /* draw world axes */ 899 if( drawMode & DRAW_BV_AXIS)701 if( 1 /*drawMode & DRAW_BV_AXIS*/) 900 702 { 901 703 glBegin(GL_LINES); … … 915 717 916 718 917 if( drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL)918 { 919 if( !(drawMode & DRAW_SINGLE && depth != 0))719 if( 1/*drawMode & DRAW_BV_AXIS || drawMode & DRAW_ALL*/) 720 { 721 if( 1/*drawMode & DRAW_SINGLE && depth != 0*/) 920 722 { 921 723 /* draw the obb axes */ 922 724 glBegin(GL_LINES); 923 glColor3f(0.0, 0.4, 0.3); 924 glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); 925 glVertex3f(this->bvElement->center->x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], 926 this->bvElement->center->y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], 927 this->bvElement->center->z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); 928 929 glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); 930 glVertex3f(this->bvElement->center->x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], 931 this->bvElement->center->y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], 932 this->bvElement->center->z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); 933 934 glVertex3f(this->bvElement->center->x, this->bvElement->center->y, this->bvElement->center->z); 935 glVertex3f(this->bvElement->center->x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], 936 this->bvElement->center->y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], 937 this->bvElement->center->z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); 725 glColor3f(1.0, 0.0, 0.0); 726 glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); 727 glVertex3f(this->bvElement->center.x + this->bvElement->axis[0].x * this->bvElement->halfLength[0], 728 this->bvElement->center.y + this->bvElement->axis[0].y * this->bvElement->halfLength[0], 729 this->bvElement->center.z + this->bvElement->axis[0].z * this->bvElement->halfLength[0]); 730 731 glColor3f(0.0, 1.0, 0.0); 732 glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); 733 glVertex3f(this->bvElement->center.x + this->bvElement->axis[1].x * this->bvElement->halfLength[1], 734 this->bvElement->center.y + this->bvElement->axis[1].y * this->bvElement->halfLength[1], 735 this->bvElement->center.z + this->bvElement->axis[1].z * this->bvElement->halfLength[1]); 736 737 glColor3f(0.0, 0.0, 1.0); 738 glVertex3f(this->bvElement->center.x, this->bvElement->center.y, this->bvElement->center.z); 739 glVertex3f(this->bvElement->center.x + this->bvElement->axis[2].x * this->bvElement->halfLength[2], 740 this->bvElement->center.y + this->bvElement->axis[2].y * this->bvElement->halfLength[2], 741 this->bvElement->center.z + this->bvElement->axis[2].z * this->bvElement->halfLength[2]); 938 742 glEnd(); 939 743 } … … 950 754 } 951 755 952 if( this->nodeLeft == NULL ||this->nodeRight == NULL)756 if( this->nodeLeft == NULL && this->nodeRight == NULL) 953 757 depth = 0; 954 if( !(drawMode & DRAW_SINGLE && depth != 0)) 955 { 956 Vector cen = *this->bvElement->center; 957 Vector* axis = this->bvElement->axis; 958 float* len = this->bvElement->halfLength; 959 960 if( this->bvElement->bCollided) 961 { 962 glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR 963 } 964 else if( drawMode & DRAW_BV_BLENDED) 965 { 966 glColor4f(color.x, color.y, color.z, .5); 967 } 968 969 /* draw bounding box */ 970 if( drawMode & DRAW_BV_BLENDED) 971 glBegin(GL_QUADS); 972 else 973 glBegin(GL_LINE_LOOP); 974 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 975 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 976 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 977 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 978 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 979 cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 980 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 981 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 982 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 983 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 984 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 985 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 986 glEnd(); 987 988 if( drawMode & DRAW_BV_BLENDED) 989 glBegin(GL_QUADS); 990 else 991 glBegin(GL_LINE_LOOP); 992 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 993 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 994 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 995 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 996 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 997 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 998 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 