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source: orxonox.OLD/branches/network/src/lib/coord/p_node.cc @ 6660

Last change on this file since 6660 was 6660, checked in by patrick, 18 years ago

network: some more nodes connected to the NetworkStream no sync yet

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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: Benjamin Grauer
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
17
18#include "p_node.h"
19
20#include "load_param.h"
21#include "class_list.h"
22
23#include <algorithm>
24#include "compiler.h"
25#include "debug.h"
26
27#include "glincl.h"
28#include "color.h"
29
30#include "synchronizeable.h"
31
32#include "shell_command.h"
33SHELL_COMMAND(debugNode, PNode, debugNodeSC);
34
35using namespace std;
36
37
38/**
39 * @brief standard constructor
40 * @param parent the Parent of this Node. __NULL__ if __No Parent__ requested, PNode::getNullParent(), if connected to NullParent directly (default)
41 * @param nodeFlags all flags to set. THIS_WILL_OVERWRITE Default_Values.
42 */
43PNode::PNode (PNode* parent, long nodeFlags)
44  : Synchronizeable(), BaseObject()
45{
46  this->setClassID(CL_PARENT_NODE, "PNode");
47
48  this->bRelCoorChanged = true;
49  this->bRelDirChanged = true;
50  this->parent = NULL;
51  this->parentMode = nodeFlags;
52  this->bActive = true;
53
54  // smooth-movers
55  this->toCoordinate = NULL;
56  this->toDirection = NULL;
57  this->bias = 1.0;
58
59  if (parent != NULL)
60    parent->addChild(this);
61}
62
63// NullParent Reference
64PNode* PNode::nullParent = NULL;
65
66/**
67 * @brief standard deconstructor
68 *
69 * There are two general ways to delete a PNode
70 * 1. delete instance;
71 *   -> result
72 *    delete this Node and all its children and children's children...
73 *    (danger if you still need the children's instance somewhere else!!)
74 *
75 * 2. instance->removeNode(); delete instance;
76 *   -> result:
77 *    moves its children to the NullParent
78 *    then deletes the Element.
79 */
80PNode::~PNode ()
81{
82  // remove the Node, delete it's children (if required).
83  std::list<PNode*>::iterator tmp = this->children.begin();
84  std::list<PNode*>::iterator deleteNode;
85  while(!this->children.empty())
86    while (tmp != this->children.end())
87    {
88      deleteNode = tmp;
89      tmp++;
90//      printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName());
91      if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) ||
92          ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT))
93      {
94        if (this == PNode::nullParent && (*deleteNode)->parentMode & PNODE_REPARENT_TO_NULL)
95          delete (*deleteNode);
96        else
97          (*deleteNode)->reparent();
98      }
99      else
100        delete (*deleteNode);
101    }
102
103  if (this->parent != NULL)
104   {
105     this->parent->eraseChild(this);
106     this->parent = NULL;
107   }
108
109  // remove all other allocated memory.
110  if (this->toCoordinate != NULL)
111    delete this->toCoordinate;
112  if (this->toDirection != NULL)
113    delete this->toDirection;
114
115  if (this == PNode::nullParent)
116    PNode::nullParent = NULL;
117}
118
119
120/**
121 * @brief loads parameters of the PNode
122 * @param root the XML-element to load the properties of
123 */
124void PNode::loadParams(const TiXmlElement* root)
125{
126  BaseObject::loadParams(root);
127
128  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
129      .describe("Sets The relative position of the Node to its parent.");
130
131  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
132      .describe("Sets The absolute Position of the Node.");
133
134  LoadParam(root, "rel-dir", this, PNode, setRelDir)
135      .describe("Sets The relative rotation of the Node to its parent.");
136
137  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
138      .describe("Sets The absolute rotation of the Node.");
139
140  LoadParam(root, "parent", this, PNode, setParent)
141      .describe("the Name of the Parent of this PNode");
142
143  LoadParam(root, "parent-mode", this, PNode, setParentMode)
144      .describe("the mode to connect this node to its parent ()");
145
146  // cycling properties
147  if (root != NULL)
148  {
149    LOAD_PARAM_START_CYCLE(root, element);
150    {
151      LoadParam_CYCLE(element, "child", this, PNode, addChild)
152          .describe("adds a new Child to the current Node.");
153
154    }
155    LOAD_PARAM_END_CYCLE(element);
156  }
157}
158
159
160/**
161 *  init the pnode to a well definied state
162 *
163 * this function actualy only updates the PNode tree
164 */
165void PNode::init()
166{
167  /* just update all aboslute positions via timestep 0.001ms */
168  this->updateNode(0.001f);
169  this->updateNode(0.001f);
170}
171
172
173/**
174 * @brief set relative coordinates
175 * @param relCoord relative coordinates to its parent
176 *
177 *
178 * it is very importand, that you use this function, if you want to update the
179 * relCoordinates. If you don't use this, the PNode won't recognize, that something
180 * has changed and won't update the children Nodes.
