| [4615] | 1 | /* | 
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| [4510] | 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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| [4923] | 11 | ### File Specific: | 
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| [4511] | 12 | main-programmer: Patrick Boenzli | 
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| [4510] | 13 | co-programmer: ... | 
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|  | 14 | */ | 
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|  | 15 |  | 
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| [4511] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION | 
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| [4510] | 17 |  | 
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| [4511] | 18 | #include "cd_engine.h" | 
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| [4546] | 19 | #include "obb_tree.h" | 
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|  | 20 | #include "debug.h" | 
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| [4510] | 21 |  | 
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| [6022] | 22 | #include "model.h" | 
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| [4919] | 23 | #include "world_entity.h" | 
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|  | 24 | #include "terrain.h" | 
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| [5915] | 25 | // #include "player.h" | 
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| [4919] | 26 |  | 
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|  | 27 | #include "spatial_separation.h" | 
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|  | 28 | #include "quadtree.h" | 
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|  | 29 | #include "quadtree_node.h" | 
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|  | 30 |  | 
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|  | 31 |  | 
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| [5042] | 32 |  | 
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| [4510] | 33 | using namespace std; | 
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|  | 34 |  | 
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|  | 35 |  | 
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|  | 36 | /** | 
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| [4836] | 37 | *  standard constructor | 
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| [4923] | 38 | */ | 
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| [4615] | 39 | CDEngine::CDEngine () | 
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| [4510] | 40 | { | 
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| [4923] | 41 | this->setClassID(CL_CD_ENGINE, "CDEngine"); | 
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| [4510] | 42 | } | 
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|  | 43 |  | 
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| [4923] | 44 |  | 
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| [4510] | 45 | /** | 
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| [4836] | 46 | *  the singleton reference to this class | 
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| [4923] | 47 | */ | 
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| [4511] | 48 | CDEngine* CDEngine::singletonRef = NULL; | 
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| [4510] | 49 |  | 
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| [4923] | 50 |  | 
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| [4510] | 51 | /** | 
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| [4836] | 52 | *  standard deconstructor | 
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| [4923] | 53 | */ | 
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| [4615] | 54 | CDEngine::~CDEngine () | 
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| [4510] | 55 | { | 
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| [4511] | 56 | CDEngine::singletonRef = NULL; | 
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| [4510] | 57 | } | 
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| [4546] | 58 |  | 
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|  | 59 |  | 
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| [4695] | 60 | /** | 
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| [4923] | 61 | *  this is the collision checking function | 
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| [4695] | 62 |  | 
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| [4923] | 63 | there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to | 
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|  | 64 | be able to enhance iteration speed. | 
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| [4695] | 65 | */ | 
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| [6142] | 66 | //void CDEngine::checkCollisions() | 
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|  | 67 | //{ | 
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|  | 68 | //  this->checkCollisionObjects(); | 
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| [5047] | 69 | //this->checkCollisionGround(); | 
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| [6142] | 70 | //} | 
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| [4904] | 71 |  | 
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| [4924] | 72 | /** | 
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|  | 73 | *  this checks the collisions with the objects | 
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|  | 74 | */ | 
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| [6142] | 75 | //void CDEngine::checkCollisionObjects() | 
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|  | 76 | //{ | 
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|  | 77 | //   BVTree* tree; | 
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|  | 78 | //   tIterator<WorldEntity>* iterator1 = entityList->getIterator(); | 
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|  | 79 | //   tIterator<WorldEntity>* iterator2 = entityList->getIterator(); | 
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|  | 80 | //   WorldEntity* entity1 = iterator1->firstElement(); | 
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|  | 81 | //   WorldEntity* entity2 = iterator2->iteratorElement(iterator1); | 
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|  | 82 | //   PRINTF(3)("checking for collisions\n"); | 
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|  | 83 | //   while( entity1 != NULL) | 
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|  | 84 | //   { | 
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|  | 85 | //     if( likely(entity1 != this->terrain)) | 
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|  | 86 | //     { | 
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|  | 87 | //       entity2 = iterator2->nextElement(); | 
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|  | 88 | // | 
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|  | 89 | //       while( entity2 != NULL) | 
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|  | 90 | //       { | 
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|  | 91 | //         if( likely(entity2 != this->terrain)) | 
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|  | 92 | //         { | 
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|  | 93 | //           PRINTF(4)("checking object %s against %s\n", entity1->getName(), entity2->getName()); | 
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|  | 94 | //           tree = entity1->getOBBTree(); | 
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|  | 95 | //           if( likely(tree != NULL) && entity2->getOBBTree() != NULL) tree->collideWith(entity1, entity2); | 
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|  | 96 | //         } | 
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|  | 97 | //         entity2 = iterator2->nextElement(); | 
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|  | 98 | //       } | 
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|  | 99 | //     } | 
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|  | 100 | //     entity1 = iterator1->nextElement(); | 
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|  | 101 | //     entity2 = iterator2->iteratorElement(iterator1); | 
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|  | 102 | //     entity2 = iterator2->nextElement(); | 
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|  | 103 | //   } | 
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|  | 104 | //   delete iterator1; | 
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|  | 105 | //   delete iterator2; | 
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|  | 106 | //} | 
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|  | 107 |  | 
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|  | 108 | void CDEngine::checkCollisions(std::list<WorldEntity*>& list1, std::list<WorldEntity*>& list2) | 