999 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 1000 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 1001 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 1002 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 1003 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 1004 glEnd(); 1005 1006 if( drawMode & DRAW_BV_BLENDED) 1007 glBegin(GL_QUADS); 1008 else 1009 glBegin(GL_LINE_LOOP); 1010 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 1011 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 1012 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 1013 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 1014 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 1015 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 1016 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 1017 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 1018 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 1019 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 1020 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 1021 cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 1022 glEnd(); 1023 1024 if( drawMode & DRAW_BV_BLENDED) 1025 glBegin(GL_QUADS); 1026 else 1027 glBegin(GL_LINE_LOOP); 1028 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 1029 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 1030 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 1031 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 1032 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 1033 cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 1034 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 1035 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 1036 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 1037 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 1038 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 1039 cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 1040 glEnd(); 1041 1042 1043 if( drawMode & DRAW_BV_BLENDED) 1044 { 1045 glBegin(GL_QUADS); 1046 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 1047 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 1048 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 758 759 if( depth == 0 /*!(drawMode & DRAW_SINGLE && depth != 0)*/) 760 { 761 762 763 Vector cen = this->bvElement->center; 764 Vector* axis = this->bvElement->axis; 765 float* len = this->bvElement->halfLength; 766 767 if( this->bvElement->bCollided) 768 { 769 glColor4f(1.0, 1.0, 1.0, .5); // COLLISION COLOR 770 } 771 else if( drawMode & DRAW_BV_BLENDED) 772 { 773 glColor4f(color.x, color.y, color.z, .5); 774 } 775 776 // debug out 777 if( this->obbTree->getOwner() != NULL) 778 { 779 PRINTF(4)("debug poly draw: depth: %i, mode: %i, entity-name: %s, class: %s\n", depth, drawMode, this->obbTree->getOwner()->getName(), this->obbTree->getOwner()->getClassName()); 780 } 781 else 782 PRINTF(4)("debug poly draw: depth: %i, mode: %i\n", depth, drawMode); 783 784 785 /* draw bounding box */ 786 if( drawMode & DRAW_BV_BLENDED) 787 glBegin(GL_QUADS); 788 else 789 glBegin(GL_LINE_LOOP); 790 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 791 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 792 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 1049 793 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 1050 794 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], … … 1053 797 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 1054 798 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 799 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 800 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 801 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 802 glEnd(); 803 804 if( drawMode & DRAW_BV_BLENDED) 805 glBegin(GL_QUADS); 806 else 807 glBegin(GL_LINE_LOOP); 808 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 809 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 810 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 811 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 812 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 813 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 1055 814 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 1056 815 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 1057 816 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 817 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 818 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 819 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 1058 820 glEnd(); 1059 821 1060 glBegin(GL_QUADS); 822 if( drawMode & DRAW_BV_BLENDED) 823 glBegin(GL_QUADS); 824 else 825 glBegin(GL_LINE_LOOP); 826 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 827 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 828 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 829 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 830 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 831 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 832 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 833 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 834 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 835 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 836 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 837 cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 838 glEnd(); 839 840 if( drawMode & DRAW_BV_BLENDED) 841 glBegin(GL_QUADS); 842 else 843 glBegin(GL_LINE_LOOP); 844 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 845 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 846 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 1061 847 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 1062 848 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], … … 1065 851 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 1066 852 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 1067 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 1068 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 1069 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 1070 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 1071 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 1072 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 853 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 854 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 855 cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 1073 856 glEnd(); 1074 } 1075 1076 1077 if( drawMode & DRAW_BV_BLENDED) 1078 glColor3f(color.x, color.y, color.z); 1079 } 1080 857 858 859 if( drawMode & DRAW_BV_BLENDED) 860 { 861 glBegin(GL_QUADS); 862 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 863 cen.y - axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 864 cen.z - axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 865 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] - axis[2].x * len[2], 866 cen.y + axis[0].y * len[0] + axis[1].y * len[1] - axis[2].y * len[2], 867 cen.z + axis[0].z * len[0] + axis[1].z * len[1] - axis[2].z * len[2]); 868 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 869 cen.y + axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 870 cen.z + axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 871 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] - axis[2].x * len[2], 872 cen.y - axis[0].y * len[0] - axis[1].y * len[1] - axis[2].y * len[2], 873 cen.z - axis[0].z * len[0] - axis[1].z * len[1] - axis[2].z * len[2]); 874 glEnd(); 875 876 glBegin(GL_QUADS); 877 glVertex3f(cen.x - axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 878 cen.y - axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 879 cen.z - axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 880 glVertex3f(cen.x + axis[0].x * len[0] + axis[1].x * len[1] + axis[2].x * len[2], 881 cen.y + axis[0].y * len[0] + axis[1].y * len[1] + axis[2].y * len[2], 882 cen.z + axis[0].z * len[0] + axis[1].z * len[1] + axis[2].z * len[2]); 883 glVertex3f(cen.x + axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 884 cen.y + axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 885 cen.z + axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 886 glVertex3f(cen.x - axis[0].x * len[0] - axis[1].x * len[1] + axis[2].x * len[2], 887 cen.y - axis[0].y * len[0] - axis[1].y * len[1] + axis[2].y * len[2], 888 cen.z - axis[0].z * len[0] - axis[1].z * len[1] + axis[2].z * len[2]); 889 glEnd(); 890 } 891 892 if( drawMode & DRAW_BV_BLENDED) 893 glColor3f(color.x, color.y, color.z); 894 } 1081 895 } 1082 896 … … 1089 903 glColor4f(color.x, color.y, color.z, .6); 1090 904 1091 /* now draw the separation plane */1092 Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3];1093 Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3];1094 Vector c = *this->bvElement->center;1095 float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3];1096 float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3];1097 glBegin(GL_QUADS);1098 glVertex3f(c.x + a1.x * l1 + a2.x * l2, c.y + a1.y * l1+ a2.y * l2, c.z + a1.z * l1 + a2.z * l2);1099 glVertex3f(c.x - a1.x * l1 + a2.x * l2, c.y - a1.y * l1+ a2.y * l2, c.z - a1.z * l1 + a2.z * l2);1100 glVertex3f(c.x - a1.x * l1 - a2.x * l2, c.y - a1.y * l1- a2.y * l2, c.z - a1.z * l1 - a2.z * l2);1101 glVertex3f(c.x + a1.x * l1 - a2.x * l2, c.y + a1.y * l1- a2.y * l2, c.z + a1.z * l1 - a2.z * l2);1102 glEnd();1103 1104 if( drawMode & DRAW_BV_BLENDED)1105 glColor4f(color.x, color.y, color.z, 1.0);905 /* now draw the separation plane */ 906 Vector a1 = this->bvElement->axis[(this->longestAxisIndex + 1)%3]; 907 Vector a2 = this->bvElement->axis[(this->longestAxisIndex + 2)%3]; 908 Vector c = this->bvElement->center; 909 float l1 = this->bvElement->halfLength[(this->longestAxisIndex + 1)%3]; 910 float l2 = this->bvElement->halfLength[(this->longestAxisIndex + 2)%3]; 911 glBegin(GL_QUADS); 912 glVertex3f(c.x + a1.x * l1 + a2.x * l2, c.y + a1.y * l1+ a2.y * l2, c.z + a1.z * l1 + a2.z * l2); 913 glVertex3f(c.x - a1.x * l1 + a2.x * l2, c.y - a1.y * l1+ a2.y * l2, c.z - a1.z * l1 + a2.z * l2); 914 glVertex3f(c.x - a1.x * l1 - a2.x * l2, c.y - a1.y * l1- a2.y * l2, c.z - a1.z * l1 - a2.z * l2); 915 glVertex3f(c.x + a1.x * l1 - a2.x * l2, c.y + a1.y * l1- a2.y * l2, c.z + a1.z * l1 - a2.z * l2); 916 glEnd(); 917 918 if( drawMode & DRAW_BV_BLENDED) 919 glColor4f(color.x, color.y, color.z, 1.0); 1106 920 1107 921 } … … 1127 941 void OBBTreeNode::debug() const 1128 942 { 1129 1130 /* 1131 for(int i = 0; i < length; i++) 1132 { 1133 PRINTF(3)("vertex %i: %f, %f, %f\n", i, verticesList[i][0], verticesList[i][1], verticesList[i][2]); 1134 } 1135 */ 1136 } 943 PRINT(0)("========OBBTreeNode::debug()=====\n"); 944 PRINT(0)(" Current depth: %i", this->depth); 945 PRINT(0)(" "); 946 PRINT(0)("=================================\n"); 947 } -
trunk/src/lib/collision_detection/obb_tree_node.h
r5693 r7711 1 1 /*! 2 2 * @file bv_tree.h 3 * Definition of a bounding volume tree 4 3 * Definition of a bounding volume tree 5 4 */ 6 5 … … 8 7 #define _OBB_TREE_NODE_H 9 8 9 10 10 #include "bv_tree_node.h" 11 #include "plane.h" 11 12 12 13 14 // FORWARD DECLARATION15 13 class BoundingVolume; 16 14 class OBB; … … 18 16 class Plane; 19 17 class PNode; 20 //struct sVec3D; 18 21 19 22 20 //! A class that represents a bounding volume tree 23 class OBBTreeNode : public BVTreeNode { 21 class OBBTreeNode : public BVTreeNode 22 { 24 23 25 24 26 25 public: 27 OBBTreeNode( );26 OBBTreeNode(const OBBTree& tree, OBBTreeNode* prev, int depth); 28 27 virtual ~OBBTreeNode(); 29 28 30 virtual void spawnBVTree(const int depth, const sVec3D *verticesList, unsigned int length);31 virtual void spawnBVTree(const int depth, const modelInfo& modInfo);29 /** this function returns the bounding volume of this tree node @return: returns the BV */ 30 virtual inline const BoundingVolume* getBV() const { return (BoundingVolume*)this->bvElement; } 32 31 33 BoundingVolume* getBV(int index) const { return (BoundingVolume*)this->bvElement; } 34 inline const int getIndex() { return this->treeIndex; } 35 inline void setTreeRef(OBBTree* tree) { this->obbTree = tree;} 32 virtual void spawnBVTree(const modelInfo& modelInf, const int* triangleIndexes, int length); 36 33 37 34 virtual void collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB); 38 39 35 virtual void drawBV(int depth, int drawMode, const Vector& color = Vector(1,0,0), bool top = true) const; 40 41 36 void debug() const; 42 37 43 private: 44 void calculateBoxCovariance(OBB* box, const sVec3D* verticesList, unsigned int length); 45 void calculateBoxEigenvectors(OBB* box, const sVec3D* verticesList, unsigned int length); 46 void calculateBoxAxis(OBB* box, const sVec3D* verticesList, unsigned int length); 47 48 void calculateBoxCovariance(OBB* box, const modelInfo& modInfo); 49 void calculateBoxEigenvectors(OBB* box, const modelInfo& modInfo); 50 void calculateBoxAxis(OBB* box, const modelInfo& modInfo); 38 /** gets the id of the current child @return id of the child */ 39 inline const int getID() { return this->nextID++; } 51 40 52 41 53 void forkBox(OBB* box); 42 private: 43 void calculateBoxAxis(OBB& box, const sVec3D* verticesList, unsigned int length); 54 44 55 bool overlapTest(OBB* boxA, OBB* boxB, WorldEntity* nodeA, WorldEntity* nodeB); 45 void calculateBoxCovariance(OBB& box, const modelInfo& modelInf, const int* triangleIndexes, int length); 46 void calculateBoxEigenvectors(OBB& box, const modelInfo& modelInf, const int* triangleIndexes, int length); 47 void calculateBoxAxis(OBB& box, const modelInfo& modelInf, const int* triangleIndexes, int length); 48 void forkBox(OBB& box); 49 50 bool overlapTest(OBB& boxA, OBB& boxB, WorldEntity* nodeA, WorldEntity* nodeB); 51 56 52 57 53 protected: 58 54 OBB* bvElement; //!< the obb element 55 OBBTreeNode* nodePrev; //!