181 */
182void PNode::setRelCoor (const Vector& relCoord)
183{
184  if (this->toCoordinate!= NULL)
185  {
186    delete this->toCoordinate;
187    this->toCoordinate = NULL;
188  }
189
190  this->relCoordinate = relCoord;
191  this->bRelCoorChanged = true;
192}
193
194/**
195 * @brief set relative coordinates
196 * @param x x-relative coordinates to its parent
197 * @param y y-relative coordinates to its parent
198 * @param z z-relative coordinates to its parent
199 * @see  void PNode::setRelCoor (const Vector& relCoord)
200 */
201void PNode::setRelCoor (float x, float y, float z)
202{
203  this->setRelCoor(Vector(x, y, z));
204}
205
206/**
207 * @brief sets a new relative position smoothely
208 * @param relCoordSoft the new Position to iterate to
209 * @param bias how fast to iterate to this position
210 */
211void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
212{
213  if (likely(this->toCoordinate == NULL))
214    this->toCoordinate = new Vector();
215
216  *this->toCoordinate = relCoordSoft;
217  this->toStep = 0.0f;
218  this->bias = bias;
219}
220
221
222/**
223 * @brief set relative coordinates smoothely
224 * @param x x-relative coordinates to its parent
225 * @param y y-relative coordinates to its parent
226 * @param z z-relative coordinates to its parent
227 * @see  void PNode::setRelCoorSoft (const Vector&, float)
228 */
229void PNode::setRelCoorSoft (float x, float y, float z, float bias)
230{
231  this->setRelCoorSoft(Vector(x, y, z), bias);
232}
233
234
235/**
236 * @param absCoord set absolute coordinate
237 */
238void PNode::setAbsCoor (const Vector& absCoord)
239{
240  if (this->toCoordinate!= NULL)
241  {
242    delete this->toCoordinate;
243    this->toCoordinate = NULL;
244  }
245
246  if( likely(this->parentMode & PNODE_MOVEMENT))
247  {
248      /* if you have set the absolute coordinates this overrides all other changes */
249    if (likely(this->parent != NULL))
250      this->relCoordinate = absCoord - parent->getAbsCoor ();
251    else
252      this->relCoordinate = absCoord;
253  }
254  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
255  {
256    if (likely(this->parent != NULL))
257      this->relCoordinate = absCoord - parent->getAbsCoor ();
258    else
259      this->relCoordinate = absCoord;
260  }
261
262  this->bRelCoorChanged = true;
263//  this->absCoordinate = absCoord;
264}
265
266
267/**
268 * @param x x-coordinate.
269 * @param y y-coordinate.
270 * @param z z-coordinate.
271 * @see void PNode::setAbsCoor (const Vector& absCoord)
272 */
273void PNode::setAbsCoor(float x, float y, float z)
274{
275  this->setAbsCoor(Vector(x, y, z));
276}
277
278
279/**
280 * @param absCoord set absolute coordinate
281 * @todo check off
282 */
283void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
284{
285  if (this->toCoordinate == NULL)
286    this->toCoordinate = new Vector;
287
288  if( likely(this->parentMode & PNODE_MOVEMENT))
289  {
290      /* if you have set the absolute coordinates this overrides all other changes */
291    if (likely(this->parent != NULL))
292      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
293    else
294      *this->toCoordinate = absCoordSoft;
295  }
296  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
297  {
298    if (likely(this->parent != NULL))
299      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
300    else
301      *this->toCoordinate = absCoordSoft;
302  }
303  this->toStep = 0.0f;
304}
305
306
307/**
308 * @brief shift coordinate relative
309 * @param shift shift vector
310 *
311 * this function shifts the current coordinates about the vector shift. this is
312 * usefull because from some place else you can:
313 * PNode* someNode = ...;
314 * Vector objectMovement = calculateShift();
315 * someNode->shiftCoor(objectMovement);
316 *
317 * this is the internal method of:
318 * PNode* someNode = ...;
319 * Vector objectMovement = calculateShift();
320 * Vector currentCoor = someNode->getRelCoor();
321 * Vector newCoor = currentCoor + objectMovement;
322 * someNode->setRelCoor(newCoor);
323 *
324 */
325void PNode::shiftCoor (const Vector& shift)
326{
327  this->relCoordinate += shift;
328  this->bRelCoorChanged = true;
329}
330
331
332/**
333 * @brief set relative direction
334 * @param relDir to its parent
335 */
336void PNode::setRelDir (const Quaternion& relDir)
337{
338  if (this->toDirection!= NULL)
339  {
340    delete this->toDirection;
341    this->toDirection = NULL;
342  }
343  this->relDirection = relDir;
344
345  this->bRelCoorChanged = true;
346}
347
348
349/**
350 * @see void PNode::setRelDir (const Quaternion& relDir)
351 * @param x the x direction
352 * @param y the y direction
353 * @param z the z direction
354 *
355 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
356 */
357void PNode::setRelDir (float x, float y, float z)
358{
359  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
360}
361
362
363/**
364 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
365 * @param relDirSoft the direction to iterate to smoothely.
