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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 6054

Last change on this file since 6054 was 6054, checked in by bensch, 18 years ago

orxonox/trunk: multiple new Reparenting modes in PNode.
Testing the stuff in GuidedMissile
Projectile has a PNode as reference not as pointer
some minor weapon changes

File size: 26.3 KB
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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#include "null_parent.h"
20
21#include "load_param.h"
22#include "class_list.h"
23
24#include "compiler.h"
25#include "debug.h"
26
27#include "glincl.h"
28#include "color.h"
29
30using namespace std;
31
32
33/**
34 * @brief standard constructor
35 */
36PNode::PNode ()
37{
38  init(NULL);
39
40  NullParent::getInstance()->addChild(this);
41}
42
43/**
44 * @param root the load-Element for the PNode
45 */
46PNode::PNode(const TiXmlElement* root)
47{
48  this->init(NULL);
49  this->loadParams(root);
50
51  if (this->parent == NULL)
52    NullParent::getInstance()->addChild(this);
53}
54
55/**
56 * @brief constructor with coodinates
57 * @param absCoordinate the Absolute coordinate of the Object
58 * @param parent The parent-node of this node.
59 */
60PNode::PNode (const Vector& absCoor, PNode* parent )
61{
62  this->init(parent);
63
64  if (likely(parent != NULL))
65    parent->addChild (this);
66
67  this->setAbsCoor(absCoor);
68}
69
70/**
71 * @brief standard deconstructor
72 *
73 * There are two general ways to delete a PNode
74 * 1. delete instance;
75 *   -> result
76 *    delete this Node and all its children and children's children...
77 *    (danger if you still need the children's instance somewhere else!!)
78 *
79 * 2. instance->remove2D(); delete instance;
80 *   -> result:
81 *    moves its children to the NullParent
82 *    then deletes the Element.
83 */
84PNode::~PNode ()
85{
86  // remove the Node, delete it's children (if required).
87  std::list<PNode*>::iterator tmp = this->children.begin();
88  std::list<PNode*>::iterator deleteNode;
89  while (tmp != this->children.end())
90  {
91    deleteNode = tmp++;
92    if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) || ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT) )
93      (*deleteNode)->reparent();
94    else
95      delete (*deleteNode);
96  }
97  if (this->parent != NULL)
98   {
99     this->parent->children.remove(this);
100     this->parent = NULL;
101   }
102
103  // remove all other allocated memory.
104  if (this->toCoordinate != NULL)
105    delete this->toCoordinate;
106  if (this->toDirection != NULL)
107    delete this->toDirection;
108}
109
110
111/**
112 * @brief initializes a PNode
113 * @param parent the parent for this PNode
114 */
115void PNode::init(PNode* parent)
116{
117  this->setClassID(CL_PARENT_NODE, "PNode");
118
119  this->bRelCoorChanged = true;
120  this->bRelDirChanged = true;
121  this->parent = parent;
122  this->parentMode = PNODE_PARENT_MODE_DEFAULT;
123  this->bActive = true;
124
125  // smooth-movers
126  this->toCoordinate = NULL;
127  this->toDirection = NULL;
128  this->bias = 1.0;
129}
130
131/**
132 * @brief loads parameters of the PNode
133 * @param root the XML-element to load the properties of
134 */
135void PNode::loadParams(const TiXmlElement* root)
136{
137  static_cast<BaseObject*>(this)->loadParams(root);
138
139  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
140      .describe("Sets The relative position of the Node to its parent.");
141
142  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
143      .describe("Sets The absolute Position of the Node.");
144
145  LoadParam(root, "rel-dir", this, PNode, setRelDir)
146      .describe("Sets The relative rotation of the Node to its parent.");
147
148  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
149      .describe("Sets The absolute rotation of the Node.");
150
151  LoadParam(root, "parent", this, PNode, setParent)
152      .describe("the Name of the Parent of this PNode");
153
154  LoadParam(root, "parent-mode", this, PNode, setParentMode)
155      .describe("the mode to connect this node to its parent ()");
156
157  // cycling properties
158  if (root != NULL)
159  {
160    LOAD_PARAM_START_CYCLE(root, element);
161    {
162      LoadParam_CYCLE(element, "parent", this, PNode, addChild)
163          .describe("adds a new Child to the current Node.");
164
165    }
166    LOAD_PARAM_END_CYCLE(element);
167  }
168}
169
170/**
171 * @brief set relative coordinates
172 * @param relCoord relative coordinates to its parent
173 *
174 *
175 * it is very importand, that you use this function, if you want to update the
176 * relCoordinates. If you don't use this, the PNode won't recognize, that something
177 * has changed and won't update the children Nodes.