< ref to the previous (parent) tree node = NULL if first 59 56 OBBTreeNode* nodeLeft; //!< ref to the left tree node 60 57 OBBTreeNode* nodeRight; //!< ref to the right tree node 61 58 59 62 60 private: 63 unsigned int treeIndex; //!< Index number of the BV in the tree 64 const sVec3D* vertices; //!< pointer to the vertices data 65 int numOfVertices; //!< number of vertices in vertices data 61 int treeIndex; //!< Index number of the BV in the tree 62 int nextID; //!< the id of the next child 66 63 int depth; //!< the depth of the node in the tree 67 static OBBTree* obbTree; //!< reference to the obb tree 68 Plane* separationPlane; //!< the separation plane of the obb 69 const sVec3D* sepPlaneCenter; //!< only needed to draw plane 64 const OBBTree* obbTree; //!< reference to the obb tree 65 66 const modelInfo* modelInf; //!< pointer to the models modelInfo object 67 const int* triangleIndexes; //!< indexes to the used model triangles 68 69 Plane separationPlane; //!< the separation plane of the obb 70 sVec3D sepPlaneCenter; //!< only needed to draw plane 70 71 int longestAxisIndex; //!< only needed to draw plane 71 72 72 73 /* tmp saving place for obb variables */ 73 sVec3D* tmpVert1;//!< pointer to the vert data of obbox174 sVec3D* tmpVert2;//!< pointer to the vert data of obbox175 int t mpLen1;//!< len vert data obbox176 int t mpLen2;//!< len vert data obbox274 int* triangleIndexList1; //!< pointer to the vert data of obbox1 75 int* triangleIndexList2; //!< pointer to the vert data of obbox1 76 int triangleIndexLength1; //!< len vert data obbox1 77 int triangleIndexLength2; //!< len vert data obbox2 77 78 78 static float** coMat; 79 static float** eigvMat; 80 static float* eigvlMat; 81 static int* rotCount; 79 WorldEntity* owner; 82 80 }; 83 81 -
trunk/src/lib/graphics/importer/static_model.cc
r7676 r7711 196 196 this->buildTriangleList(); 197 197 198 // write out the modelInfo data used for the collision detection! 198 199 this->pModelInfo.pVertices = &this->vertices[0]; 199 200 this->pModelInfo.pNormals = &this->normals[0]; … … 805 806 this->buildVertexNormals(); 806 807 807 int index = 0; //!< the counter for the triangle array808 ModelFaceElement* tmpElem; //!< the temporary faceelement reference809 ModelFace* tmpFace; //!< the temporary face referece808 int index = 0; //!< the counter for the triangle array 809 ModelFaceElement* tmpElem; //!< the temporary faceelement reference 810 ModelFace* tmpFace; //!< the temporary face referece 810 811 811 812 bool warned = false; 813 814 this->pModelInfo.numTriangles = 0; 812 815 813 816 /* count the number of triangles */ … … 819 822 while( tmpFace != NULL) 820 823 { 821 822 824 /* if its a triangle just add it to the list */ 823 if( tmpFace->vertexCount == 3) 824 { 825 if( tmpFace->vertexCount == 3){ 825 826 ++this->pModelInfo.numTriangles; 826 827 } /* if the polygon is a quad */ 827 else if( tmpFace->vertexCount == 4) 828 { 828 else if( tmpFace->vertexCount == 4) { 829 829 this->pModelInfo.numTriangles += 2; 830 830 } 831 else if( tmpFace->vertexCount > 4) 832 { 833 if (!warned) 834 { 831 else if( tmpFace->vertexCount > 4) { 832 if (!warned) { 835 833 PRINTF(2)("This model (%s) got over 4 vertices per face <=> conflicts in the CD engine!\n", this->getName()); 836 834 warned = true; 837 835 } 838 //exit(0);839 836 } 840 837 tmpFace = tmpFace->next; … … 859 856 while( this->currentGroup != NULL) 860 857 { 861 // Putting Faces to GL862 858 tmpFace = this->currentGroup->firstFace; 863 859 while( tmpFace != NULL) … … 870 866 for( int j = 0; j < 3; ++j) 871 867 { 872 this->pModelInfo.pTriangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber /* * 3 */;873 this->pModelInfo.pTriangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber /* * 3 */;874 this->pModelInfo.pTriangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber /* * 3 */;868 this->pModelInfo.pTriangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber * 3 ; 869 this->pModelInfo.pTriangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber * 3 ; 870 this->pModelInfo.pTriangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber * 3 ; 875 871 tmpElem = tmpElem->next; 872 876 873 } 877 874 ++index; … … 880 877 { 881 878 882 this->pModelInfo.pTriangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber ;883 this->pModelInfo.pTriangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber ;884 this->pModelInfo.pTriangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber ;885 886 this->pModelInfo.pTriangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber ;887 this->pModelInfo.pTriangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber ;888 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber ;879 this->pModelInfo.pTriangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; 880 this->pModelInfo.pTriangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; 881 this->pModelInfo.pTriangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; 882 883 this->pModelInfo.pTriangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; 884 this->pModelInfo.pTriangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; 885 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; 889 886 tmpElem = tmpElem->next; 890 887 891 this->pModelInfo.pTriangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber ;892 this->pModelInfo.pTriangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber ;893 this->pModelInfo.pTriangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber ;888 this->pModelInfo.pTriangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; 889 this->pModelInfo.pTriangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; 890 this->pModelInfo.pTriangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; 894 891 tmpElem = tmpElem->next; 895 892 896 this->pModelInfo.pTriangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber ;897 this->pModelInfo.pTriangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber ;898 this->pModelInfo.pTriangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber ;899 900 this->pModelInfo.pTriangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber ;901 this->pModelInfo.pTriangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber ;902 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber ;893 this->pModelInfo.pTriangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; 894 this->pModelInfo.pTriangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; 895 this->pModelInfo.pTriangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; 896 897 this->pModelInfo.pTriangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; 898 this->pModelInfo.pTriangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; 899 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; 903 900 tmpElem = tmpElem->next; 904 901 905 this->pModelInfo.pTriangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber ;906 this->pModelInfo.pTriangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber ;907 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber ;902 this->pModelInfo.pTriangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; 903 this->pModelInfo.pTriangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; 904 this->pModelInfo.pTriangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; 908 905 909 906 index += 2; -
trunk/src/lib/math/matrix.cc
r5696 r7711 244 244 245 245 eigVc3 = eigVc1.cross(eigVc2); 246 247 eigVc2 = eigVc3.cross(eigVc1); 246 248 } 247 249 else if (eigenValuesCount == 1) … … 254 256 eigVc2.normalize(); 255 257 eigVc3.normalize(); 258 259 if (!(eigVc1.cross(eigVc3) == eigVc2)) 260 { 261 eigVc3.cross(eigVc1); 262 // eigVc2.debug(); 263 } 264 /* printf("ok\n")*/; 256 265 } 257 266 -
trunk/src/lib/math/plane.cc
r6617 r7711 222 222 } 223 223 224 224 225 /** 225 226 * calculate the two points of minimal distance of two lines … … 267 268 { 268 269 n = (a-b).cross(c-b); 269 k = -(n.x*b.x+n.y*b.y+n.z*b.z);270 k = n.dot(a) / n.len(); 270 271 } 271 272 … … 278 279 { 279 280 n = norm; 280 k = -(n.x*p.x+n.y*p.y+n.z*p.z);281 k = n.dot(p) / n.len(); 281 282 } 282 283 … … 291 292 Vector p(g[0], g[1], g[2]); 292 293 n = norm; 293 k = -(n.x*p.x+n.y*p.y+n.z*p.z);294 k = n.dot(p) / n.len(); 294 295 } 295 296 … … 315 316 float l = n.len(); 316 317 if( l == 0.0) return 0.0; 317 return (n.dot(p) + k) / n.len();318 return (n.dot(p) / n.len() - k); 318 319 } 319 320 … … 324 325 * @return the distance between the plane and the point (can be negative) 325 326 */ 326 float Plane::distancePoint (const sVec3D& p) const 327 // float Plane::distancePoint (const sVec3D& p) const 328 // { 329 // Vector s(p[0], p[1], p[2]); 330 // float l = n.len(); 331 // if( l == 0.0) return 0.0; 332 // return (n.dot(s) + k) / n.len(); 333 // } 334 335 336 /** 337 * returns the distance between the plane and a point 338 * @param p: a Point 339 * @return the distance between the plane and the point (can be negative) 340 */ 341 float Plane::distancePoint (const float* p) const 327 342 { 328 343 Vector s(p[0], p[1], p[2]); 344 329 345 float l = n.len(); 330 346 if( l == 0.0) return 0.0; 331 return (n.dot(s) + k) / n.len();347 return (n.dot(s) / n.len() - k); 332 348 } 333 349 -
trunk/src/lib/math/plane.h
