1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | |
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17 | @todo Smooth-Parent: delay, speed |
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18 | */ |
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19 | |
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20 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE |
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21 | |
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22 | #include "p_node.h" |
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23 | #include "null_parent.h" |
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24 | |
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25 | #include "load_param.h" |
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26 | #include "class_list.h" |
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27 | |
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28 | #include "stdincl.h" |
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29 | #include "compiler.h" |
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30 | #include "error.h" |
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31 | #include "debug.h" |
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32 | #include "list.h" |
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33 | #include "vector.h" |
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34 | |
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35 | //#include "vector.h" |
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36 | //#include "quaternion.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | |
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41 | /** |
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42 | * standard constructor |
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43 | */ |
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44 | PNode::PNode () |
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45 | { |
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46 | init(NULL); |
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47 | |
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48 | NullParent::getInstance()->addChild(this); |
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49 | } |
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50 | |
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51 | /** |
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52 | * @param root the load-Element for the PNode |
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53 | */ |
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54 | PNode::PNode(const TiXmlElement* root) |
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55 | { |
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56 | this->init(NULL); |
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57 | this->loadParams(root); |
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58 | |
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59 | NullParent::getInstance()->addChild(this); |
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60 | } |
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61 | |
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62 | |
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63 | /** |
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64 | * constructor with coodinates |
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65 | * @param absCoordinate the Absolute coordinate of the Object |
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66 | * @param parent The parent-node of this node. |
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67 | */ |
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68 | PNode::PNode (const Vector& absCoordinate, PNode* parent ) |
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69 | { |
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70 | this->init(parent); |
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71 | |
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72 | this->absCoordinate = absCoordinate; |
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73 | |
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74 | if (likely(parent != NULL)) |
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75 | { |
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76 | this->relCoordinate = this->absCoordinate - parent->getAbsCoor(); |
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77 | parent->addChild (this); |
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78 | } |
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79 | } |
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80 | |
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81 | /** |
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82 | * standard deconstructor |
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83 | */ |
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84 | PNode::~PNode () |
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85 | { |
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86 | tIterator<PNode>* iterator = this->children->getIterator(); |
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87 | PNode* pn = iterator->nextElement(); |
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88 | while( pn != NULL) |
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89 | { |
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90 | delete pn; |
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91 | pn = iterator->nextElement(); |
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92 | } |
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93 | delete iterator; |
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94 | /* this deletes all children in the list */ |
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95 | delete this->children; |
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96 | if (this->parent) |
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97 | this->parent->removeChild(this); |
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98 | } |
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99 | |
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100 | /** |
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101 | * initializes a PNode |
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102 | * @param parent the parent for this PNode |
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103 | */ |
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104 | void PNode::init(PNode* parent) |
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105 | { |
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106 | this->setClassID(CL_PARENT_NODE, "PNode"); |
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107 | this->children = new tList<PNode>(); |
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108 | this->bRelCoorChanged = true; |
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109 | this->bAbsCoorChanged = false; |
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110 | this->bRelDirChanged = true; |
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111 | this->bAbsDirChanged = false; |
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112 | this->parent = parent; |
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113 | |
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114 | this->toPosition = NULL; |
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115 | this->toDirection = NULL; |
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116 | } |
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117 | |