178 */
179void PNode::setRelCoor (const Vector& relCoord)
180{
181  if (this->toCoordinate!= NULL)
182  {
183    delete this->toCoordinate;
184    this->toCoordinate = NULL;
185  }
186
187  this->relCoordinate = relCoord;
188  this->bRelCoorChanged = true;
189}
190
191/**
192 * @brief set relative coordinates
193 * @param x x-relative coordinates to its parent
194 * @param y y-relative coordinates to its parent
195 * @param z z-relative coordinates to its parent
196 * @see  void PNode::setRelCoor (const Vector& relCoord)
197 */
198void PNode::setRelCoor (float x, float y, float z)
199{
200  this->setRelCoor(Vector(x, y, z));
201}
202
203/**
204 * @brief sets a new relative position smoothely
205 * @param relCoordSoft the new Position to iterate to
206 * @param bias how fast to iterate to this position
207 */
208void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
209{
210  if (likely(this->toCoordinate == NULL))
211    this->toCoordinate = new Vector();
212
213  *this->toCoordinate = relCoordSoft;
214  this->bias = bias;
215}
216
217
218/**
219 * @brief set relative coordinates smoothely
220 * @param x x-relative coordinates to its parent
221 * @param y y-relative coordinates to its parent
222 * @param z z-relative coordinates to its parent
223 * @see  void PNode::setRelCoorSoft (const Vector&, float)
224 */
225void PNode::setRelCoorSoft (float x, float y, float z, float bias)
226{
227  this->setRelCoorSoft(Vector(x, y, z), bias);
228}
229
230
231/**
232 * @param absCoord set absolute coordinate
233 */
234void PNode::setAbsCoor (const Vector& absCoord)
235{
236  if (this->toCoordinate!= NULL)
237  {
238    delete this->toCoordinate;
239    this->toCoordinate = NULL;
240  }
241
242  if( likely(this->parentMode & PNODE_MOVEMENT))
243  {
244      /* if you have set the absolute coordinates this overrides all other changes */
245    if (likely(this->parent != NULL))
246      this->relCoordinate = absCoord - parent->getAbsCoor ();
247    else
248      this->relCoordinate = absCoord;
249  }
250  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
251  {
252    if (likely(this->parent != NULL))
253      this->relCoordinate = absCoord - parent->getAbsCoor ();
254    else
255      this->relCoordinate = absCoord;
256  }
257
258  this->bRelCoorChanged = true;
259//  this->absCoordinate = absCoord;
260}
261
262
263/**
264 * @param x x-coordinate.
265 * @param y y-coordinate.
266 * @param z z-coordinate.
267 * @see void PNode::setAbsCoor (const Vector& absCoord)
268 */
269void PNode::setAbsCoor(float x, float y, float z)
270{
271  this->setAbsCoor(Vector(x, y, z));
272}
273
274
275/**
276 * @param absCoord set absolute coordinate
277 * @todo check off
278 */
279void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
280{
281  if (this->toCoordinate == NULL)
282    this->toCoordinate = new Vector;
283
284  if( likely(this->parentMode & PNODE_MOVEMENT))
285  {
286      /* if you have set the absolute coordinates this overrides all other changes */
287    if (likely(this->parent != NULL))
288      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
289    else
290      *this->toCoordinate = absCoordSoft;
291  }
292  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
293  {
294    if (likely(this->parent != NULL))
295      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
296    else
297      *this->toCoordinate = absCoordSoft;
298  }
299}
300
301
302/**
303 * @brief shift coordinate relative
304 * @param shift shift vector
305 *
306 * this function shifts the current coordinates about the vector shift. this is
307 * usefull because from some place else you can:
308 * PNode* someNode = ...;
309 * Vector objectMovement = calculateShift();
310 * someNode->shiftCoor(objectMovement);
311 *
312 * this is the internal method of:
313 * PNode* someNode = ...;
314 * Vector objectMovement = calculateShift();
315 * Vector currentCoor = someNode->getRelCoor();
316 * Vector newCoor = currentCoor + objectMovement;
317 * someNode->setRelCoor(newCoor);
318 *
319 */
320void PNode::shiftCoor (const Vector& shift)
321{
322  this->relCoordinate += shift;
323  this->bRelCoorChanged = true;
324}
325
326
327/**
328 * @brief set relative direction
329 * @param relDir to its parent
330 */
331void PNode::setRelDir (const Quaternion& relDir)
332{
333  if (this->toDirection!= NULL)
334  {
335    delete this->toDirection;
336    this->toDirection = NULL;
337  }
338  this->relDirection = relDir;
339
340  this->bRelCoorChanged = true;
341}
342
343
344/**
345 * @see void PNode::setRelDir (const Quaternion& relDir)
346 * @param x the x direction
347 * @param y the y direction
348 * @param z the z direction
349 *
350 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
351 */
352void PNode::setRelDir (float x, float y, float z)
353{
354  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
355}
356
357
358/**
359 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
360 * @param relDirSoft the direction to iterate to smoothely.
