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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/cd_engine.cc @ 5047

Last change on this file since 5047 was 5047, checked in by patrick, 19 years ago

orxonox/trunk: flushing work

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[4615]1/*
[4510]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
[4923]11### File Specific:
[4511]12   main-programmer: Patrick Boenzli
[4510]13   co-programmer: ...
14*/
15
[4511]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
[4510]17
[4511]18#include "cd_engine.h"
[4546]19#include "obb_tree.h"
20#include "debug.h"
[4689]21#include "list.h"
[4510]22
[4968]23#include "abstract_model.h"
[4919]24#include "world_entity.h"
25#include "terrain.h"
26#include "player.h"
27
28#include "spatial_separation.h"
29#include "quadtree.h"
30#include "quadtree_node.h"
31
32
[5042]33
[4510]34using namespace std;
35
36
37/**
[4836]38 *  standard constructor
[4923]39 */
[4615]40CDEngine::CDEngine ()
[4510]41{
[4923]42  this->setClassID(CL_CD_ENGINE, "CDEngine");
[4510]43}
44
[4923]45
[4510]46/**
[4836]47 *  the singleton reference to this class
[4923]48 */
[4511]49CDEngine* CDEngine::singletonRef = NULL;
[4510]50
[4923]51
[4510]52/**
[4836]53 *  standard deconstructor
[4923]54 */
[4615]55CDEngine::~CDEngine ()
[4510]56{
[4511]57  CDEngine::singletonRef = NULL;
[4510]58}
[4546]59
60
[4695]61/**
[4923]62 *  this is the collision checking function
[4695]63
[4923]64    there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to
65    be able to enhance iteration speed.
[4695]66 */
[4675]67void CDEngine::checkCollisions()
68{
[5038]69  this->checkCollisionObjects();
[5047]70  //this->checkCollisionGround();
[4904]71}
72
73
[4924]74/**
75 *  this checks the collisions with the objects
76 */
[4904]77void CDEngine::checkCollisionObjects()
78{
[5027]79  BVTree* tree;
[4689]80  tIterator<WorldEntity>* iterator1 = entityList->getIterator();
81  tIterator<WorldEntity>* iterator2 = entityList->getIterator();
82  WorldEntity* entity1 = iterator1->nextElement();
[4694]83  WorldEntity* entity2 = iterator2->seekElement(entity1);
[4704]84  PRINTF(3)("checking for collisions\n");
[4689]85  while( entity1 != NULL)
86  {
[5038]87    if( likely(entity1 != this->terrain))
[4689]88    {
[5038]89      while( entity2 != NULL)
90      {
91        if( likely(entity2 != this->terrain))
92        {
93          PRINTF(3)("checking object %s against %s\n", entity1->getName(), entity2->getName());
94          tree = entity1->getOBBTree();
95          if( likely(tree != NULL)) tree->collideWith(entity1, entity2);
96        }
97        entity2 = iterator2->nextElement();
98      }
[4689]99    }
100    entity1 = iterator1->nextElement();
[4694]101    entity2 = iterator2->seekElement(entity1);
102
[4689]103  }
104  delete iterator1;
105  delete iterator2;
[4675]106}
107
108
[4924]109/**
110 *  this checks the collisions with the ground
111 */
[4904]112void CDEngine::checkCollisionGround()
113{
[5033]114  if( likely( this->terrain != NULL))
115  {
116    Quadtree* q = this->terrain->ssp->getQuadtree();
[4968]117
[5033]118    QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor());
119  }
[4968]120  //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor());
[4904]121}
[4688]122
123
[4924]124/**
125 *  this draws the bounding volume tree
126 * @param depth until which depth to draw the tree
127 * @param drawMode mod which states how to draw it
128 */
[4635]129void CDEngine::drawBV(int depth, int drawMode) const
[4551]130{
131  /* this would operate on  worldList bases, for testing purposes, we only use one OBBTree */
[4689]132  //this->rootTree->drawBV(depth, drawMode);
133
134  tIterator<WorldEntity>* iterator = entityList->getIterator();
135  WorldEntity* entity = iterator->nextElement();
136  while( entity != NULL)
137  {
138    entity->drawBVTree(depth, drawMode);
139    entity = iterator->nextElement();
140  }
141  delete iterator;
[4551]142}
143
144
[4924]145/**
146 * some debug output on the class
147 */
[4546]148void CDEngine::debug()
149{
150  PRINT(0)("\n=============================| CDEngine::debug() |===\n");
151  PRINT(0)("=  CDEngine: Spawning Tree Start\n");
[4689]152  //this->rootTree->debug();
[4546]153  PRINT(0)("=  CDEngine: Spawning Tree: Finished\n");
[4615]154  PRINT(0)("=======================================================\n");
[4546]155
156}
[4615]157
[4924]158
159/**
160 * this spawns a tree for debug purposes only
161 */
[4615]162void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices)
163{
[4689]164  if ( this->rootTree == NULL)
165    this->rootTree = new OBBTree();
[4615]166  this->rootTree->spawnBVTree(depth, vertices, numVertices);
167}
[4710]168
[4924]169
170/**
171 * this draws the debug spawn tree
172 */
[4710]173void CDEngine::debugDraw(int depth, int drawMode)
174{
175  if(this-> rootTree != NULL)
176    this->rootTree->drawBV(depth, drawMode);
177}
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