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118 | /** |
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119 | * loads parameters of the PNode |
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120 | * @param root the XML-element to load the properties of |
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121 | */ |
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122 | void PNode::loadParams(const TiXmlElement* root) |
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123 | { |
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124 | static_cast<BaseObject*>(this)->loadParams(root); |
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125 | |
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126 | LoadParam<PNode>(root, "rel-coor", this, &PNode::setRelCoor) |
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127 | .describe("Sets The relative position of the Node to its parent."); |
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128 | |
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129 | LoadParam<PNode>(root, "abs-coor", this, &PNode::setAbsCoor) |
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130 | .describe("Sets The absolute Position of the Node."); |
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131 | |
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132 | LoadParam<PNode>(root, "rel-dir", this, &PNode::setRelDir) |
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133 | .describe("Sets The relative rotation of the Node to its parent."); |
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134 | |
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135 | LoadParam<PNode>(root, "abs-dir", this, &PNode::setAbsDir) |
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136 | .describe("Sets The absolute rotation of the Node."); |
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137 | |
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138 | LoadParam<PNode>(root, "parent", this, &PNode::setParent) |
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139 | .describe("the Name of the Parent of this PNode"); |
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140 | |
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141 | LoadParam<PNode>(root, "parent-mode", this, &PNode::setParentMode) |
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142 | .describe("the mode to connect this node to its parent ()"); |
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143 | |
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144 | // cycling properties |
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145 | if (root != NULL) |
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146 | { |
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147 | const TiXmlElement* element = root->FirstChildElement(); |
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148 | while (element != NULL) |
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149 | { |
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150 | LoadParam<PNode>(root, "parent", this, &PNode::addChild, true) |
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151 | .describe("adds a new Child to the current Node."); |
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152 | |
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153 | element = element->NextSiblingElement(); |
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154 | } |
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155 | } |
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156 | } |
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157 | |
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158 | /** |
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159 | * set relative coordinates |
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160 | * @param relCoord relative coordinates to its parent |
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161 | |
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162 | it is very importand, that you use this function, if you want to update the |
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163 | relCoordinates. If you don't use this, the PNode won't recognize, that something |
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164 | has changed and won't update the children Nodes. |
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165 | */ |
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166 | void PNode::setRelCoor (const Vector& relCoord) |
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167 | { |
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168 | this->bRelCoorChanged = true; |
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169 | this->relCoordinate = relCoord; |
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170 | } |
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171 | |
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172 | /** |
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173 | * set relative coordinates |
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174 | * @param x x-relative coordinates to its parent |
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175 | * @param y y-relative coordinates to its parent |
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176 | * @param z z-relative coordinates to its parent |
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177 | \see void PNode::setRelCoor (const Vector& relCoord) |
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178 | */ |
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179 | void PNode::setRelCoor (float x, float y, float z) |
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180 | { |
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181 | this->setRelCoor(Vector(x, y, z)); |
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182 | } |
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183 | |
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184 | void PNode::setRelCoorSoft(const Vector& relCoordSoft) |
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185 | { |
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186 | if (likely(this->toPosition == NULL)) |
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187 | this->toPosition = new Vector(); |
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188 | |
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189 | *this->toPosition = relCoordSoft; |
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190 | } |
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191 | |
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192 | |
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193 | /** |
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194 | * set relative coordinates |
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195 | * @param x x-relative coordinates to its parent |
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196 | * @param y y-relative coordinates to its parent |
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197 | * @param z z-relative coordinates to its parent |
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198 | \see void PNode::setRelCoor (const Vector& relCoord) |
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199 | */ |
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200 | void PNode::setRelCoorSoft (float x, float y, float z) |
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201 | { |
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202 | this->setRelCoorSoft(Vector(x, y, z)); |
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203 | } |
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204 | |