361 * @param bias how fast to iterate to the new Direction
362 */
363void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
364{
365  if (likely(this->toDirection == NULL))
366    this->toDirection = new Quaternion();
367
368  *this->toDirection = relDirSoft;
369  this->bias = bias;
370  this->bRelDirChanged = true;
371}
372
373
374/**
375 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
376 * @param x the x direction
377 * @param y the y direction
378 * @param z the z direction
379 *
380 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
381 */
382void PNode::setRelDirSoft(float x, float y, float z, float bias)
383{
384  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
385}
386
387
388/**
389 * @brief sets the absolute direction
390 * @param absDir absolute coordinates
391 */
392void PNode::setAbsDir (const Quaternion& absDir)
393{
394  if (this->toDirection!= NULL)
395  {
396    delete this->toDirection;
397    this->toDirection = NULL;
398  }
399
400  if (likely(this->parent != NULL))
401    this->relDirection = absDir / this->parent->getAbsDir();
402  else
403   this->relDirection = absDir;
404
405  this->bRelDirChanged = true;
406}
407
408
409/**
410 * @see void PNode::setAbsDir (const Quaternion& relDir)
411 * @param x the x direction
412 * @param y the y direction
413 * @param z the z direction
414 *
415 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
416 */
417void PNode::setAbsDir (float x, float y, float z)
418{
419  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
420}
421
422
423/**
424 * @brief sets the absolute direction
425 * @param absDir absolute coordinates
426 * @param bias how fast to iterator to the new Position
427 */
428void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
429{
430  if (this->toDirection == NULL)
431    this->toDirection = new Quaternion();
432
433  if (likely(this->parent != NULL))
434    *this->toDirection = absDirSoft / this->parent->getAbsDir();
435  else
436   *this->toDirection = absDirSoft;
437
438  this->bias = bias;
439  this->bRelDirChanged = true;
440}
441
442
443/**
444 * @see void PNode::setAbsDir (const Quaternion& relDir)
445 * @param x the x direction
446 * @param y the y direction
447 * @param z the z direction
448 *
449 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
450 */
451void PNode::setAbsDirSoft (float x, float y, float z, float bias)
452{
453  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
454}
455
456
457/**
458 * @brief shift Direction
459 * @param shift the direction around which to shift.
460 */
461void PNode::shiftDir (const Quaternion& shift)
462{
463  this->relDirection = this->relDirection * shift;
464  this->bRelDirChanged = true;
465}
466
467
468/**
469 * @brief adds a child and makes this node to a parent
470 * @param child child reference
471 * use this to add a child to this node.
472 */
473void PNode::addChild (PNode* child)
474{
475  if( likely(child->parent != NULL))
476    {
477      PRINTF(5)("PNode::addChild() - reparenting node: removing it and adding it again\n");
478      child->parent->children.remove(child);
479    }
480  child->parent = this;
481  if (unlikely(this != NULL))
482    this->children.push_back(child);
483  child->parentCoorChanged();
484}
485
486
487/**
488 * @see PNode::addChild(PNode* child);
489 * @param childName the name of the child to add to this PNode
490 */
491void PNode::addChild (const char* childName)
492{
493  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
494  if (childNode != NULL)
495    this->addChild(childNode);
496}
497
498
499/**
500 * @brief removes a child from the node
501 * @param child the child to remove from this pNode.
502 *
503 * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode
504 */
505void PNode::removeChild (PNode* child)
506{
507  if (child != NULL)
508  {
509   child->removeNode();
510//   this->children->remove(child);
511//   child->parent = NULL;
512  }
513}
514
515
516/**
517 * @brief remove this pnode from the tree and adds all following to NullParent
518 *
519 * this can be the case, if an entity in the world is being destroyed.