366 * @param bias how fast to iterate to the new Direction
367 */
368void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
369{
370  if (likely(this->toDirection == NULL))
371    this->toDirection = new Quaternion();
372
373  *this->toDirection = relDirSoft;
374  this->bias = bias;
375  this->toStep = 0.0f;
376  this->bRelDirChanged = true;
377}
378
379
380/**
381 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
382 * @param x the x direction
383 * @param y the y direction
384 * @param z the z direction
385 *
386 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
387 */
388void PNode::setRelDirSoft(float x, float y, float z, float bias)
389{
390  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
391}
392
393
394/**
395 * @brief sets the absolute direction
396 * @param absDir absolute coordinates
397 */
398void PNode::setAbsDir (const Quaternion& absDir)
399{
400  if (this->toDirection!= NULL)
401  {
402    delete this->toDirection;
403    this->toDirection = NULL;
404  }
405
406  if (likely(this->parent != NULL))
407    this->relDirection = absDir / this->parent->getAbsDir();
408  else
409   this->relDirection = absDir;
410
411  this->bRelDirChanged = true;
412}
413
414
415/**
416 * @see void PNode::setAbsDir (const Quaternion& relDir)
417 * @param x the x direction
418 * @param y the y direction
419 * @param z the z direction
420 *
421 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
422 */
423void PNode::setAbsDir (float x, float y, float z)
424{
425  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
426}
427
428
429/**
430 * @brief sets the absolute direction
431 * @param absDir absolute coordinates
432 * @param bias how fast to iterator to the new Position
433 */
434void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
435{
436  if (this->toDirection == NULL)
437    this->toDirection = new Quaternion();
438
439  if (likely(this->parent != NULL))
440    *this->toDirection = absDirSoft / this->parent->getAbsDir();
441  else
442   *this->toDirection = absDirSoft;
443
444  this->bias = bias;
445  this->toStep = 0.0f;
446  this->bRelDirChanged = true;
447}
448
449
450/**
451 * @see void PNode::setAbsDir (const Quaternion& relDir)
452 * @param x the x direction
453 * @param y the y direction
454 * @param z the z direction
455 *
456 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
457 */
458void PNode::setAbsDirSoft (float x, float y, float z, float bias)
459{
460  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
461}
462
463
464/**
465 * @brief shift Direction
466 * @param shift the direction around which to shift.
467 */
468void PNode::shiftDir (const Quaternion& shift)
469{
470  this->relDirection = this->relDirection * shift;
471  this->bRelDirChanged = true;
472}
473
474
475/**
476 * @brief adds a child and makes this node to a parent
477 * @param child child reference
478 * use this to add a child to this node.
479 */
480void PNode::addChild (PNode* child)
481{
482  if( likely(child->parent != NULL))
483      child->parent->eraseChild(child);
484  if (this->checkIntegrity(child))
485  {
486    child->parent = this;
487    if (unlikely(this != NULL))
488      this->children.push_back(child);
489    child->parentCoorChanged();
490  }
491  else
492  {
493    PRINTF(1)("Tried to reparent to own child '%s::%s' to '%s::%s'.\n",
494              this->getClassName(), this->getName(), child->getClassName(), child->getName());
495    child->parent = NULL;
496    child->parentCoorChanged();
497  }
498}
499
500
501/**
502 * @see PNode::addChild(PNode* child);
503 * @param childName the name of the child to add to this PNode
504 */
505void PNode::addChild (const char* childName)
506{
507  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
508//  PRINTF(0)("Adding the Child: %s to: %s\n", childName, this->getName());
509//  assert( childNode != NULL );
510  if (childNode != NULL)
511  {
512    this->addChild(childNode);
513  }
514}
515
516
517/**
518 * @brief removes a child from the node
519 * @param child the child to remove from this pNode.
520 *
521 * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode
522 */
523void PNode::removeChild (PNode* child)
524{
525  if (child != NULL)
526   child->removeNode();
527}
528
529
530/**
531 * !! PRIVATE FUNCTION
532 * @brief reparents a node (happens on Parents Node delete or remove and Flags are set.)
533 */
534void PNode::reparent()
535{
536  if (this->parentMode & PNODE_REPARENT_TO_NULL)
537    this->setParent((PNode*)NULL);
538  else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
539    this->setParent(this->parent->getParent());
540  else
541    this->setParent(PNode::getNullParent());
542}
543
544/**
545 * ereases child from the nodes children
546 * @param chuld the child to remove
547 */
548void PNode::eraseChild(PNode* child)
549{
550  std::list<PNode*>::iterator childRemover = std::find(this->children.begin(), this->children.end(), child);
551  if(childRemover != this->children.end())
552    this->children.erase(childRemover);
553}
554
555
556/**
557 * @brief remove this pnode from the tree and adds all following to NullParent
558 *
559 * this can be the case, if an entity in the world is being destroyed.