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205 | /** |
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206 | * @param absCoord set absolute coordinate |
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207 | |
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208 | it is very importand, that you use this function, if you want to update the |
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209 | absCoordinates. If you don't use this, the PNode won't recognize, that something |
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210 | has changed and won't update the children Nodes. |
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211 | */ |
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212 | void PNode::setAbsCoor (const Vector& absCoord) |
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213 | { |
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214 | this->bAbsCoorChanged = true; |
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215 | this->absCoordinate = absCoord; |
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216 | } |
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217 | |
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218 | /** |
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219 | * @param x x-coordinate. |
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220 | * @param y y-coordinate. |
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221 | * @param z z-coordinate. |
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222 | * @see void PNode::setAbsCoor (const Vector& absCoord) |
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223 | */ |
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224 | void PNode::setAbsCoor(float x, float y, float z) |
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225 | { |
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226 | this->setAbsCoor(Vector(x, y, z)); |
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227 | } |
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228 | |
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229 | /** |
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230 | * shift coordinate (abs and rel) |
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231 | * @param shift shift vector |
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232 | |
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233 | this function shifts the current coordinates about the vector shift. this is |
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234 | usefull because from some place else you can: |
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235 | PNode* someNode = ...; |
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236 | Vector objectMovement = calculateShift(); |
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237 | someNode->shiftCoor(objectMovement); |
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238 | |
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239 | elsewhere you would have to: |
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240 | PNode* someNode = ...; |
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241 | Vector objectMovement = calculateShift(); |
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242 | Vector currentCoor = someNode->getRelCoor(); |
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243 | Vector newCoor = currentCoor + objectMovement; |
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244 | someNode->setRelCoor(newCoor); |
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245 | |
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246 | yea right... shorter... |
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247 | * |
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248 | * @todo this is ambiguous, from the outside one does not know it absCoor has been changed |
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249 | * this might lead to strange artefacts !! |
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250 | |
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251 | */ |
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252 | void PNode::shiftCoor (const Vector& shift) |
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253 | { |
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254 | |
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255 | if( unlikely(this->bAbsCoorChanged)) |
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256 | { |
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257 | this->absCoordinate += shift; |
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258 | } |
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259 | else |
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260 | { |
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261 | this->relCoordinate += shift; |
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262 | this->bRelCoorChanged = true; |
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263 | } |
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264 | } |
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265 | |
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266 | /** |
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267 | * set relative direction |
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268 | * @param relDir to its parent |
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269 | |
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270 | it is very importand, that you use this function, if you want to update the |
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271 | relDirection. If you don't use this, the PNode won't recognize, that something |
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272 | has changed and won't update the children Nodes. |
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273 | */ |
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274 | void PNode::setRelDir (const Quaternion& relDir) |
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275 | { |
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276 | this->bRelCoorChanged = true; |
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277 | this->relDirection = relDir; |
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278 | } |
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279 | |
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280 | /** |
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281 | * @see void PNode::setRelDir (const Quaternion& relDir) |
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282 | * @param x the x direction |
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283 | * @param y the y direction |
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284 | * @param z the z direction |
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285 | * |
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286 | * main difference is, that here you give a directional vector, that will be translated into a Quaternion |
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287 | */ |
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288 | void PNode::setRelDir (float x, float y, float z) |
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289 | { |
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290 | this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0))); |
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291 | } |
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292 | |
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293 | |
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294 | /** |