520 */
521void PNode::removeNode()
522{
523  if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE)
524  {
525    list<PNode*>::iterator child = this->children.begin();
526    list<PNode*>::iterator reparenter;
527    while (child != this->children.end())
528    {
529      reparenter = child++;
530      (*reparenter)->reparent();
531    }
532  }
533  if (this->parent != NULL)
534    this->parent->children.remove(this);
535}
536
537
538/**
539 * @see PNode::setParent(PNode* parent);
540 * @param parentName the name of the Parent to set to this PNode
541 */
542void PNode::setParent (const char* parentName)
543{
544  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
545  if (parentNode != NULL)
546    parentNode->addChild(this);
547}
548
549
550/**
551 * @brief does the reparenting in a very smooth way
552 * @param parentNode the new Node to connect this node to.
553 * @param bias the speed to iterate to this new Positions
554 */
555void PNode::setParentSoft(PNode* parentNode, float bias)
556{
557  // return if the new parent and the old one match
558  if (this->parent == parentNode)
559    return;
560
561  // store the Valures to iterate to.
562  if (likely(this->toCoordinate == NULL))
563  {
564    this->toCoordinate = new Vector();
565    *this->toCoordinate = this->getRelCoor();
566  }
567  if (likely(this->toDirection == NULL))
568  {
569    this->toDirection = new Quaternion();
570    *this->toDirection = this->getRelDir();
571  }
572  this->bias = bias;
573
574
575  Vector tmpV = this->getAbsCoor();
576  Quaternion tmpQ = this->getAbsDir();
577
578  parentNode->addChild(this);
579
580 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
581   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
582 else
583   this->relCoordinate = tmpV - parentNode->getAbsCoor();
584
585 this->relDirection = tmpQ / parentNode->getAbsDir();
586}
587
588
589/**
590 * @brief does the reparenting in a very smooth way
591 * @param parentName the name of the Parent to reconnect to
592 * @param bias the speed to iterate to this new Positions
593 */
594void PNode::setParentSoft(const char* parentName, float bias)
595{
596  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
597  if (parentNode != NULL)
598    this->setParentSoft(parentNode, bias);
599}
600
601/**
602 * @param parentMode sets the parentingMode of this Node
603 */
604void PNode::setParentMode(PARENT_MODE parentMode)
605{
606  this->parentMode &= (0xfff0 | parentMode);
607}
608
609/**
610 * @brief sets the mode of this parent manually
611 * @param parentMode a String representing this parentingMode
612 */
613void PNode::setParentMode (const char* parentingMode)
614{
615  this->setParentMode(PNode::charToParentingMode(parentingMode));
616}
617
618
619/**
620 * !!PRIVATE FUNCTION:
621 * @brief reparents a node (happens on Parents Node delete or remove if Flags are set.)
622 */
623void PNode::reparent()
624{
625  if (this->parentMode & PNODE_REPARENT_TO_NULLPARENT)
626    this->setParent(NullParent::getInstance());
627  else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
628    this->setParent(this->parent->getParent());
629}
630
631void PNode::addNodeModeFlags(unsigned short nodeFlags)
632{
633  this->parentMode |= nodeFlags;
634}
635
636
637void PNode::removeNodeModeFlags(unsigned short nodeFlags)
638{
639  this->parentMode &= !nodeFlags;
640}
641
642
643/**
644 * @brief updates the absCoordinate/absDirection
645 * @param dt The time passed since the last update
646 *
647 * this is used to go through the parent-tree to update all the absolute coordinates
648 * and directions. this update should be done by the engine, so you don't have to
649 * worry, normaly...
