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source: orxonox.OLD/trunk/src/lib/coord/p_node.h @ 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: 10.3 KB
Line 
1/*!
2 * @file p_node.h
3 * @brief Definition of THE 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 bRelCoorChanged is true (so moved)
13 *  o bRelDirChanged is true (so changed)
14 *  this conditions make it cheaper to recalculate the tree (reduces redundant work).
15 */
16
17
18#ifndef _P_NODE_H
19#define _P_NODE_H
20
21#include "base_object.h"
22
23#include "vector.h"
24#include <list>
25
26// FORWARD DECLARATION
27class TiXmlElement;
28
29#define PNODE_ITERATION_DELTA    .001
30
31//! Parental linkage modes
32typedef enum
33{
34  // PARENTAL FOLLOWING
35  PNODE_LOCAL_ROTATE                   = 0x0001,    //!< Rotates all the children around their centers.
36  PNODE_ROTATE_MOVEMENT                = 0x0002,    //!< Moves all the children around the center of their parent, without the rotation around their own centers.
37
38  PNODE_MOVEMENT                       = 0x0004,    //!< Moves all children along with the parent.
39  // special linkage modes
40  PNODE_ALL                            = 0x0003,    //!< Moves all children around the center of their parent, and also rotates their centers
41  PNODE_ROTATE_AND_MOVE                = 0x0005,    //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent.
42
43
44  // REPARENTING
45  PNODE_REPARENT_TO_NULLPARENT         = 0x0010,    //!< Reparents to the NullParent, if the Parent is Removed.
46  PNODE_REPARENT_TO_PARENTS_PARENT     = 0x0020,    //!< Reparents the Node to the parents (old) parent it the parent gets removed.
47  PNODE_REPARENT_DELETE_CHILDREN       = 0x0040,    //!< Deletes the Children of the node when This Node is Removed. (Use with care).
48  /// FIXME
49   PNODE_REPARENT_KEEP_POSITION         = 0x0080,    //!< Tries to keep the Position if the Node is reparented.
50
51
52  // DELETION
53  PNODE_PROHIBIT_CHILD_DELETE          = 0x0100,    //!< Prohibits the Children from being deleted if this Node gets deleted.
54  PNODE_PROHIBIT_DELETE_WITH_PARENT    = 0x0200,    //!< Prohibits the Node to be deleted if the Parent is. Child will be reparented according to the Repaenting-Rules
55  PNODE_REPARENT_CHILDREN_ON_REMOVE    = 0x0400,    //!< Reparents the Children of the Node if the Node gets Removed.
56
57  // VISIBILITY/ACTIVITY
58  PNODE_HIDE_CHILDREN_IF_HIDDEN        = 0x1000,    //!< Prohibits the Children from being drawn if this node isn't visible. (used for Draw))
59  PNODE_HIDE_IF_PARENT_HIDDEN          = 0x2000,    //!< Prohibits the node from being drawn if the Parent is invisible.
60  PNODE_UPDATE_CHILDREN_IF_INACTIVE    = 0x4000,    //!< Updates the Children of this Node even if the Parent is Inactive (note if this's parent is inactive children won't be updated.)
61  PNODE_STATIC_NODE                    = 0x8000,    //!< Used for nodes that do not have any moving children, and that do not move.
62
63} PARENT_MODE;
64
65//! The default mode of the translation-binding.
66#define PNODE_PARENT_MODE_DEFAULT PNODE_ALL | \
67                                  PNODE_REPARENT_CHILDREN_ON_REMOVE | \
68                                  PNODE_REPARENT_KEEP_POSITION
69
70
71//! Patent Node is a Engine to calculate the position of an Object in respect to the position of its parent.