r6617 r7711 51 51 Vector intersectLine (const Line& l) const; 52 52 float distancePoint (const Vector& p) const; 53 float distancePoint (const sVec3D& p) const; 53 // float distancePoint (const sVec3D& p) const; 54 float distancePoint (const float* p) const; 54 55 float locatePoint (const Vector& p) const; 55 56 }; -
trunk/src/lib/math/vector.h
r7191 r7711 85 85 /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */ 86 86 inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; } 87 inline const Vector& operator= (const float* v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; } 87 88 /** @param v: the other vector \return the dot product of the vectors */ 88 89 float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; -
trunk/src/lib/util/executor/executor_specials.h
r7474 r7711 8 8 9 9 #include "executor.h" 10 #include "compiler.h" 10 11 11 12 #include "compiler.h" -
trunk/src/lib/util/executor/functor_list.h
r7331 r7711 140 140 141 141 FUNCTOR_LIST(3)(l_STRING, l_FLOAT, l_UINT); 142 142 FUNCTOR_LIST(4)(l_STRING, l_FLOAT, l_UINT, l_UINT); 143 143 144 144 #endif /* FUNCTOR_LIST */ -
trunk/src/orxonox.cc
r7677 r7711 64 64 #include <string.h> 65 65 66 int verbose = 4;66 int verbose = 5; 67 67 68 68 using namespace std; -
trunk/src/subprojects/collision_detection/collision_detection.cc
r7157 r7711 48 48 //Terrain* c; 49 49 bool animateModel = false; 50 51 50 52 51 53 void Framework::moduleInit(int argc, char** argv) … … 76 78 // CDEngine::getInstance()->debugSpawnTree(9, (sVec3D*)mod->getVertexArray(), mod->getVertexArrayCount()); 77 79 78 79 80 entityList = new tList<WorldEntity>(); 81 82 // a = new TestEntity(); a->setName("Clown1"); 83 b = new CollisionTestEntity(); b->setName("Jaeger"); 80 entityList = new tList<WorldEntity>(); 81 84 82 if (argc > 1) 85 83 { 86 84 printf("Loading model %s\n", argv[1]); 87 b ->loadModel(argv[1]);85 b = new CollisionTestEntity(argv[1]); b->setName("Jaeger"); 88 86 } 89 // a = new Terrain(); 90 87 else 88 { 89 printf("----------------------- WARNING ---------------------\n\n"); 90 printf("no path specified, using default model: models/ships/fighter.obj\n\n"); 91 printf("----------------------- WARNING ---------------------\n"); 92 b = new CollisionTestEntity("models/test/cd_test_0.obj"); b->setName("Jaeger"); 93 } 91 94 // b->setRelCoor(0.0, 0.0, -20.0); 92 95 // b->setRelDir(Quaternion(-M_PI/2.0f, Vector(0.0, 1.0, 0.0))); 93 94 entityList->add(b); 96 if(b != NULL) 97 printf("model successfully loaded\n"); 98 entityList->add(b); 99 100 101 // a = new Terrain(); 102 103 95 104 // entityList->add(b); 96 105 … … 261 270 entity->draw(); 262 271 entity->drawBVTree(depth, drawMode); 263 printf("%i, %i\n", depth, drawMode);272 // printf("%i, %i\n", depth, drawMode); 264 273 entity = iterator->nextElement(); 265 274 } -
trunk/src/subprojects/collision_detection/collision_test_entity.cc
r7193 r7711 31 31 * creates an environment 32 32 */ 33 CollisionTestEntity::CollisionTestEntity ( ) : WorldEntity()33 CollisionTestEntity::CollisionTestEntity (const char* modelName) : WorldEntity() 34 34 { 35 35 this->init(); 36 this->loadModel( "models/ships/reaplow.obj");37 // this->loadModel("models/ships/figther.obj"); 36 this->loadModel(modelName, 1.0f, 0, 10); 37 /* this->buildObbTree(0);*/ 38 38 39 this->buildObbTree(10);40 39 } 41 40 … … 81 80 void CollisionTestEntity::tick (float time) {} 82 81 83 -
trunk/src/subprojects/collision_detection/collision_test_entity.h
r7157 r7711 19 19 20 20 public: 21 CollisionTestEntity ( );21 CollisionTestEntity (const char* modelName); 22 22 CollisionTestEntity (const TiXmlElement* root); 23 23 virtual ~CollisionTestEntity (); -
trunk/src/subprojects/framework.cc
r7256 r7711 34 34 LightManager::getInstance(); 35 35 36 const char* dataPath; 37 if ((dataPath = Preferences::getInstance()->getString(CONFIG_SECTION_DATA, CONFIG_NAME_DATADIR, ""))!= NULL) 36 std::string dataPath = //Preferences::getInstance()->getString(CONFIG_SECTION_DATA, CONFIG_NAME_DATADIR, ""); 37 "/home/boenzlip/orxonox/data/trunk/"; 38 printf("%s\n", dataPath.c_str()); 39 if (!dataPath.empty()) 38 40 { 39 41 if (!ResourceManager::getInstance()->setDataDir(dataPath)) … … 48 50 PRINTF(1)("The DataDirectory %s could not be verified\n" \ 49 51 " Please Change in File %s Section %s Entry %s to a suitable value\n", 50 ResourceManager::getInstance()->getDataDir() ,52 ResourceManager::getInstance()->getDataDir().c_str(), 51 53 DEFAULT_CONFIG_FILE, 52 54 CONFIG_SECTION_DATA, -
trunk/src/world_entities/environment.cc
r7193 r7711 37 37 this->init(); 38 38 this->loadModel("models/ships/bolido.obj"); 39 // if(this->obbTree == NULL) 40 // this->obbTree = new OBBTree(4, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount()); 39 41 } 40 42 -