560 */
561void PNode::removeNode()
562{
563  list<PNode*>::iterator child = this->children.begin();
564  list<PNode*>::iterator reparenter;
565  while (child != this->children.end())
566  {
567    reparenter = child;
568    child++;
569    if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE ||
570        (*reparenter)->parentMode & PNODE_REPARENT_ON_PARENTS_REMOVE)
571    {
572      printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName());
573      (*reparenter)->reparent();
574      printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent()->getClassName(),(*reparenter)->getParent()->getName());
575    }
576  }
577  if (this->parent != NULL)
578  {
579    this->parent->eraseChild(this);
580    this->parent = NULL;
581  }
582}
583
584
585/**
586 * @see PNode::setParent(PNode* parent);
587 * @param parentName the name of the Parent to set to this PNode
588 */
589void PNode::setParent (const char* parentName)
590{
591  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
592  if (parentNode != NULL)
593    parentNode->addChild(this);
594  else
595    PRINTF(2)("Not Found PNode's (%s::%s) new Parent by Name: %s\n",
596              this->getClassName(), this->getName(), parentName);
597}
598
599
600/**
601 * @brief does the reparenting in a very smooth way
602 * @param parentNode the new Node to connect this node to.
603 * @param bias the speed to iterate to this new Positions
604 */
605void PNode::setParentSoft(PNode* parentNode, float bias)
606{
607  // return if the new parent and the old one match
608  if (this->parent == parentNode )
609    return;
610  if (parentNode == NULL)
611    parentNode = PNode::getNullParent();
612
613  // store the Valures to iterate to.
614  if (likely(this->toCoordinate == NULL))
615  {
616    this->toCoordinate = new Vector();
617    *this->toCoordinate = this->getRelCoor();
618  }
619  if (likely(this->toDirection == NULL))
620  {
621    this->toDirection = new Quaternion();
622    *this->toDirection = this->getRelDir();
623  }
624  this->bias = bias;
625  this->toStep = 0.0f;
626
627  Vector tmpV = this->getAbsCoor();
628  Quaternion tmpQ = this->getAbsDir();
629
630  parentNode->addChild(this);
631
632 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
633   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
634 else
635   this->relCoordinate = tmpV - parentNode->getAbsCoor();
636
637 this->relDirection = tmpQ / parentNode->getAbsDir();
638}
639
640
641/**
642 * @brief does the reparenting in a very smooth way
643 * @param parentName the name of the Parent to reconnect to
644 * @param bias the speed to iterate to this new Positions
645 */
646void PNode::setParentSoft(const char* parentName, float bias)
647{
648  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
649  if (parentNode != NULL)
650    this->setParentSoft(parentNode, bias);
651}
652
653/**
654 * @param parentMode sets the parentingMode of this Node
655 */
656void PNode::setParentMode(PARENT_MODE parentMode)
657{
658  this->parentMode = ((this->parentMode & 0xfff0) | parentMode);
659}
660
661/**
662 * @brief sets the mode of this parent manually
663 * @param parentMode a String representing this parentingMode
664 */
665void PNode::setParentMode (const char* parentingMode)
666{
667  this->setParentMode(PNode::charToParentingMode(parentingMode));
668}
669
670/**
671 * @brief adds special mode Flags to this PNode
672 * @see PARENT_MODE
673 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
674 */
675void PNode::addNodeFlags(unsigned short nodeFlags)
676{
677  this->parentMode |= nodeFlags;
678}
679
680/**
681 * @brief removes special mode Flags to this PNode
682 * @see PARENT_MODE
683 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
684 */
685void PNode::removeNodeFlags(unsigned short nodeFlags)
686{
687  this->parentMode &= !nodeFlags;
688}
689
690/**
691 * @returns the NullParent (and if needed creates it)
692 */
693PNode* PNode::createNullParent()
694{
695  if (likely(PNode::nullParent == NULL))
696  {
697    PNode::nullParent = new PNode(NULL, PNODE_PARENT_MODE_DEFAULT | PNODE_REPARENT_TO_NULL);
698    PNode::nullParent->setName("NullParent");
699    PNode::nullParent->setSynchronized(true);
700  }
701  return PNode::nullParent;
702}
703
704
705/**
706 * !! PRIVATE FUNCTION
707 * @brief checks the upward integrity (e.g if PNode is somewhere up the Node tree.)
708 * @param checkParent the Parent to check.
709 * @returns true if the integrity-check succeeds, false otherwise.
710 *
711 * If there is a second occurence of checkParent before NULL, then a loop could get
712 * into the Tree, and we do not want this.
713 */
714bool PNode::checkIntegrity(const PNode* checkParent) const
715{
716  const PNode* parent = this;
717  while ( (parent = parent->getParent()) != NULL)
718    if (unlikely(parent == checkParent))
719      return false;
720  return true;
721}
722
723
724/**
725 * @brief updates the absCoordinate/absDirection
726 * @param dt The time passed since the last update
727 *
728 * this is used to go through the parent-tree to update all the absolute coordinates
729 * and directions. this update should be done by the engine, so you don't have to
730 * worry, normaly...