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295 | * sets the Relative Direction of this node to its parent in a Smoothed way |
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296 | * @param relDirSoft the direction to iterate to smoothely. |
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297 | */ |
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298 | void PNode::setRelDirSoft(const Quaternion& relDirSoft) |
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299 | { |
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300 | if (likely(this->toDirection == NULL)) |
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301 | this->toDirection = new Quaternion(); |
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302 | |
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303 | *this->toDirection = relDirSoft; |
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304 | } |
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305 | |
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306 | /** |
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307 | * @see void PNode::setRelDirSoft (const Quaternion& relDir) |
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308 | * @param x the x direction |
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309 | * @param y the y direction |
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310 | * @param z the z direction |
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311 | * |
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312 | * main difference is, that here you give a directional vector, that will be translated into a Quaternion |
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313 | */ |
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314 | void PNode::setRelDirSoft(float x, float y, float z) |
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315 | { |
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316 | this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0))); |
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317 | } |
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318 | |
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319 | |
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320 | /** |
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321 | * sets the absolute direction (0,0,1) |
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322 | * @param absDir absolute coordinates |
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323 | |
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324 | it is very importand, that you use this function, if you want to update the |
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325 | absDirection. If you don't use this, the PNode won't recognize, that something |
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326 | has changed and won't update the children Nodes. |
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327 | */ |
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328 | void PNode::setAbsDir (const Quaternion& absDir) |
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329 | { |
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330 | this->bAbsDirChanged = true; |
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331 | this->absDirection = absDir; |
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332 | } |
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333 | |
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334 | /** |
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335 | * @see void PNode::setAbsDir (const Quaternion& relDir) |
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336 | * @param x the x direction |
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337 | * @param y the y direction |
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338 | * @param z the z direction |
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339 | * |
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340 | * main difference is, that here you give a directional vector, that will be translated into a Quaternion |
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341 | */ |
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342 | void PNode::setAbsDir (float x, float y, float z) |
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343 | { |
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344 | this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0))); |
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345 | } |
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346 | |
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347 | /** |
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348 | * shift coordinate (abs and rel) |
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349 | * @param shift vector |
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350 | |
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351 | this function shifts the current coordinates about the vector shift. this is |
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352 | usefull because from some place else you can: |
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353 | PNode* someNode = ...; |
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354 | Quaternion objectMovement = calculateShift(); |
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355 | someNode->shiftCoor(objectMovement); |
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356 | |
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357 | elsewhere you would have to: |
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358 | PNode* someNode = ...; |
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359 | Quaternion objectMovement = calculateShift(); |
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360 | Quaternion currentCoor = someNode->getRelCoor(); |
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361 | Quaternion newCoor = currentCoor + objectMovement; |
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362 | someNode->setRelCoor(newCoor); |
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363 | |
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364 | yea right... shorter... |
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365 | |
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366 | @todo implement this |
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367 | */ |
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368 | void PNode::shiftDir (const Quaternion& shift) |
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369 | { |
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370 | this->bRelDirChanged = true; |
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371 | this->relDirection = this->relDirection * shift; |
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372 | } |
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373 | |
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374 | /** |
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375 | * adds a child and makes this node to a parent |
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376 | * @param pNode child reference |
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377 | * @param parentMode on which changes the child should also change ist state |
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378 | |
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379 | use this to add a child to this node. |
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380 | */ |
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381 | void PNode::addChild (PNode* pNode, int parentMode) |
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382 | { |
