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source: orxonox.OLD/branches/current_cd/src/lib/collision_detection/cd_engine.cc @ 6921

Last change on this file since 6921 was 6921, checked in by patrick, 18 years ago

cd: collision algorithm works almost

File size: 3.1 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION
17
18#include "cd_engine.h"
19#include "obb_tree.h"
20#include "debug.h"
21
22#include "model.h"
23#include "world_entity.h"
24#include "terrain.h"
25// #include "player.h"
26
27#include "spatial_separation.h"
28#include "quadtree.h"
29#include "quadtree_node.h"
30
31
32
33using namespace std;
34
35
36/**
37 *  standard constructor
38 */
39CDEngine::CDEngine ()
40{
41  this->setClassID(CL_CD_ENGINE, "CDEngine");
42}
43
44
45/**
46 *  the singleton reference to this class
47 */
48CDEngine* CDEngine::singletonRef = NULL;
49
50
51/**
52 *  standard deconstructor
53 */
54CDEngine::~CDEngine ()
55{
56  CDEngine::singletonRef = NULL;
57}
58
59
60/**
61 *
62 */
63void CDEngine::checkCollisions(std::list<WorldEntity*>& list1, std::list<WorldEntity*>& list2)
64{
65  BVTree* tree;
66  std::list<WorldEntity*>::iterator entity1, entity2, pre1, pre2;
67  PRINTF(5)("checking for collisions\n");
68
69  pre1 = list1.begin();
70  while (pre1 != list1.end())
71  {
72    entity1 = pre1++;
73    if( likely((*entity1) != this->terrain))
74    {
75      pre2 = list2.begin();
76      while (pre2 != list2.end())
77      {
78        entity2 = pre2++;
79        if( likely((*entity2) != this->terrain))
80        {
81          PRINTF(4)("checking object %s against %s\n", (*entity1)->getName(), (*entity2)->getName());
82          tree = (*entity1)->getOBBTree();
83          if( likely(tree != NULL) && (*entity2)->getOBBTree() != NULL)
84            tree->collideWith(*entity1, *entity2);
85        }
86      }
87    }
88  }
89}
90
91
92/**
93 *  this checks the collisions with the ground
94 */
95void CDEngine::checkCollisionGround()
96{
97  if( likely( this->terrain != NULL))
98  {
99    Quadtree* q = dynamic_cast<Terrain*>(this->terrain)->ssp->getQuadtree();
100
101//    QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor());
102  }
103  //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor());
104}
105
106
107/**
108 * some debug output on the class
109 */
110void CDEngine::debug()
111{
112  PRINT(0)("\n=============================| CDEngine::debug() |===\n");
113  PRINT(0)("=  CDEngine: Spawning Tree Start\n");
114  //this->rootTree->debug();
115  PRINT(0)("=  CDEngine: Spawning Tree: Finished\n");
116  PRINT(0)("=======================================================\n");
117
118}
119
120
121/**
122 * this spawns a tree for debug purposes only
123 */
124void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices)
125{
126//   if ( this->rootTree == NULL)
127//     this->rootTree = new OBBTree(depth, vertices, numVertices);
128}
129
130
131void CDEngine::drawBV(const std::list<WorldEntity*>& drawList ) const
132{
133  std::list<WorldEntity*>::const_iterator entity;
134  for (entity = drawList.begin(); entity != drawList.end(); entity++)
135    (*entity)->drawBVTree(1, 226);
136}
137
138/**
139 * this draws the debug spawn tree
140 */
141void CDEngine::debugDraw(int depth, int drawMode)
142{
143  if(this-> rootTree != NULL)
144    this->rootTree->drawBV(depth, drawMode);
145}
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