731 */
732void PNode::updateNode (float dt)
733{
734  if (!(this->parentMode & PNODE_STATIC_NODE))
735  {
736    if( likely(this->parent != NULL))
737    {
738        // movement for nodes with smoothMove enabled
739        if (unlikely(this->toCoordinate != NULL))
740        {
741          Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
742          if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
743          {
744            this->shiftCoor(moveVect);
745          }
746          else
747          {
748            delete this->toCoordinate;
749            this->toCoordinate = NULL;
750            PRINTF(5)("SmoothMove of %s finished\n", this->getName());
751          }
752        }
753        if (unlikely(this->toDirection != NULL))
754        {
755          this->toStep += fabs(dt) * bias;
756          //printf("%s::%s %f\n", this->getClassName(), this->getName(), this->toStep );
757          Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, toStep);
758          if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
759          {
760            this->relDirection = rotQuat;
761            this->bRelDirChanged;
762          }
763          else
764          {
765            delete this->toDirection;
766            this->toDirection = NULL;
767            PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
768          }
769        }
770
771        // MAIN UPDATE /////////////////////////////////////
772        this->lastAbsCoordinate = this->absCoordinate;
773
774        PRINTF(5)("PNode::update - '%s::%s' - (%f, %f, %f)\n", this->getClassName(), this->getName(),
775                      this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
776
777
778        if(this->bRelDirChanged && this->parentMode & PNODE_LOCAL_ROTATE )
779        {
780          /* update the current absDirection - remember * means rotation around sth.*/
781          this->prevRelCoordinate = this->relCoordinate;
782          this->absDirection = parent->getAbsDir() * this->relDirection;
783        }
784
785        if(likely(this->bRelCoorChanged && this->parentMode & PNODE_MOVEMENT))
786        {
787        /* update the current absCoordinate */
788          this->prevRelCoordinate = this->relCoordinate;
789          this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
790        }
791        else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
792        {
793          /* update the current absCoordinate */
794          this->prevRelCoordinate = this->relCoordinate;
795          this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
796        }
797        /////////////////////////////////////////////////
798      }
799
800  else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT
801    {
802      PRINTF(4)("update ParentLess Node (%s::%s) - (%f, %f, %f)\n", this->getClassName(), this->getName(),
803                this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
804        if (this->bRelCoorChanged)
805        {
806          this->prevRelCoordinate = this->relCoordinate;
807          this->absCoordinate = this->relCoordinate;
808        }
809        if (this->bRelDirChanged)
810        {
811          this->prevRelDirection = this->relDirection;
812          this->absDirection = this->getAbsDir () * this->relDirection;
813        }
814      }
815    }
816
817    if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE ))
818    {
819      list<PNode*>::iterator child;
820      for (child = this->children.begin(); child != this->children.end(); child ++)
821      {
822        /* if this node has changed, make sure, that all children are updated also */
823        if( likely(this->bRelCoorChanged))
824          (*child)->parentCoorChanged ();
825        if( likely(this->bRelDirChanged))
826          (*child)->parentDirChanged ();
827
828        (*child)->updateNode(dt);
829      }
830    }
831    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
832    this->bRelCoorChanged = false;
833    this->bRelDirChanged = false;
834}
835
836
837
838
839
840/*************
841 * DEBUGGING *
842 *************/
843/**
844 * @brief counts total amount the children walking through the entire tree.
845 * @param nodes the counter
846 */
847void PNode::countChildNodes(int& nodes) const
848{
849  nodes++;
850  list<PNode*>::const_iterator child;
851  for (child = this->children.begin(); child != this->children.end(); child ++)
852    (*child)->countChildNodes(nodes);
853}
854
855
856/**
857 * @brief displays some information about this pNode
858 * @param depth The deph into which to debug the children of this PNode to.
859 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
860 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
861 */
862void PNode::debugNode(unsigned int depth, unsigned int level) const
863{
864  for (unsigned int i = 0; i < level; i++)
865    PRINT(0)(" |");
866  if (this->children.size() > 0)
867    PRINT(0)(" +");
868  else
869    PRINT(0)(" -");
870
871  int childNodeCount = 0;
872  this->countChildNodes(childNodeCount);
873
874  PRINT(0)("PNode(%s::%s) - absCoord: (%0.2f, %0.2f, %0.2f), relCoord(%0.2f, %0.2f, %0.2f), direction(%0.2f, %0.2f, %0.2f) - %s - %d childs\n",
875           this->getClassName(),
876           this->getName(),
877           this->absCoordinate.x,
878           this->absCoordinate.y,
879           this->absCoordinate.z,
880           this->relCoordinate.x,
881           this->relCoordinate.y,
882           this->relCoordinate.z,
883           this->getAbsDirV().x,
884           this->getAbsDirV().y,
885           this->getAbsDirV().z,
886           this->parentingModeToChar(parentMode),
887           childNodeCount);
888  if (depth >= 2 || depth == 0)
889  {
890    list<PNode*>::const_iterator child;
891    for (child = this->children.begin(); child != this->children.end(); child ++)
892    {
893      if (depth == 0)
894        (*child)->debugNode(0, level + 1);
895      else
896        (*child)->debugNode(depth - 1, level +1);
897    }
898  }
899}
900
901/**
902 * @brief displays the PNode at its position with its rotation as a cube.
