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/* Copyright (C) 2004 MySQL AB
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */
/**
* @file myx_gc_bsp.cpp
* @brief Implementation of a special BSP (binary space partitioning) tree.
*
*/
#include "myx_gc_bsp.h"
//----------------- CBspTree -------------------------------------------------------------------------------------------
/**
* Constructor of the tree class.
*
* @param width The width of the area we have to cover.
* @param height The height of the area we have to cover.
*/
CBspTree::CBspTree(float width, float height)
{
// The min size is our recursion stopper. No BSP entry is created with a width or height
// smaller than the minimum size.
FMinSize = 32;
// The first split is vertical because usually a scene has a larger width than height.
FRoot.isVertical = true;
FRoot.bounds.lower.x = width;
FRoot.bounds.lower.y = height;
FRoot.splitPoint = width / 2;
}
//----------------------------------------------------------------------------------------------------------------------
CBspTree::~CBspTree(void)
{
clear();
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Classifies the element's bounding box against the given BSP entry, that is, determines whether the bounds of the element
* lie entirely on the left or on the right side of splitting line or on both sides.
* Note: left/right can actually be above/below, depending on the splitter orientation, but for classification it does not matter.
*
* @param entry The entry of the BSP tree against which we classify.
* @param element The element to classify.
*/
CBspTree::TClassification CBspTree::classify(TBspEntry* entry, CGraphicElement* element)
{
TClassification result = IS_UNKNOWN;
const TBoundingBox& bounds = element->bounds();
if (entry->isVertical)
{
int leftCount = 0;
int rightCount = 0;
if (bounds.upper.x <= entry->splitPoint)
++leftCount;
else
++rightCount;
if (bounds.lower.x <= entry->splitPoint)
++leftCount;
else
++rightCount;
if (leftCount == 0)
result = IS_RIGHT;
else
if (rightCount == 0)
result = IS_LEFT;
else
result = IS_BOTH;
}
else
{
int aboveCount = 0;
int belowCount = 0;
if (bounds.upper.y <= entry->splitPoint)
++aboveCount;
else
++belowCount;
if (bounds.lower.y <= entry->splitPoint)
++aboveCount;
else
++belowCount;
if (aboveCount == 0)
result = IS_RIGHT;
else
if (belowCount == 0)
result = IS_LEFT;
else
result = IS_BOTH;
};
return result;
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Removes the given entry and all its child entries from the tree.
*
* @param entry The entry to be removed.
*/
void CBspTree::deleteEntry(TBspEntry* entry)
{
if (entry->left != NULL)
deleteEntry(entry->left);
if (entry->right != NULL)
deleteEntry(entry->right);
delete entry;
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Recurses down the subtree given by entry to find an element that occupies the given position.
*
* @param entry The top element of the subtree to search through.
* @param point The position to look for.
* @param singleHit True if only one hit is requested.
*/
CGraphicElement* CBspTree::findElement(TBspEntry* entry, TVertex point)
{
CGraphicElement* result = NULL;
if (entry != NULL)
{
if (entry->left != NULL || entry->right != NULL)
{
if (entry->isVertical)
{
if (point.x <= entry->splitPoint)
result = findElement(entry->left, point);
else
result = findElement(entry->right, point);
}
else
{
if (point.y <= entry->splitPoint)
result = findElement(entry->left, point);
else
result = findElement(entry->right, point);
};
}
else
{
// Found a leaf. Return the last entry that fits as it is the top most.
for (CGraphicElementList::reverse_iterator iterator = entry->elements.rbegin(); iterator != entry->elements.rend(); ++iterator)
{
CGraphicElement* element = *iterator;
if (element->visible() && element->containsPoint(point.x, point.y))
{
result = element;
break;
};
};
};
};
return result;
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Recurses down the subtree given by entry to find elements that occupy the given position.
*
* @param entry The top element of the subtree to search through.
* @param point The position to look for.
* @param singleHit True if only one hit is requested.
*/
void CBspTree::findElements(TBspEntry* entry, TVertex point, CHitResults* hits)
{
if (entry != NULL)
{
if (entry->left != NULL || entry->right != NULL)
{
if (entry->isVertical)
{
if (point.x <= entry->splitPoint)
findElements(entry->left, point, hits);
else
findElements(entry->right, point, hits);
}
else
{
if (point.y <= entry->splitPoint)
findElements(entry->left, point, hits);
else
findElements(entry->right, point, hits);
};
}
else
{
// Found a leaf. Check its elements. Go backwards through the list to get the latest element
// (which is rendered as top most) first.
for (CGraphicElementList::reverse_iterator iterator = entry->elements.rbegin(); iterator != entry->elements.rend(); ++iterator)
{
CGraphicElement* element = *iterator;
if (element->visible() && element->containsPoint(point.x, point.y))
hits->addHit(*iterator);
};
};
};
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Main method to add an element to the tree. It calls itself recursively.
*
* @param entry The current entry used for classification.
* @param element The element to instert.