650 */
651void PNode::updateNode (float dt)
652{
653  if( likely(this->parent != NULL))
654    {
655      if (!(this->parentMode & PNODE_STATIC_NODE))
656      {
657        // movement for nodes with smoothMove enabled
658        if (unlikely(this->toCoordinate != NULL))
659        {
660          Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
661          if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
662          {
663            this->shiftCoor(moveVect);
664          }
665          else
666          {
667            delete this->toCoordinate;
668            this->toCoordinate = NULL;
669            PRINTF(5)("SmoothMove of %s finished\n", this->getName());
670          }
671        }
672        if (unlikely(this->toDirection != NULL))
673        {
674          Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
675          if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
676          {
677            this->relDirection = rotQuat;
678            this->bRelDirChanged;
679          }
680          else
681          {
682            delete this->toDirection;
683            this->toDirection = NULL;
684             PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
685          }
686        }
687
688        // MAIN UPDATE /////////////////////////////////////
689        this->lastAbsCoordinate = this->absCoordinate;
690
691        PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
692
693
694        if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
695        {
696          /* update the current absDirection - remember * means rotation around sth.*/
697          this->prevRelCoordinate = this->relCoordinate;
698          this->absDirection = this->relDirection * parent->getAbsDir();;
699        }
700
701        if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
702        {
703         /* update the current absCoordinate */
704         this->prevRelCoordinate = this->relCoordinate;
705         this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
706        }
707        else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
708        {
709          /* update the current absCoordinate */
710         this->prevRelCoordinate = this->relCoordinate;
711         this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
712        }
713        /////////////////////////////////////////////////
714      }
715  }
716   else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT
717    {
718      if (!(this->parentMode & PNODE_STATIC_NODE))
719      {
720        PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
721        if (this->bRelCoorChanged)
722        {
723          this->prevRelCoordinate = this->relCoordinate;
724          this->absCoordinate = this->relCoordinate;
725        }
726        if (this->bRelDirChanged)
727        {
728          this->prevRelDirection = this->relDirection;
729          this->absDirection = this->getAbsDir () * this->relDirection;
730        }
731      }
732    }
733
734    if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE ))
735    {
736      list<PNode*>::iterator child;
737      for (child = this->children.begin(); child != this->children.end(); child ++)
738      {
739        /* if this node has changed, make sure, that all children are updated also */
740        if( likely(this->bRelCoorChanged))
741          (*child)->parentCoorChanged ();
742        if( likely(this->bRelDirChanged))
743          (*child)->parentDirChanged ();
744
745        (*child)->updateNode(dt);
746      }
747    }
748    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
749    this->bRelCoorChanged = false;
750    this->bRelDirChanged = false;
751}
752
753
754/**
755 * @brief counts total amount the children walking through the entire tree.
756 * @param nodes the counter
757 */
758void PNode::countChildNodes(int& nodes) const
759{
760  nodes++;
761  list<PNode*>::const_iterator child;
762  for (child = this->children.begin(); child != this->children.end(); child ++)
763    (*child)->countChildNodes(nodes);
764}
765
766
767/**
768 * @brief displays some information about this pNode
769 * @param depth The deph into which to debug the children of this PNode to.
770 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
771 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
772 */
773void PNode::debugNode(unsigned int depth, unsigned int level) const
774{
775  for (unsigned int i = 0; i < level; i++)
776    PRINT(0)(" |");
777  if (this->children.size() > 0)
778    PRINT(0)(" +");
779  else
780    PRINT(0)(" -");
781
782  int childNodeCount = 0;
783  this->countChildNodes(childNodeCount);
784
785  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",
786           this->getClassName(),
787           this->getName(),
788           this->absCoordinate.x,
789           this->absCoordinate.y,
790           this->absCoordinate.z,
791           this->relCoordinate.x,
792           this->relCoordinate.y,
793           this->relCoordinate.z,
794           this->getAbsDirV().x,
795           this->getAbsDirV().y,
796           this->getAbsDirV().z,
797           this->parentingModeToChar(parentMode),
798           childNodeCount);
799  if (depth >= 2 || depth == 0)
800  {
801    list<PNode*>::const_iterator child;
802    for (child = this->children.begin(); child != this->children.end(); child ++)
803    {
804      if (depth == 0)
805        (*child)->debugNode(0, level + 1);
806      else
807        (*child)->debugNode(depth - 1, level +1);
808    }
809  }
810}
811
812/**
813 * @brief displays the PNode at its position with its rotation as a cube.
814 * @param  depth The deph into which to debug the children of this PNode to.
815 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
816 * @param size the Size of the Box to draw.
817 * @param color the color of the Box to display.