903 * @param  depth The deph into which to debug the children of this PNode to.
904 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
905 * @param size the Size of the Box to draw.
906 * @param color the color of the Box to display.
907 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
908 */
909void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
910{
911  // if this is the first Element we draw
912  if (level == 0)
913  {
914    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
915    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
916
917    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
918    glDisable(GL_BLEND);         // ''
919    glDisable(GL_TEXTURE_2D);    // ''
920    glDisable(GL_DEPTH_TEST);    // ''
921  }
922
923  glPushMatrix();                // repush the Matrix-stack
924  /* translate */
925  glTranslatef (this->getAbsCoor ().x,
926                this->getAbsCoor ().y,
927                this->getAbsCoor ().z);
928//  this->getAbsDir ().matrix (matrix);
929
930  /* rotate */
931  Vector tmpRot = this->getAbsDir().getSpacialAxis();
932  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
933  /* set the new Color */
934  glColor3f(color.x, color.y, color.z);
935  { /* draw a cube of size size */
936    glBegin(GL_LINE_STRIP);
937    glVertex3f(-.5*size, -.5*size,  -.5*size);
938    glVertex3f(+.5*size, -.5*size,  -.5*size);
939    glVertex3f(+.5*size, -.5*size,  +.5*size);
940    glVertex3f(-.5*size, -.5*size,  +.5*size);
941    glVertex3f(-.5*size, -.5*size,  -.5*size);
942    glEnd();
943    glBegin(GL_LINE_STRIP);
944    glVertex3f(-.5*size, +.5*size,  -.5*size);
945    glVertex3f(+.5*size, +.5*size,  -.5*size);
946    glVertex3f(+.5*size, +.5*size,  +.5*size);
947    glVertex3f(-.5*size, +.5*size,  +.5*size);
948    glVertex3f(-.5*size, +.5*size,  -.5*size);
949    glEnd();
950
951    glBegin(GL_LINES);
952    glVertex3f(-.5*size, -.5*size,  -.5*size);
953    glVertex3f(-.5*size, +.5*size,  -.5*size);
954    glVertex3f(+.5*size, -.5*size,  -.5*size);
955    glVertex3f(+.5*size, +.5*size,  -.5*size);
956    glVertex3f(+.5*size, -.5*size,  +.5*size);
957    glVertex3f(+.5*size, +.5*size,  +.5*size);
958    glVertex3f(-.5*size, -.5*size,  +.5*size);
959    glVertex3f(-.5*size, +.5*size,  +.5*size);
960    glEnd();
961  }
962
963  glPopMatrix();
964  if (depth >= 2 || depth == 0)
965  {
966    /* rotate the current color in HSV space around 20 degree */
967    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
968    list<PNode*>::const_iterator child;
969    for (child = this->children.begin(); child != this->children.end(); child ++)
970    {
971      // drawing the Dependency graph
972     if (this != PNode::getNullParent())
973      {
974       glBegin(GL_LINES);
975       glColor3f(color.x, color.y, color.z);
976       glVertex3f(this->getAbsCoor ().x,
977                  this->getAbsCoor ().y,
978                  this->getAbsCoor ().z);
979        glColor3f(childColor.x, childColor.y, childColor.z);
980        glVertex3f((*child)->getAbsCoor ().x,
981                   (*child)->getAbsCoor ().y,
982                   (*child)->getAbsCoor ().z);
983        glEnd();
984      }
985
986      /* if we want to draw the children too */
987      if (depth == 0) /* -> all of them */
988        (*child)->debugDraw(0, size, childColor, level+1);
989      else            /* -> only the Next one */
990        (*child)->debugDraw(depth - 1, size, childColor, level +1);
991    }
992  }
993  if (level == 0)
994    glPopAttrib(); /* pop the saved attributes back out */
995}
996
997
998
999/////////////////////
1000// HELPER_FUCTIONS //
1001/////////////////////
1002
1003/**
1004 * @brief converts a parentingMode into a string that is the name of it
1005 * @param parentingMode the ParentingMode to convert
1006 * @return the converted string
1007 */
1008const char* PNode::parentingModeToChar(int parentingMode)
1009{
1010  if (parentingMode == PNODE_LOCAL_ROTATE)
1011    return "local-rotate";
1012  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