72class PNode : virtual public BaseObject {
73
74 public:
75  PNode ();
76  PNode(const TiXmlElement* root);
77  PNode (const Vector& absCoor, PNode* pNode);
78  virtual ~PNode ();
79
80  void loadParams(const TiXmlElement* root);
81
82  inline void activateNode() { this->bActive = true; };
83  inline void deactivateNode() { this->bActive = false; };
84  inline bool getNodeActiveState() { return this->bActive; };
85
86  void setRelCoor (const Vector& relCoord);
87  void setRelCoor (float x, float y, float z);
88  void setRelCoorSoft(const Vector& relCoordSoft, float bias = 1.0);
89  void setRelCoorSoft(float x, float y, float z, float bias = 1.0);
90  /** @returns the relative position */
91  inline const Vector& getRelCoor () const { return this->prevRelCoordinate; };
92  /** @returns the Relative Coordinate Destination */
93  inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; };
94  void setAbsCoor (const Vector& absCoord);
95  void setAbsCoor (float x, float y, float z);
96  void setAbsCoorSoft(const Vector& absCoordSoft, float bias = 1.0);
97  void setAbsCoorSoft(float x, float y, float z, float bias = 1.0);
98  /** @returns the absolute position */
99  inline const Vector& getAbsCoor () const { return this->absCoordinate; };
100  void shiftCoor (const Vector& shift);
101  void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); };
102
103  void setRelDir (const Quaternion& relDir);
104  void setRelDir (float x, float y, float z);
105  void setRelDirSoft(const Quaternion& relDirSoft, float bias = 1.0);
106  void setRelDirSoft(float x, float y, float z, float bias = 1.0);
107  /** @returns the relative Direction */
108  inline const Quaternion& getRelDir () const { return this->prevRelDirection; };
109  /** @returns the Relative Directional Destination */
110  inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; };
111  /** @returns a Vector pointing into the relative Direction */
112  inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); };
113  void setAbsDir (const Quaternion& absDir);
114  void setAbsDir (float x, float y, float z);
115  void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0);
116  void setAbsDirSoft(float x, float y, float z, float bias = 1.0);
117  void shiftDir (const Quaternion& shift);
118  /** @returns the absolute Direction */
119  inline const Quaternion& getAbsDir () const { return this->absDirection; };
120  /** @returns a Vector pointing into the absolute Direction */
121  inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); };
122  /** @returns A Vector pointing into the forward direction (X) of the Node */
123  inline Vector getAbsDirX() const { return this->absDirection.apply(Vector(1,0,0)); };
124  /** @returns A Vector pointing into the upward direction (Y) of the Node */
125  inline Vector getAbsDirY() const { return this->absDirection.apply(Vector(0,1,0)); };
126  /** @returns A Vector pointing into the right direction (Z) of the Node */
127  inline Vector getAbsDirZ() const { return this->absDirection.apply(Vector(0,0,1)); };
128
129  /** @returns the Speed of the Node */
130  inline float getSpeed() const { return this->velocity.len(); };
131  /** @returns the Velocity of the Node */
132  inline const Vector& getVelocity() const { return this->velocity; };
133
134
135  void addChild (PNode* child);
136  void addChild (const char* childName);
137  void removeChild (PNode* child);
138  void removeNode();
139
140  /** @param parent the new parent of this node */
141  inline void setParent (PNode* parent) { parent->addChild(this); };
142  void setParent (const char* parentName);
143  /** @returns the parent of this PNode */
144  inline PNode* getParent () const { return this->parent; };
145  /** @returns the List of Children of this PNode */
146 // inline const tList<PNode>* getChildren() const { return this->children; };
147
148  void setParentSoft(PNode* parentNode, float bias = 1.0);
149  void setParentSoft(const char* parentName, float bias = 1.0);
150
151  void setParentMode (PARENT_MODE parentMode);
152  void setParentMode (const char* parentingMode);
153  /** @returns the Parenting mode of this node */
154  int getParentMode() const { return 0x000f & this->parentMode; };
155
156  void addNodeModeFlags(unsigned short nodeFlags);
157  void removeNodeModeFlags(unsigned short nodeFlags);
158
159
160  void updateNode (float dt);
161
162  void countChildNodes(int& nodes) const;
163  void debugNode (unsigned int depth = 1, unsigned int level = 0) const;
164  void debugDraw(unsigned int depth = 1, float size = 1.0, const Vector& color = Vector(1, 0, 0), unsigned int level = 0) const;
165
166
167  // helper functions //
168  static const char* parentingModeToChar(int parentingMode);
169  static PARENT_MODE charToParentingMode(const char* parentingMode);
170
171
172 private:
173  void init(PNode* parent);
174  /** tells the child that the parent's Coordinate has changed */
175  inline void parentCoorChanged () { this->bRelCoorChanged = true; }
176  /** tells the child that the parent's Direction has changed */
177  inline void parentDirChanged () { this->bRelDirChanged = true; }
178  /** @returns the last calculated coordinate */
179  inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; }
180
181  void reparent();
182
183 private:
184  bool               bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked
185  bool               bRelDirChanged;     //!< If Relative Direction has changed since last time we checked
186
187  Vector             relCoordinate;      //!< coordinates relative to the parent
188  Vector             absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) )
189  Quaternion         relDirection;       //!< direction relative to the parent
190  Quaternion         absDirection;       //!< absolute direvtion in the world ( from (0,0,1) )
191
192  Vector             prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle.
193  Vector             lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate
194  Quaternion         prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle.
195//  Quaternion         lastAbsDirection;
196
197  Vector             velocity;           //!< Saves the velocity.
198
199  Vector*            toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft)
200  Quaternion*        toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft)
201  float              bias;               //!< how fast to iterate to the given position (default is 1)
202
203  PNode*             parent;             //!< a pointer to the parent node.
204  std::list<PNode*>  children;           //!< list of the children of this PNode.
205
206  bool               bActive;            //!< If the Node is Active (for cutting off the rest of the tree in update).
207  unsigned short     parentMode;         //!< the mode of the binding
208};
209
210#endif /* _P_NODE_H */
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