| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION |
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| 17 | |
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| 18 | #include "cd_engine.h" |
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| 19 | #include "obb_tree.h" |
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| 20 | #include "debug.h" |
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| 21 | #include "list.h" |
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| 22 | |
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| 23 | #include "model.h" |
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| 24 | #include "world_entity.h" |
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| 25 | #include "terrain.h" |
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| 26 | // #include "player.h" |
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| 27 | |
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| 28 | #include "spatial_separation.h" |
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| 29 | #include "quadtree.h" |
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| 30 | #include "quadtree_node.h" |
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| 31 | |
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| 32 | |
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| 33 | |
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| 34 | using namespace std; |
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| 35 | |
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| 36 | |
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| 37 | /** |
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| 38 | * standard constructor |
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| 39 | */ |
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| 40 | CDEngine::CDEngine () |
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| 41 | { |
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| 42 | this->setClassID(CL_CD_ENGINE, "CDEngine"); |
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| 43 | } |
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| 44 | |
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| 45 | |
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| 46 | /** |
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| 47 | * the singleton reference to this class |
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| 48 | */ |
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| 49 | CDEngine* CDEngine::singletonRef = NULL; |
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| 50 | |
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| 51 | |
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| 52 | /** |
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| 53 | * standard deconstructor |
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| 54 | */ |
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| 55 | CDEngine::~CDEngine () |
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| 56 | { |
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| 57 | CDEngine::singletonRef = NULL; |
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| 58 | } |
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| 59 | |
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| 60 | |
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| 61 | /** |
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| 62 | * this is the collision checking function |
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| 63 | |
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| 64 | there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to |
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| 65 | be able to enhance iteration speed. |
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| 66 | */ |
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| 67 | void CDEngine::checkCollisions() |
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| 68 | { |
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| 69 | this->checkCollisionObjects(); |
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| 70 | //this->checkCollisionGround(); |
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| 71 | } |
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| 72 | |
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| 73 | #include "class_list.h" |
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| 74 | #include "state.h" |
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| 75 | /** |
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| 76 | * this checks the collisions with the objects |
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| 77 | */ |
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| 78 | void CDEngine::checkCollisionObjects() |
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| 79 | { |
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| 80 | BVTree* tree; |
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| 81 | tIterator<WorldEntity>* iterator1 = entityList->getIterator(); |
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| 82 | tIterator<WorldEntity>* iterator2 = entityList->getIterator(); |
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| 83 | WorldEntity* entity1 = iterator1->firstElement(); |
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| 84 | WorldEntity* entity2 = iterator2->iteratorElement(iterator1); |
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| 85 | PRINTF(3)("checking for collisions\n"); |
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| 86 | while( entity1 != NULL) |
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| 87 | { |
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| 88 | if( likely(entity1 != this->terrain)) |
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| 89 | { |
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| 90 | entity2 = iterator2->nextElement(); |
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| 91 | |
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| 92 | while( entity2 != NULL) |
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| 93 | { |
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| 94 | if( likely(entity2 != this->terrain)) |
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| 95 | { |
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| 96 | PRINTF(4)("checking object %s against %s\n", entity1->getName(), entity2->getName()); |
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| 97 | tree = entity1->getOBBTree(); |
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| 98 | if( likely(tree != NULL) && entity2->getOBBTree() != NULL) tree->collideWith(entity1, entity2); |
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| 99 | } |
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| 100 | entity2 = iterator2->nextElement(); |
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| 101 | } |
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| 102 | } |
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| 103 | entity1 = iterator1->nextElement(); |
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| 104 | entity2 = iterator2->iteratorElement(iterator1); |
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| 105 | entity2 = iterator2->nextElement(); |
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| 106 | } |
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| 107 | delete iterator1; |
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| 108 | delete iterator2; |
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| 109 | } |
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| 110 | |
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| 111 | |
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| 112 | /** |
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| 113 | * this checks the collisions with the ground |
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| 114 | */ |
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| 115 | void CDEngine::checkCollisionGround() |
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| 116 | { |
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| 117 | if( likely( this->terrain != NULL)) |
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| 118 | { |
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| 119 | Quadtree* q = this->terrain->ssp->getQuadtree(); |
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| 120 | |
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| 121 | // QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor()); |
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| 122 | } |
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| 123 | //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor()); |
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| 124 | } |
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| 125 | |
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| 126 | |
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| 127 | /** |
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| 128 | * this draws the bounding volume tree |
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| 129 | * @param depth until which depth to draw the tree |
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| 130 | * @param drawMode mod which states how to draw it |
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| 131 | */ |
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| 132 | void CDEngine::drawBV(int depth, int drawMode) const |
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| 133 | { |
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| 134 | /* this would operate on worldList bases, for testing purposes, we only use one OBBTree */ |
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| 135 | //this->rootTree->drawBV(depth, drawMode); |
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| 136 | |
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| 137 | tIterator<WorldEntity>* iterator = entityList->getIterator(); |
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| 138 | WorldEntity* entity = iterator->firstElement(); |
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| 139 | while( entity != NULL) |
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| 140 | { |
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| 141 | entity->drawBVTree(depth, drawMode); |
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| 142 | entity = iterator->nextElement(); |
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| 143 | } |
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| 144 | delete iterator; |
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| 145 | } |
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| 146 | |
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| 147 | |
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| 148 | /** |
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| 149 | * some debug output on the class |
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| 150 | */ |
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| 151 | void CDEngine::debug() |
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| 152 | { |
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| 153 | PRINT(0)("\n=============================| CDEngine::debug() |===\n"); |
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| 154 | PRINT(0)("= CDEngine: Spawning Tree Start\n"); |
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| 155 | //this->rootTree->debug(); |
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| 156 | PRINT(0)("= CDEngine: Spawning Tree: Finished\n"); |
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| 157 | PRINT(0)("=======================================================\n"); |
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| 158 | |
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| 159 | } |
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| 160 | |
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| 161 | |
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| 162 | /** |
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| 163 | * this spawns a tree for debug purposes only |
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| 164 | */ |
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| 165 | void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices) |
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| 166 | { |
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| 167 | if ( this->rootTree == NULL) |
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| 168 | this->rootTree = new OBBTree(); |
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| 169 | this->rootTree->spawnBVTree(depth, vertices, numVertices); |
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| 170 | } |
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| 171 | |
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| 172 | |
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| 173 | /** |
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| 174 | * this draws the debug spawn tree |
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| 175 | */ |
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| 176 | void CDEngine::debugDraw(int depth, int drawMode) |
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| 177 | { |
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| 178 | if(this-> rootTree != NULL) |
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| 179 | this->rootTree->drawBV(depth, drawMode); |
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| 180 | } |
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