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source: orxonox.OLD/orxonox/trunk/src/lib/coord/p_node.h @ 4992

Last change on this file since 4992 was 4992, checked in by bensch, 19 years ago

orxonox/trunk: optimizations

File size: 6.7 KB
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1/*!
2    \file p_node.h
3  *  Definition of a parenting node
4
5    parenting is how coordinates are handled in orxonox, meaning, that all coordinates
6    are representet relative to another parent node. this nodes build a parenting
7    tree of one-sided references (from up to down referenced).
8    Every node manages itself a list of childrens (of whos it is parent - easy...)
9
10    absCoordinate, absDirection have to be recalculated as soon as there was a change in
11    place or ortientation. this is only the case if
12    o bDirChanged is true (so changed) AND timeStamp != now
13    o bCoorChanged is true (so moved) AND timeStamp != now
14    this conditions make it cheaper to recalculate the tree (reduces redundant work).
15
16    remember: if you have to change the coordinates or the directions, use the functions
17    that are defined to execute this operation - otherwhise there will be big problems...
18*/
19
20
21#ifndef _P_NODE_H
22#define _P_NODE_H
23
24#include "base_object.h"
25#include "vector.h"
26
27// FORWARD DEFINITION \\
28class PNode; /* forward decleration, so that parentEntry has access to PNode */
29//class Quaternion;
30//class Vector;
31class TiXmlElement;
32template<class T> class tList;
33
34//! Parental linkage modes
35typedef enum
36{
37  PNODE_LOCAL_ROTATE          =   1,    //!< Rotates all the children around their centers.
38  PNODE_ROTATE_MOVEMENT       =   2,    //!< Moves all the children around the center of their parent, without the rotation around their own centers.
39
40  PNODE_MOVEMENT              =   4,    //!< Moves all children along with the parent.
41// special linkage modes
42  PNODE_ALL                   =   3,    //!< Moves all children around the center of their parent, and also rotates their centers
43  PNODE_ROTATE_AND_MOVE       =   5     //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent.
44
45} PARENT_MODE;
46
47//! The default mode of the translation-binding.
48#define DEFAULT_MODE PNODE_ALL
49
50
51//! Patent Node is a Engine to calculate the position of an Object in respect to the position of its parent.
52class PNode : virtual public BaseObject {
53
54 public:
55  PNode ();
56  PNode(const TiXmlElement* root);
57  PNode (const Vector& absCoordinate, PNode* pNode);
58  virtual ~PNode ();
59
60  void loadParams(const TiXmlElement* root);
61
62  void setRelCoor (const Vector& relCoord);
63  void setRelCoor (float x, float y, float z);
64  void setRelCoorSoft(const Vector& relCoordSoft, float bias = 1.0);
65  void setRelCoorSoft(float x, float y, float z, float bias = 1.0);
66  /** @returns the relative position */
67  inline const Vector& getRelCoor () const { return this->relCoordinate; };
68  void setAbsCoor (const Vector& absCoord);
69  void setAbsCoor (float x, float y, float z);
70  /** @returns the absolute position */
71  inline const Vector& getAbsCoor () const { return this->absCoordinate; };
72  void shiftCoor (const Vector& shift);
73
74  void setRelDir (const Quaternion& relDir);
75  void setRelDir (float x, float y, float z);
76  void setRelDirSoft(const Quaternion& relDirSoft, float bias = 1.0);
77  void setRelDirSoft(float x, float y, float z, float bias = 1.0);
78  /** @returns the relative Direction */
79  inline const Quaternion& getRelDir () const { return this->relDirection; };
80  /** @returns a Vector pointing into the relative Direction */
81  inline Vector getRelDirV() const { return this->relDirection.apply(Vector(0,1,0)); };
82  void setAbsDir (const Quaternion& absDir);
83  void setAbsDir (float x, float y, float z);
84  /** @returns the absolute Direction */
85  inline const Quaternion& getAbsDir () const { return this->absDirection; };
86  /** @returns a Vector pointing into the absolute Direction */
87  inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); };
88  void shiftDir (const Quaternion& shift);
89
90  /** @returns the Speed of the Node */
91  inline float getSpeed() const {return this->velocity.len();}
92  /** @returns the Velocity of the Node */
93  inline const Vector& getVelocity() const {return this->velocity;}
94
95
96  void addChild (PNode* pNode, int parentingMode = DEFAULT_MODE);
97  void addChild (const char* childName);
98  void removeChild (PNode* pNode);
99  void remove();
100
101  void setParent (PNode* parent);
102  void setParent (const char* parentName);
103  /** @returns the parent of this PNode */
104  PNode* getParent () const { return this->parent; };
105
106  void softReparent(PNode* parentNode, float bias = 1.0);
107  void softReparent(const char* parentName, float bias = 1.0);
108
109  void setParentMode (PARENT_MODE parentMode);
110  void setParentMode (const char* parentingMode);
111  /** @returns the Parenting mode of this node */
112  int getParentMode() const { return this->parentMode; };
113
114  void update (float dt);
115
116  void debug (unsigned int depth = 1, unsigned int level = 0) const;
117  void debugDraw(float size = 1.0) const;
118
119 private:
120  void init(PNode* parent);
121  /** tells the child that the parent's Coordinate has changed */
122  inline void parentCoorChanged () { this->bRelCoorChanged = true; }
123  /** tells the child that the parent's Direction has changed */
124  inline void parentDirChanged () { this->bRelDirChanged = true; }
125  /** @returns the last calculated coordinate */
126  inline Vector getLastAbsCoor() {return this->lastAbsCoordinate;}
127
128
129 private:
130  bool            bAbsCoorChanged;    //!< If Absolute Coordinate has changed since last time we checked
131  bool            bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked
132  bool            bAbsDirChanged;     //!< If Absolute Direction has changed since last time we checked
133  bool            bRelDirChanged;     //!< If Relative Direction has changed since last time we checked
134
135  Vector          relCoordinate;      //!< coordinates relative to the parent
136  Vector          absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) )
137  Quaternion      relDirection;       //!< direction relative to the parent
138  Quaternion      absDirection;       //!< absolute direvtion in the world ( from (0,0,1) )
139
140  Vector          velocity;           //!< Saves the velocity.
141  Vector          lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate
142
143
144  Vector*         toPosition;         //!< a position to which to iterate. (This is used in conjunction with softReparent.and set*CoorSoft)
145  Quaternion*     toDirection;        //!< a direction to which to iterate. (This is used in conjunction with softReparent and set*DirSoft)
146  float           bias;               //!< how fast to iterate to the given position (default is 1)
147
148  PNode*          parent;             //!< a pointer to the parent node
149  tList<PNode>*   children;           //!< list of the children of this PNode
150
151  unsigned int    parentMode;         //!< the mode of the binding
152};
153
154#endif /* _P_NODE_H */
155
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