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383 | if( likely(pNode->parent != NULL)) |
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384 | { |
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385 | PRINTF(3)("PNode::addChild() - reparenting node: removing it and adding it again\n"); |
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386 | pNode->parent->children->remove(pNode); |
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387 | } |
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388 | pNode->parentMode = parentMode; |
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389 | pNode->parent = this; |
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390 | this->children->add(pNode); |
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391 | } |
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392 | |
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393 | /** |
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394 | * @see PNode::addChild(PNode* parent); |
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395 | * @param childName the name of the child to add to this PNode |
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396 | */ |
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397 | void PNode::addChild (const char* childName) |
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398 | { |
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399 | PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE)); |
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400 | if (childNode != NULL) |
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401 | this->addChild(childNode); |
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402 | } |
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403 | |
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404 | |
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405 | /** |
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406 | * removes a child from the node |
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407 | * @param pNode the child to remove from this pNode. |
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408 | |
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409 | Children from pNode will not be lost, they are referenced to NullPointer |
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410 | */ |
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411 | void PNode::removeChild (PNode* pNode) |
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412 | { |
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413 | pNode->remove(); |
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414 | this->children->remove (pNode); |
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415 | pNode->parent = NULL; |
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416 | } |
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417 | |
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418 | |
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419 | /** |
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420 | * remove this pnode from the tree and adds all following to NullParent |
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421 | |
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422 | this can be the case, if an entity in the world is been destroyed. |
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423 | */ |
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424 | void PNode::remove() |
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425 | { |
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426 | NullParent* nullParent = NullParent::getInstance(); |
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427 | |
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428 | tIterator<PNode>* iterator = this->children->getIterator(); |
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429 | PNode* pn = iterator->nextElement(); |
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430 | |
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431 | while( pn != NULL) |
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432 | { |
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433 | nullParent->addChild(pn, pn->getParentMode()); |
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434 | pn = iterator->nextElement(); |
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435 | } |
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436 | delete iterator; |
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437 | this->parent->children->remove(this); |
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438 | } |
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439 | |
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440 | |
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441 | /** |
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442 | * sets the parent of this PNode |
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443 | * @param parent the Parent to set |
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444 | */ |
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445 | void PNode::setParent (PNode* parent) |
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446 | { |
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447 | parent->addChild(this); |
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448 | } |
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449 | |
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450 | /** |
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451 | * @see PNode::setParent(PNode* parent); |
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452 | * @param parentName the name of the Parent to set to this PNode |
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453 | */ |
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454 | void PNode::setParent (const char* parentName) |
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455 | { |
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456 | PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE)); |
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457 | if (parentNode != NULL) |
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458 | parentNode->addChild(this); |
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459 | } |
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460 | |
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461 | /** |
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462 | * does the reparenting in a very smooth way |
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463 | * @param parentNode the new Node to connect this node to. |
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464 | */ |
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465 | void PNode::softReparent(PNode* parentNode) |
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466 | { |
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467 | //this->setRelCoorSoft(this->getRelCoor()); |
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468 | if (likely(this->toPosition == NULL)) |
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469 | { |
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470 | this->toPosition = new Vector(); |
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471 | *this->toPosition = this->getRelCoor(); |
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472 | } |
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473 | if (likely(this->toDirection == NULL)) |
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474 | { |
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475 | this->toDirection = new Quaternion(); |