1013    return "rotate-movement";
1014  else if (parentingMode == PNODE_MOVEMENT)
1015    return "movement";
1016  else if (parentingMode == PNODE_ALL)
1017    return "all";
1018  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
1019    return "rotate-and-move";
1020}
1021
1022/**
1023 * @brief converts a parenting-mode-string into a int
1024 * @param parentingMode the string naming the parentingMode
1025 * @return the int corresponding to the named parentingMode
1026 */
1027PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
1028{
1029  if (!strcmp(parentingMode, "local-rotate"))
1030    return (PNODE_LOCAL_ROTATE);
1031  else  if (!strcmp(parentingMode, "rotate-movement"))
1032    return (PNODE_ROTATE_MOVEMENT);
1033  else  if (!strcmp(parentingMode, "movement"))
1034    return (PNODE_MOVEMENT);
1035  else  if (!strcmp(parentingMode, "all"))
1036    return (PNODE_ALL);
1037  else  if (!strcmp(parentingMode, "rotate-and-move"))
1038    return (PNODE_ROTATE_AND_MOVE);
1039}
1040
1041/**
1042 * Writes data from network containing information about the state
1043 * @param data pointer to data
1044 * @param length length of data
1045 * @param sender hostID of sender
1046 */
1047int PNode::writeState( const byte * data, int length, int sender )
1048{
1049  SYNCHELP_READ_BEGIN();
1050
1051  SYNCHELP_READ_FKT( BaseObject::writeState );
1052
1053  char * parentName = NULL;
1054  SYNCHELP_READ_STRINGM( parentName );
1055
1056  if ( strcmp(parentName, "")==0 )
1057  {
1058    setParent( (char*)NULL );
1059  }
1060  else
1061  {
1062    setParent( parentName );
1063  }
1064
1065  delete[] parentName;
1066
1067  int parentMode;
1068  SYNCHELP_READ_INT( parentMode );
1069  this->setParentMode((PARENT_MODE)parentMode);
1070
1071  float f1, f2, f3, f4;
1072
1073  SYNCHELP_READ_FLOAT( f1 );
1074  SYNCHELP_READ_FLOAT( f2 );
1075  SYNCHELP_READ_FLOAT( f3 );
1076  this->setRelCoor( f1, f2, f3 );
1077
1078
1079  SYNCHELP_READ_FLOAT( f1 );
1080  SYNCHELP_READ_FLOAT( f2 );
1081  SYNCHELP_READ_FLOAT( f3 );
1082  SYNCHELP_READ_FLOAT( f4 );
1083  this->setRelDir( Quaternion( Vector(f2, f3, f4), f1 ) );
1084
1085  int n;
1086  char * childName;
1087
1088  PRINTF(0)("JKLO %d %d %d %d\n", data[__synchelp_read_i], data[__synchelp_read_i+1], data[__synchelp_read_i+2], data[__synchelp_read_i+3]);
1089  SYNCHELP_READ_INT( n );
1090  PRINTF(0)("read %s:n=%d\n", this->getName(), n);
1091
1092  for (int i = 0; i<n; i++)
1093  {
1094    SYNCHELP_READ_STRINGM( childName );
1095    PRINTF(0)("RCVD CHILD = %s\n", childName);
1096    addChild( childName );
1097    delete childName;
1098    childName = NULL;
1099  }
1100
1101  return SYNCHELP_READ_N;
1102}
1103
1104/**
1105 * data copied in data will bee sent to another host
1106 * @param data pointer to data
1107 * @param maxLength max length of data
1108 * @return the number of bytes writen
1109 */
1110int PNode::readState( byte * data, int maxLength )
1111{
1112  SYNCHELP_WRITE_BEGIN();
1113
1114  SYNCHELP_WRITE_FKT( BaseObject::readState );
1115
1116  if ( this->parent )
1117  {
1118    SYNCHELP_WRITE_STRING( parent->getName() );
1119  }
1120  else
1121  {
1122    SYNCHELP_WRITE_STRING( "" );
1123  }
1124
1125  SYNCHELP_WRITE_INT( this->parentMode );
1126
1127  SYNCHELP_WRITE_FLOAT( this->relCoordinate.x );
1128  SYNCHELP_WRITE_FLOAT( this->relCoordinate.y );
1129  SYNCHELP_WRITE_FLOAT( this->relCoordinate.z );
1130
1131  SYNCHELP_WRITE_FLOAT( this->relDirection.w );
1132  SYNCHELP_WRITE_FLOAT( this->relDirection.v.x );
1133  SYNCHELP_WRITE_FLOAT( this->relDirection.v.y );
1134  SYNCHELP_WRITE_FLOAT( this->relDirection.v.z );
1135
1136  int n = children.size();
1137
1138  //check if camera is in children
1139  for (std::list<PNode*>::const_iterator it = children.begin(); it!=children.end(); it++)
1140  {
1141    if ( (*it)->isA(CL_CAMERA) )
1142      n--;
1143  }
1144  PRINTF(0)("write %s:n=%d\n", this->getName(), n);
1145  SYNCHELP_WRITE_INT( n );