*/
void CBspTree::insertElement(TBspEntry* entry, CGraphicElement* element)
{
// Check if we have reached the smallest splitting size. If so add the element to the given entry,
// otherwise recurse down.
float width = entry->bounds.lower.x - entry->bounds.upper.x;
float height = entry->bounds.lower.y - entry->bounds.upper.y;
if (width <= FMinSize || height <= FMinSize)
entry->elements.push_back(element);
else
{
TClassification classification = classify(entry, element);
if (classification == IS_LEFT || classification == IS_BOTH)
{
// Go down the left sub tree. Create it if not yet done.
if (entry->left == NULL)
{
TBspEntry* newEntry = new TBspEntry();
entry->left = newEntry;
newEntry->isVertical = !entry->isVertical;
newEntry->bounds = entry->bounds;
if (entry->isVertical)
{
newEntry->bounds.lower.x = (newEntry->bounds.lower.x + newEntry->bounds.upper.x) / 2;
newEntry->splitPoint = (newEntry->bounds.lower.y + newEntry->bounds.upper.y) / 2;
}
else
{
newEntry->bounds.lower.y = (newEntry->bounds.lower.y + newEntry->bounds.upper.y) / 2;
newEntry->splitPoint = (newEntry->bounds.lower.x + newEntry->bounds.upper.x) / 2;
};
};
insertElement(entry->left, element);
};
if (classification == IS_RIGHT || classification == IS_BOTH)
{
// Go down the right sub tree. Create it if not yet done.
if (entry->right == NULL)
{
TBspEntry* newEntry = new TBspEntry();
entry->right = newEntry;
newEntry->isVertical = !entry->isVertical;
newEntry->bounds = entry->bounds;
if (entry->isVertical)
{
newEntry->bounds.upper.x = (newEntry->bounds.lower.x + newEntry->bounds.upper.x) / 2;
newEntry->splitPoint = (newEntry->bounds.lower.y + newEntry->bounds.upper.y) / 2;
}
else
{
newEntry->bounds.upper.y = (newEntry->bounds.lower.y + newEntry->bounds.upper.y) / 2;
newEntry->splitPoint = (newEntry->bounds.lower.x + newEntry->bounds.upper.x) / 2;
};
};
insertElement(entry->right, element);
};
};
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Used as debugging aid. Renders the given entry via OpenGL.
*
* @param entry The subtree to render.
*/
void CBspTree::renderEntry(TBspEntry* entry)
{
static GLubyte colorVerticalLeft[4] = {255, 0, 0, 10};
static GLubyte colorVerticalRight[4] = {0, 255, 0, 10};
static GLubyte colorHorizontalLeft[4] = {0, 0, 255, 10};
static GLubyte colorHorizontalRight[4] = {255, 255, 0, 10};
if (entry->left != NULL)
{
if (entry->isVertical)
glColor4ubv(colorVerticalLeft);
else
glColor4ubv(colorHorizontalLeft);
glBegin(GL_POLYGON);
glVertex2f(entry->bounds.upper.x, entry->bounds.upper.y);
glVertex2f(entry->bounds.lower.x, entry->bounds.upper.y);
glVertex2f(entry->bounds.lower.x, entry->bounds.lower.y);
glVertex2f(entry->bounds.upper.x, entry->bounds.lower.y);
glEnd();
renderEntry(entry->left);
};
if (entry->right != NULL)
{
if (entry->isVertical)
glColor4ubv(colorVerticalRight);
else
glColor4ubv(colorHorizontalRight);
glBegin(GL_POLYGON);
glVertex2f(entry->bounds.upper.x, entry->bounds.upper.y);
glVertex2f(entry->bounds.lower.x, entry->bounds.upper.y);
glVertex2f(entry->bounds.lower.x, entry->bounds.lower.y);
glVertex2f(entry->bounds.upper.x, entry->bounds.lower.y);
glEnd();
renderEntry(entry->right);
};
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Adds the given element to the tree according to its bounds.
*
* @param element The element to add.
*/
void CBspTree::addElement(CGraphicElement* element)
{
insertElement(&FRoot, element);
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Removes all entries from the tree.
*/
void CBspTree::clear(void)
{
if (FRoot.left != NULL)
{
deleteEntry(FRoot.left);
FRoot.left = NULL;
};
if (FRoot.right != NULL)
{
deleteEntry(FRoot.right);
FRoot.right = NULL;
};
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Returns the first (top most) element in the cache at the given position or NULL if there is none.
*
* @param point The position to look at (view space).
* @return NULL or the top most element at that position.
*/
CGraphicElement* CBspTree::findElement(TVertex point)
{
return findElement(&FRoot, point);
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Searches the tree for a given position and returns the elements located there.
*
* @param point The point at which we look for elements.
* @param singleHit True if only hit is required.
* @param hits A list that takes all found elements.
*/
void CBspTree::findElements(TVertex point, CHitResults* hits)
{
findElements(&FRoot, point, hits);
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Renders the areas defined currently in the tree as an debug aid using normal OpenGL calls.
* A rendering context must be active and setup correctly for the output.
*/
void CBspTree::render(void)
{
renderEntry(&FRoot);
}
//----------------------------------------------------------------------------------------------------------------------
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