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476 | *this->toDirection = this->getRelDir(); |
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477 | } |
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478 | |
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479 | |
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480 | Vector tmpV = this->getAbsCoor(); |
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481 | Quaternion tmpQ = this->getAbsDir(); |
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482 | |
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483 | parentNode->addChild(this); |
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484 | |
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485 | /* if (this->parentMode & PNODE_ROTATE_MOVEMENT) |
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486 | this->setRelCoor(parent->getRelDir().apply(tmpV - parent->getAbsCoor())); |
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487 | else*/ |
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488 | this->setRelCoor(tmpV - parentNode->getAbsCoor()); |
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489 | |
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490 | this->setRelDir(tmpQ - parentNode->getAbsDir()); |
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491 | } |
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492 | |
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493 | void PNode::softReparent(const char* parentName) |
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494 | { |
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495 | PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE)); |
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496 | if (parentNode != NULL) |
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497 | this->softReparent(parentNode); |
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498 | } |
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499 | |
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500 | |
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501 | /** |
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502 | * set the mode of this parent manualy |
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503 | * @param parentMode the mode of the bind-type. |
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504 | */ |
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505 | void PNode::setParentMode (PARENT_MODE parentMode) |
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506 | { |
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507 | this->parentMode = parentMode; |
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508 | } |
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509 | |
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510 | /** |
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511 | * sets the mode of this parent manually |
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512 | * @param parentMode a String representing this parentingMode |
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513 | */ |
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514 | void PNode::setParentMode (const char* parentingMode) |
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515 | { |
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516 | if (!strcmp(parentingMode, "local-rotate")) |
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517 | this->setParentMode(PNODE_LOCAL_ROTATE); |
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518 | else if (!strcmp(parentingMode, "rotate-movement")) |
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519 | this->setParentMode(PNODE_ROTATE_MOVEMENT); |
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520 | else if (!strcmp(parentingMode, "movement")) |
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521 | this->setParentMode(PNODE_MOVEMENT); |
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522 | else if (!strcmp(parentingMode, "all")) |
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523 | this->setParentMode(PNODE_ALL); |
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524 | else if (!strcmp(parentingMode, "rotate-and-move")) |
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525 | this->setParentMode(PNODE_ROTATE_AND_MOVE); |
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526 | } |
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527 | |
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528 | |
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529 | /** |
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530 | * has to be called, if the parent coordinate has changed |
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531 | |
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532 | normaly this will be done by the parent itself automaticaly. If you call this, you |
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533 | will force an update of the coordinated of the node. |
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534 | */ |
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535 | /* |
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536 | void PNode::parentCoorChanged () |
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537 | { |
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538 | this->bRelCoorChanged = true; |
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539 | } |
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540 | */ |
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541 | |
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542 | /** |
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543 | * updates the absCoordinate/absDirection |
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544 | * @param dt The time passed since the last update |
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545 | |
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546 | this is used to go through the parent-tree to update all the absolute coordinates |
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547 | and directions. this update should be done by the engine, so you don't have to |
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548 | worry, normaly... |
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549 | */ |
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550 | void PNode::update (float dt) |
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551 | { |
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552 | if( likely(this->parent != NULL)) |
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553 | { |
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554 | // movement for nodes with smoothMove enabled |
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555 | if (unlikely(this->toPosition != NULL)) |
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556 | { |
---|
557 | Vector moveVect = (*this->toPosition - this->getRelCoor()) *dt; |
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558 | |
---|
559 | if (likely(moveVect.len() >= .001)) |
---|
560 | { |
---|
561 | this->shiftCoor(moveVect); |
---|
562 | } |
---|
563 | else |
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564 | { |
---|
565 | delete this->toPosition; |
---|
566 | this->toPosition = NULL; |
---|
567 | PRINTF(5)("SmoothMove of %s finished\n", this->getName()); |
---|
568 | } |
---|
569 | } |
---|
570 | if (unlikely(this->toDirection != NULL)) |
---|
571 | { |
---|
572 | Quaternion rotQuat = (*this->toDirection - this->getRelDir()) *dt; |
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573 | |
---|
574 | // if (likely(rotQuat.len() >= .001)) |