trunk/src/world_entities/test_entity.cc
r7488 r7711 41 41 { 42 42 this->init(); 43 this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx"); 43 44 } 44 45 46 47 // this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx"); 48 // this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp"); 49 // this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices); 45 50 46 51 -
trunk/src/world_entities/world_entity.cc
r7230 r7711 36 36 SHELL_COMMAND(model, WorldEntity, loadModel) 37 37 ->describe("sets the Model of the WorldEntity") 38 ->defaultValues("models/ships/fighter.obj", 1.0 );38 ->defaultValues("models/ships/fighter.obj", 1.0f); 39 39 40 40 SHELL_COMMAND(debugEntity, WorldEntity, debugWE); … … 118 118 * @param fileName the name of the model to load 119 119 * @param scaling the Scaling of the model 120 */ 121 void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber) 120 * 121 * FIXME 122 * @todo: separate the obb tree generation from the model 123 */ 124 void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber, unsigned int obbTreeDepth) 122 125 { 123 126 this->modelLODName = fileName; … … 154 157 155 158 if( modelNumber == 0) 156 this->buildObbTree( 4);159 this->buildObbTree(obbTreeDepth); 157 160 } 158 161 else if(fileName.find(".md2") != std::string::npos) … … 164 167 165 168 if( m != NULL) 166 this->buildObbTree( 4);169 this->buildObbTree(obbTreeDepth); 167 170 } 168 171 } … … 207 210 * @param depth the depth to calculate 208 211 */ 209 bool WorldEntity::buildObbTree( unsignedint depth)212 bool WorldEntity::buildObbTree(int depth) 210 213 { 211 214 if (this->obbTree) … … 214 217 if (this->models[0] != NULL) 215 218 { 216 PRINTF(4)("creating obb tree\n"); 217 218 219 this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount()); 219 this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this); 220 220 return true; 221 221 } 222 222 else 223 223 { 224 PRINTF( 2)("could not create obb-tree, because no model was loaded yet\n");224 PRINTF(1)("could not create obb-tree, because no model was loaded yet\n"); 225 225 this->obbTree = NULL; 226 226 return false; … … 468 468 * @param drawMode the mode to draw this entity under 469 469 */ 470 void WorldEntity::drawBVTree( unsignedint depth, int drawMode) const470 void WorldEntity::drawBVTree(int depth, int drawMode) const 471 471 { 472 472 glMatrixMode(GL_MODELVIEW); … … 480 480 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 481 481 482 482 483 if (this->obbTree) 483 484 this->obbTree->drawBV(depth, drawMode); 485 486 484 487 glPopMatrix(); 485 488 } … … 571 574 std::string name = getModel( 0 )->getName(); 572 575 573 if ( name.find( ResourceManager::getInstance()->getDataDir() ) == 0 ) 576 if ( name.find( ResourceManager::getInstance()->getDataDir() ) == 0 ) 574 577 { 575 578 name.erase(ResourceManager::getInstance()->getDataDir().size()); -
trunk/src/world_entities/world_entity.h
r7460 r7711 2 2 * @file world_entity.h 3 3 * Definition of the basic WorldEntity 4 */4 */ 5 5 6 6 #ifndef _WORLD_ENTITY_H … … 35 35 virtual void loadParams(const TiXmlElement* root); 36 36 37 void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0 );37 void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4); 38 38 void setModel(Model* model, unsigned int modelNumber = 0); 39 39 Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; }; 40 40 41 41 inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; } 42 43 bool buildObbTree(unsigned int depth);44 /** @returns a reference to the obb tree of this worldentity */45 BVTree* getOBBTree() const { return this->obbTree; };46 42 47 43 /** @param visibility if the Entity should be visible (been draw) */ … … 57 53 58 54 virtual void tick (float time); 59 60 55 virtual void draw () const; 61 56 57 bool buildObbTree(int depth); 62 58 virtual void collidesWith (WorldEntity* entity, const Vector& location); 63 void drawBVTree(unsigned int depth, int drawMode) const; 64 59 /** @returns a reference to the obb tree of this worldentity */ 60 inline BVTree* getOBBTree() const { return this->obbTree; }; 61 void drawBVTree(int depth, int drawMode) const; 65 62 66 63 void debugWE() { this->debugEntity(); } … … 77 74 78 75 void toList(OM_LIST list); 76 79 77 80 78 /** @returns a Reference to the objectListNumber to set. */ … … 101 99 void setHealthMax(float healthMax); 102 100 void createHealthWidget(); 101 103 102 // CharacterAttributes* charAttr; //!< the character attributes of a world_entity 104 103 private:
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