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| [4904] | 109 | { | 
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| [5027] | 110 | BVTree* tree; | 
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| [6142] | 111 | std::list<WorldEntity*>::iterator entity1, entity2, pre1, pre2; | 
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| [4704] | 112 | PRINTF(3)("checking for collisions\n"); | 
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| [6142] | 113 |  | 
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|  | 114 | pre1 = list1.begin(); | 
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|  | 115 | while (pre1 != list1.end()) | 
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| [4689] | 116 | { | 
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| [6142] | 117 | entity1 = pre1++; | 
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|  | 118 | if( likely((*entity1) != this->terrain)) | 
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| [4689] | 119 | { | 
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| [6142] | 120 | pre2 = list2.begin(); | 
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|  | 121 | while (pre2 != list2.end()) | 
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| [5038] | 122 | { | 
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| [6142] | 123 | entity2 = pre2++; | 
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|  | 124 | if( likely((*entity2) != this->terrain)) | 
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| [5038] | 125 | { | 
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| [6142] | 126 | PRINTF(4)("checking object %s against %s\n", (*entity1)->getName(), (*entity2)->getName()); | 
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|  | 127 | tree = (*entity1)->getOBBTree(); | 
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|  | 128 | if( likely(tree != NULL) && (*entity2)->getOBBTree() != NULL) tree->collideWith(*entity1, *entity2); | 
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| [5131] | 129 | } | 
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| [5038] | 130 | } | 
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| [4689] | 131 | } | 
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| [5111] | 132 | } | 
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| [4675] | 133 | } | 
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|  | 134 |  | 
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|  | 135 |  | 
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| [4924] | 136 | /** | 
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|  | 137 | *  this checks the collisions with the ground | 
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|  | 138 | */ | 
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| [4904] | 139 | void CDEngine::checkCollisionGround() | 
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|  | 140 | { | 
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| [5033] | 141 | if( likely( this->terrain != NULL)) | 
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|  | 142 | { | 
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| [6151] | 143 | Quadtree* q = dynamic_cast<Terrain*>(this->terrain)->ssp->getQuadtree(); | 
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| [4968] | 144 |  | 
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| [5915] | 145 | //    QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor()); | 
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| [5033] | 146 | } | 
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| [4968] | 147 | //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor()); | 
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| [4904] | 148 | } | 
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| [4688] | 149 |  | 
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|  | 150 |  | 
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| [4924] | 151 | /** | 
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|  | 152 | *  this draws the bounding volume tree | 
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|  | 153 | * @param depth until which depth to draw the tree | 
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|  | 154 | * @param drawMode mod which states how to draw it | 
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|  | 155 | */ | 
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| [4635] | 156 | void CDEngine::drawBV(int depth, int drawMode) const | 
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| [4551] | 157 | { | 
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|  | 158 | /* this would operate on  worldList bases, for testing purposes, we only use one OBBTree */ | 
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| [4689] | 159 | //this->rootTree->drawBV(depth, drawMode); | 
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| [6142] | 160 | /// FIXME | 
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|  | 161 | /*  tIterator<WorldEntity>* iterator = entityList->getIterator(); | 
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| [5115] | 162 | WorldEntity* entity = iterator->firstElement(); | 
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| [4689] | 163 | while( entity != NULL) | 
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|  | 164 | { | 
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|  | 165 | entity->drawBVTree(depth, drawMode); | 
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|  | 166 | entity = iterator->nextElement(); | 
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|  | 167 | } | 
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| [6142] | 168 | delete iterator;*/ | 
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| [4551] | 169 | } | 
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|  | 170 |  | 
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|  | 171 |  | 
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| [4924] | 172 | /** | 
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|  | 173 | * some debug output on the class | 
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|  | 174 | */ | 
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| [4546] | 175 | void CDEngine::debug() | 
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|  | 176 | { | 
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|  | 177 | PRINT(0)("\n=============================| CDEngine::debug() |===\n"); | 
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|  | 178 | PRINT(0)("=  CDEngine: Spawning Tree Start\n"); | 
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| [4689] | 179 | //this->rootTree->debug(); | 
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| [4546] | 180 | PRINT(0)("=  CDEngine: Spawning Tree: Finished\n"); | 
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| [4615] | 181 | PRINT(0)("=======================================================\n"); | 
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| [4546] | 182 |  | 
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|  | 183 | } | 
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| [4615] | 184 |  | 
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| [4924] | 185 |  | 
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|  | 186 | /** | 
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|  | 187 | * this spawns a tree for debug purposes only | 
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|  | 188 | */ | 
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| [4615] | 189 | void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices) | 
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|  | 190 | { | 
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| [4689] | 191 | if ( this->rootTree == NULL) | 
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|  | 192 | this->rootTree = new OBBTree(); | 
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| [4615] | 193 | this->rootTree->spawnBVTree(depth, vertices, numVertices); | 
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|  | 194 | } | 
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| [4710] | 195 |  | 
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| [4924] | 196 |  | 
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|  | 197 | /** | 
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|  | 198 | * this draws the debug spawn tree | 
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|  | 199 | */ | 
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| [4710] | 200 | void CDEngine::debugDraw(int depth, int drawMode) | 
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|  | 201 | { | 
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|  | 202 | if(this-> rootTree != NULL) | 
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|  | 203 | this->rootTree->drawBV(depth, drawMode); | 
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|  | 204 | } | 
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