1146  PRINTF(0)("ASDF %d %d %d %d\n", data[__synchelp_write_i-4], data[__synchelp_write_i-3], data[__synchelp_write_i-2], data[__synchelp_write_i-1]);
1147
1148  for (std::list<PNode*>::const_iterator it = children.begin(); it!=children.end(); it++)
1149  {
1150    //dont add camera because there is only one camera attached to local player
1151    if ( !(*it)->isA(CL_CAMERA) )
1152    {
1153      PRINTF(0)("SENDING CHILD: %s\n", (*it)->getName());
1154      SYNCHELP_WRITE_STRING( (*it)->getName() );
1155    }
1156  }
1157
1158  return SYNCHELP_WRITE_N;
1159}
1160
1161#define __FLAG_COOR 1
1162#define __FLAG_ROT  2
1163
1164#define __OFFSET_POS 1
1165#define __OFFSET_ROT 0.05
1166
1167/**
1168 * Writes data from network containing information about the state which has changed
1169 * @param data pointer to data
1170 * @param length length of data
1171 * @param sender hostID of sender
1172 */
1173int PNode::writeSync( const byte * data, int length, int sender )
1174{
1175  SYNCHELP_READ_BEGIN();
1176
1177  if ( this->getHostID()==this->getOwner() )
1178  {
1179    return SYNCHELP_READ_N;
1180  }
1181
1182  byte flags = 0;
1183  SYNCHELP_READ_BYTE( flags );
1184  //PRINTF(0)("%s::FLAGS = %d\n", this->getName(), flags);
1185
1186  float f1, f2, f3, f4;
1187
1188  if ( flags & __FLAG_COOR )
1189  {
1190    SYNCHELP_READ_FLOAT( f1 );
1191    SYNCHELP_READ_FLOAT( f2 );
1192    SYNCHELP_READ_FLOAT( f3 );
1193    PRINTF(0)("RCVD COOR: %f %f %f\n", f1, f2, f3);
1194    this->setRelCoor( f1, f2, f3 );
1195  }
1196
1197  if ( flags & __FLAG_ROT )
1198  {
1199    SYNCHELP_READ_FLOAT( f1 );
1200    SYNCHELP_READ_FLOAT( f2 );
1201    SYNCHELP_READ_FLOAT( f3 );
1202    SYNCHELP_READ_FLOAT( f4 );
1203    PRINTF(0)("RCVD QUAT: %f %f %f %f\n", f1, f2, f3, f4);
1204    //this->setRelDir( Quaternion( Vector(f2, f3, f4), f1 ) );
1205    Quaternion q;
1206    q.w = f1;
1207    q.v.x = f2;
1208    q.v.y = f3;
1209    q.v.z = f4;
1210    this->setAbsDir( q );
1211  }
1212
1213  return SYNCHELP_READ_N;
1214}
1215
1216/**
1217 * data copied in data will bee sent to another host
1218 * @param data pointer to data
1219 * @param maxLength max length of data
1220 * @return the number of bytes writen
1221 */
1222int PNode::readSync( byte * data, int maxLength )
1223{
1224  SYNCHELP_WRITE_BEGIN();
1225
1226  if ( this->getHostID()!=this->getOwner() )
1227  {
1228    return SYNCHELP_WRITE_N;
1229  }
1230
1231  byte flags = 0;
1232  if ( fabs( coorx - relCoordinate.x ) > __OFFSET_POS ||
1233       fabs( coory - relCoordinate.y ) > __OFFSET_POS ||
1234       fabs( coorz - relCoordinate.z ) > __OFFSET_POS )
1235    flags |= __FLAG_COOR;
1236
1237  if ( fabs( rotw - absDirection.w ) > __OFFSET_ROT ||
1238       fabs( rotx - absDirection.v.x ) > __OFFSET_ROT ||
1239       fabs( roty - absDirection.v.y ) > __OFFSET_ROT ||
1240       fabs( rotz - absDirection.v.z ) > __OFFSET_ROT )
1241    flags |= __FLAG_ROT;
1242
1243
1244  SYNCHELP_WRITE_BYTE( flags );
1245  //PRINTF(0)("FLAGS = %d\n", flags);
1246
1247  if ( flags & __FLAG_COOR )
1248  {
1249
1250    PRINTF(0)("SEND COOR: %f %f %f\n", this->relCoordinate.x, this->relCoordinate.y, this->relCoordinate.z);
1251
1252    SYNCHELP_WRITE_FLOAT( this->relCoordinate.x );
1253    SYNCHELP_WRITE_FLOAT( this->relCoordinate.y );
1254    SYNCHELP_WRITE_FLOAT( this->relCoordinate.z );
1255
1256    coorx = relCoordinate.x;
1257    coory = relCoordinate.y;
1258    coorz = relCoordinate.z;
1259  }
1260
1261  if ( flags & __FLAG_ROT )
1262  {
1263
1264    PRINTF(0)("SEND QUAT: %f %f %f %f\n", this->absDirection.w, this->absDirection.v.x, this->absDirection.v.y, this->absDirection.v.z);
1265
1266    SYNCHELP_WRITE_FLOAT( this->absDirection.w );
1267    SYNCHELP_WRITE_FLOAT( this->absDirection.v.x );
1268    SYNCHELP_WRITE_FLOAT( this->absDirection.v.y );
1269    SYNCHELP_WRITE_FLOAT( this->absDirection.v.z );
1270
1271    rotw = absDirection.w;
1272    rotx = absDirection.v.x;
1273    roty = absDirection.v.y;
1274    rotz = absDirection.v.z;
1275  }
1276
1277  return SYNCHELP_WRITE_N;
1278}
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