818 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
819 */
820void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
821{
822  // if this is the first Element we draw
823  if (level == 0)
824  {
825    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
826    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
827
828    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
829    glDisable(GL_BLEND);         // ''
830    glDisable(GL_TEXTURE_2D);    // ''
831    glDisable(GL_DEPTH_TEST);    // ''
832  }
833
834  glPushMatrix();                // repush the Matrix-stack
835  /* translate */
836  glTranslatef (this->getAbsCoor ().x,
837                this->getAbsCoor ().y,
838                this->getAbsCoor ().z);
839//  this->getAbsDir ().matrix (matrix);
840
841  /* rotate */
842  Vector tmpRot = this->getAbsDir().getSpacialAxis();
843  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
844  /* set the new Color */
845  glColor3f(color.x, color.y, color.z);
846  { /* draw a cube of size size */
847    glBegin(GL_LINE_STRIP);
848    glVertex3f(-.5*size, -.5*size,  -.5*size);
849    glVertex3f(+.5*size, -.5*size,  -.5*size);
850    glVertex3f(+.5*size, -.5*size,  +.5*size);
851    glVertex3f(-.5*size, -.5*size,  +.5*size);
852    glVertex3f(-.5*size, -.5*size,  -.5*size);
853    glEnd();
854    glBegin(GL_LINE_STRIP);
855    glVertex3f(-.5*size, +.5*size,  -.5*size);
856    glVertex3f(+.5*size, +.5*size,  -.5*size);
857    glVertex3f(+.5*size, +.5*size,  +.5*size);
858    glVertex3f(-.5*size, +.5*size,  +.5*size);
859    glVertex3f(-.5*size, +.5*size,  -.5*size);
860    glEnd();
861
862    glBegin(GL_LINES);
863    glVertex3f(-.5*size, -.5*size,  -.5*size);
864    glVertex3f(-.5*size, +.5*size,  -.5*size);
865    glVertex3f(+.5*size, -.5*size,  -.5*size);
866    glVertex3f(+.5*size, +.5*size,  -.5*size);
867    glVertex3f(+.5*size, -.5*size,  +.5*size);
868    glVertex3f(+.5*size, +.5*size,  +.5*size);
869    glVertex3f(-.5*size, -.5*size,  +.5*size);
870    glVertex3f(-.5*size, +.5*size,  +.5*size);
871    glEnd();
872  }
873
874  glPopMatrix();
875  if (depth >= 2 || depth == 0)
876  {
877    /* rotate the current color in HSV space around 20 degree */
878    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
879    list<PNode*>::const_iterator child;
880    for (child = this->children.begin(); child != this->children.end(); child ++)
881    {
882      // drawing the Dependency graph
883     if (this != NullParent::getInstance())
884      {
885       glBegin(GL_LINES);
886       glColor3f(color.x, color.y, color.z);
887       glVertex3f(this->getAbsCoor ().x,
888                  this->getAbsCoor ().y,
889                  this->getAbsCoor ().z);
890        glColor3f(childColor.x, childColor.y, childColor.z);
891        glVertex3f((*child)->getAbsCoor ().x,
892                   (*child)->getAbsCoor ().y,
893                   (*child)->getAbsCoor ().z);
894        glEnd();
895      }
896
897      /* if we want to draw the children too */
898      if (depth == 0) /* -> all of them */
899        (*child)->debugDraw(0, size, childColor, level+1);
900      else            /* -> only the Next one */
901        (*child)->debugDraw(depth - 1, size, childColor, level +1);
902    }
903  }
904  if (level == 0)
905    glPopAttrib(); /* pop the saved attributes back out */
906}
907
908
909
910/////////////////////
911// HELPER_FUCTIONS //
912/////////////////////
913
914/**
915 * @brief converts a parentingMode into a string that is the name of it
916 * @param parentingMode the ParentingMode to convert
917 * @return the converted string
918 */
919const char* PNode::parentingModeToChar(int parentingMode)
920{
921  if (parentingMode == PNODE_LOCAL_ROTATE)
922    return "local-rotate";
923  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
924    return "rotate-movement";
925  else if (parentingMode == PNODE_MOVEMENT)
926    return "movement";
927  else if (parentingMode == PNODE_ALL)
928    return "all";
929  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
930    return "rotate-and-move";
931}
932
933/**
934 * @brief converts a parenting-mode-string into a int
935 * @param parentingMode the string naming the parentingMode
936 * @return the int corresponding to the named parentingMode
937 */
938PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
939{
940  if (!strcmp(parentingMode, "local-rotate"))
941    return (PNODE_LOCAL_ROTATE);
942  else  if (!strcmp(parentingMode, "rotate-movement"))
943    return (PNODE_ROTATE_MOVEMENT);
944  else  if (!strcmp(parentingMode, "movement"))
945    return (PNODE_MOVEMENT);
946  else  if (!strcmp(parentingMode, "all"))
947    return (PNODE_ALL);
948  else  if (!strcmp(parentingMode, "rotate-and-move"))
949    return (PNODE_ROTATE_AND_MOVE);
950}
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