---|
575 | { |
---|
576 | this->shiftDir(rotQuat); |
---|
577 | } |
---|
578 | /* else |
---|
579 | { |
---|
580 | delete this->toPosition; |
---|
581 | this->toPosition = NULL; |
---|
582 | PRINTF(5)("SmoothMove of %s finished\n", this->getName()); |
---|
583 | }*/ |
---|
584 | } |
---|
585 | |
---|
586 | this->lastAbsCoordinate = this->absCoordinate; |
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587 | |
---|
588 | PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); |
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589 | |
---|
590 | if( likely(this->parentMode & PNODE_MOVEMENT)) |
---|
591 | { |
---|
592 | if( unlikely(this->bAbsCoorChanged)) |
---|
593 | { |
---|
594 | /* if you have set the absolute coordinates this overrides all other changes */ |
---|
595 | this->relCoordinate = this->absCoordinate - parent->getAbsCoor (); |
---|
596 | } |
---|
597 | if( likely(this->bRelCoorChanged)) |
---|
598 | { |
---|
599 | /* update the current absCoordinate */ |
---|
600 | this->absCoordinate = parent->getAbsCoor() + this->relCoordinate; |
---|
601 | } |
---|
602 | } |
---|
603 | |
---|
604 | if( this->parentMode & PNODE_LOCAL_ROTATE) |
---|
605 | { |
---|
606 | if( unlikely(this->bAbsDirChanged)) |
---|
607 | { |
---|
608 | /* if you have set the absolute coordinates this overrides all other changes */ |
---|
609 | this->relDirection = this->absDirection - parent->getAbsDir(); |
---|
610 | } |
---|
611 | else if( likely(this->bRelDirChanged)) |
---|
612 | { |
---|
613 | /* update the current absDirection - remember * means rotation around sth.*/ |
---|
614 | this->absDirection = parent->getAbsDir() * this->relDirection; |
---|
615 | } |
---|
616 | } |
---|
617 | |
---|
618 | if( this->parentMode & PNODE_ROTATE_MOVEMENT) |
---|
619 | { |
---|
620 | if( unlikely(this->bAbsCoorChanged)) |
---|
621 | { |
---|
622 | /* if you have set the absolute coordinates this overrides all other changes */ |
---|
623 | this->relCoordinate = this->absCoordinate - parent->getAbsCoor (); |
---|
624 | } |
---|
625 | else if( likely(this->bRelCoorChanged)) |
---|
626 | { |
---|
627 | /* update the current absCoordinate */ |
---|
628 | this->absCoordinate = parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate); |
---|
629 | } |
---|
630 | } |
---|
631 | |
---|
632 | |
---|
633 | tIterator<PNode>* iterator = this->children->getIterator(); |
---|
634 | PNode* pn = iterator->nextElement(); |
---|
635 | while( pn != NULL) |
---|
636 | { |
---|
637 | /* if this node has changed, make sure, that all children are updated also */ |
---|
638 | if( likely(this->bRelCoorChanged || this->bAbsCoorChanged)) |
---|
639 | pn->parentCoorChanged (); |
---|
640 | if( likely(this->bRelDirChanged || this->bAbsDirChanged)) |
---|
641 | pn->parentDirChanged (); |
---|
642 | |
---|
643 | pn->update(dt); |
---|
644 | //pn = this->children->nextElement(); |
---|
645 | pn = iterator->nextElement(); |
---|
646 | } |
---|
647 | delete iterator; |
---|
648 | |
---|
649 | this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt; |
---|
650 | this->bRelCoorChanged = false; |
---|
651 | this->bAbsCoorChanged = false; |
---|
652 | this->bRelDirChanged = false; |
---|
653 | this->bAbsDirChanged = false; |
---|
654 | } |
---|
655 | else |
---|
656 | { |
---|
657 | PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); |
---|
658 | this->absCoordinate = this->relCoordinate; |
---|
659 | this->absDirection = this->getAbsDir () * this->relDirection; |
---|
660 | |
---|
661 | tIterator<PNode>* iterator = this->children->getIterator(); |
---|
662 | //PNode* pn = this->children->enumerate (); |
---|
663 | PNode* pn = iterator->nextElement(); |
---|
664 | while( pn != NULL) |
---|
665 | { |
---|
666 | /* if this node has changed, make sure, that all children are updated also */ |
---|
667 | if( this->bRelCoorChanged || this->bAbsCoorChanged) |
---|
668 | pn->parentCoorChanged (); |
---|
669 | if( this->bRelDirChanged || this->bAbsDirChanged) |
---|
670 | pn->parentDirChanged (); |
---|
671 | pn->update (dt); |
---|
672 | //pn = this->children->nextElement (); |
---|
673 | pn = iterator->nextElement(); |
---|
674 | } |
---|
675 | delete iterator; |
---|
676 | this->bRelCoorChanged = false; |
---|
677 | this->bAbsCoorChanged = false; |
---|
678 | this->bRelDirChanged = false; |
---|
679 | this->bAbsDirChanged = false; |
---|
680 | } |
---|
681 | } |
---|
682 | |
---|
683 | /** |
---|
684 | * displays some information about this pNode |
---|
685 | * @param depth The deph into which to debug the children of this PNode to. |
---|
686 | (0: all children will be debugged, 1: only this PNode, 2: this and direct children...) |
---|
687 | * @param level The n-th level of the Node we draw (this is internal and only for nice output) |
---|
688 | */ |
---|
689 | void PNode::debug(unsigned int depth, unsigned int level) const |
---|
690 | { |
---|
691 | for (unsigned int i = 0; i < level; i++) |
---|
692 | PRINT(0)(" |"); |
---|
693 | if (this->children->getSize() > 0) |
---|
694 | PRINT(0)(" +"); |
---|
695 | else |
---|
696 | PRINT(0)(" -"); |
---|
697 | PRINT(0)("PNode(%s::%s) - absCoord: (%0.2f, %0.2f, %0.2f), relCoord(%0.2f, %0.2f, %0.2f)\n", |
---|
698 | this->getClassName(), |
---|
699 | this->getName(), |
---|
700 | this->absCoordinate.x, |
---|
701 | this->absCoordinate.y, |
---|
702 | this->absCoordinate.z, |
---|
703 | this->relCoordinate.x, |
---|
704 | this->relCoordinate.y, |
---|
705 | this->relCoordinate.z ); |
---|
706 | if (depth >= 2 || depth == 0) |
---|
707 | { |
---|
708 | tIterator<PNode>* iterator = this->children->getIterator(); |
---|
709 | //PNode* pn = this->children->enumerate (); |
---|
710 | PNode* pn = iterator->nextElement(); |
---|
711 | while( pn != NULL) |
---|
712 | { |
---|
713 | if (depth == 0) |
---|
714 | pn->debug(0, level + 1); |
---|
715 | else |
---|
716 | pn->debug(depth - 1, level +1); |
---|
717 | pn = iterator->nextElement(); |
---|
718 | } |
---|
719 | delete iterator; |
---|
720 | } |
---|
721 | } |
---|
722 | |
---|
723 | /** |
---|
724 | displays the PNode at its position with its rotation as a cube. |
---|
725 | */ |
---|
726 | void PNode::debugDraw(float size) const |
---|
727 | { |
---|
728 | glMatrixMode(GL_MODELVIEW); |
---|
729 | glPushMatrix(); |
---|
730 | float matrix[4][4]; |
---|
731 | |
---|
732 | /* translate */ |
---|
733 | glTranslatef (this->getAbsCoor ().x, |
---|
734 | this->getAbsCoor ().y, |
---|
735 | this->getAbsCoor ().z); |
---|
736 | /* rotate */ |
---|
737 | this->getAbsDir ().matrix (matrix); |
---|
738 | glMultMatrixf((float*)matrix); |
---|
739 | { |
---|
740 | glBegin(GL_LINE_STRIP); |
---|
741 | glVertex3f( .5*size, .5*size, -.5*size); |
---|
742 | glVertex3f( .5*size, .5*size, .5*size); |
---|
743 | glVertex3f(-.5*size, .5*size, .5*size); |
---|
744 | glVertex3f(-.5*size, -.5*size, .5*size); |
---|
745 | glVertex3f( .5*size, .5*size, -.5*size); |
---|
746 | glVertex3f( .5*size, -.5*size, -.5*size); |
---|
747 | glVertex3f(-.5*size, -.5*size, -.5*size); |
---|
748 | glVertex3f(-.5*size, .5*size, -.5*size); |
---|
749 | glEnd(); |
---|
750 | glBegin(GL_LINE_STRIP); |
---|
751 | glVertex3f(-.5*size, -.5*size, -.5*size); |
---|
752 | glVertex3f(-.5*size, -.5*size, .5*size); |
---|
753 | glVertex3f( .5*size, -.5*size, .5*size); |
---|
754 | glVertex3f( .5*size, -.5*size, -.5*size); |
---|
755 | glEnd(); |
---|
756 | glBegin(GL_LINES); |
---|
757 | glVertex3f( .5*size, -.5*size, .5*size); |
---|
758 | glVertex3f( .5*size, .5*size, .5*size); |
---|
759 | glVertex3f(-.5*size, -.5*size, .5*size); |
---|
760 | glVertex3f(-.5*size, .5*size, .5*size); |
---|
761 | glEnd(); |
---|
762 | } |
---|
763 | |
---|
764 | glPopMatrix(); |
---|
765 | } |
---|