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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.cc @ 5399

Last change on this file since 5399 was 5398, checked in by bensch, 20 years ago

orxonox/trunk: fixed a bug in the allocation of Element2D

File size: 24.8 KB
RevLine 
[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[4838]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[3955]16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
[1853]17
[4839]18#include "element_2d.h"
[4840]19#include "render_2d.h"
[1853]20
[4843]21#include "graphics_engine.h"
22#include "p_node.h"
[4858]23#include "load_param.h"
24#include "tinyxml.h"
25#include "class_list.h"
[5082]26#include "list.h"
[5285]27#include "color.h"
[4843]28
[1856]29using namespace std;
[1853]30
[5285]31/**
32 * standard constructor
33 */
[5089]34Element2D::Element2D()
35{
36  this->init();
[5397]37  Render2D::getInstance()->registerElement2D(this);
[5089]38  this->setParent2D(NullElement2D::getInstance());
39}
[1856]40
[3245]41/**
[4838]42 * standard constructor
[5285]43 * @param parent the parent to set for this Element2D
44 *
45 * NullElement2D needs this constructor with parameter NULL to initialize
46 * itself. Otherwise it would result in an endless Loop.
47 */
[5084]48Element2D::Element2D (Element2D* parent)
[3365]49{
[5089]50  this->init();
[5397]51  Render2D::getInstance()->registerElement2D(this);
[5089]52
[5286]53  // check Parenting, and if ok parent the stuff
[5089]54  if (this->parent != NULL)
55    this->setParent2D(parent);
[5285]56  else if (NullElement2D::isInstanciated())
57    this->setParent2D(NullElement2D::getInstance());
[3365]58}
[1853]59
[3245]60/**
[4838]61 * standard deconstructor
[5285]62 *
63 * There are two general ways to delete an Element2D
64 * 1. delete instance;
65 *   -> result
66 *    delete this Node and all its children and children's children...
67 *    (danger if you still want the instance!!)
68 *
69 * 2. instance->remove2D(); delete instance;
70 *   -> result:
71 *    moves its children to the NullParent
72 *    then deletes the Element.
73 */
[4838]74Element2D::~Element2D ()
[3543]75{
76  // delete what has to be deleted here
[4840]77  Render2D::getInstance()->unregisterElement2D(this);
[5088]78
[5285]79  // remove the Node, delete it's children.
80  tIterator<Element2D>* iterator = this->children->getIterator();
81  Element2D* child = iterator->firstElement();
82
83  while( child != NULL)
[5252]84  {
[5285]85    delete child;
86    child = iterator->nextElement();
[5252]87  }
[5285]88  delete iterator;
89
90  if (this->parent != NULL)
91  {
92    this->parent->children->remove(this);
93    this->parent = NULL;
94  }
[5089]95  delete this->children;
96
[5285]97  // remove all other allocated memory.
[5088]98  if (this->toCoordinate != NULL)
99    delete this->toCoordinate;
100  if (this->toDirection != NULL)
101    delete this->toDirection;
[3543]102}
[4843]103
104
[4858]105/**
106 * initializes a Element2D
107 */
[5089]108void Element2D::init()
[4847]109{
110  this->setClassID(CL_ELEMENT_2D, "Element2D");
111
[4861]112  this->setVisibility(true);
[5068]113  this->setActiveness(true);
[4861]114  this->setAlignment(E2D_ALIGN_NONE);
[5398]115  this->layer = E2D_DEFAULT_LAYER;
[5089]116  this->bindNode = NULL;
[5084]117
[5252]118  this->setParentMode2D(E2D_PARENT_ALL);
119  this->parent = NULL;
[5251]120  this->children = new tList<Element2D>;
[5211]121  this->absDirection = 0.0;
[5089]122  this->relDirection = 0.0;
[5082]123  this->bRelCoorChanged = true;
124  this->bRelDirChanged = true;
[5088]125  this->toCoordinate = NULL;
126  this->toDirection = NULL;
[5378]127  this->setSize2D(1,1);
[4847]128}
129
[4843]130/**
[4858]131 * Loads the Parameters of an Element2D from...
132 * @param root The XML-element to load from
133 */
134void Element2D::loadParams(const TiXmlElement* root)
135{
136  LoadParam<Element2D>(root, "alignment", this, &Element2D::setAlignment)
137      .describe("loads the alignment: (either: center, left, right or screen-center)");
138
139  LoadParam<Element2D>(root, "layer", this, &Element2D::setLayer)
140      .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)");
141
142  LoadParam<Element2D>(root, "bind-node", this, &Element2D::setBindNode)
143      .describe("sets a node, this 2D-Element should be shown upon (name of the node)");
144
[4860]145  LoadParam<Element2D>(root, "visibility", this, &Element2D::setVisibility)
146      .describe("if the Element is visible or not");
[5089]147
148
[5091]149  // PNode-style:
150  LoadParam<Element2D>(root, "rel-coor", this, &Element2D::setRelCoor2D)
151      .describe("Sets The relative position of the Node to its parent.");
152
153  LoadParam<Element2D>(root, "abs-coor", this, &Element2D::setAbsCoor2D)
154      .describe("Sets The absolute Position of the Node.");
155
156  LoadParam<Element2D>(root, "rel-dir", this, &Element2D::setRelDir2D)
157      .describe("Sets The relative rotation of the Node to its parent.");
158
159  LoadParam<Element2D>(root, "abs-dir", this, &Element2D::setAbsDir2D)
160      .describe("Sets The absolute rotation of the Node.");
161
162  LoadParam<Element2D>(root, "parent", this, &Element2D::setParent2D)
163      .describe("the Name of the Parent of this Element2D");
164
165  LoadParam<Element2D>(root, "parent-mode", this, &Element2D::setParentMode2D)
166      .describe("the mode to connect this node to its parent ()");
167
168  // cycling properties
169  if (root != NULL)
170  {
171    const TiXmlElement* element = root->FirstChildElement();
172    while (element != NULL)
173    {
174      LoadParam<Element2D>(root, "parent", this, &Element2D::addChild2D, true)
175          .describe("adds a new Child to the current Node.");
176
177      element = element->NextSiblingElement();
178    }
179  }
[4858]180}
181
182/**
183 * sets the alignment of the 2D-element in form of a String
184 * @param alignment the alignment @see loadParams
185*/
186void Element2D::setAlignment(const char* alignment)
187{
188  if (!strcmp(alignment, "center"))
189    this->setAlignment(E2D_ALIGN_CENTER);
190  else if (!strcmp(alignment, "left"))
191    this->setAlignment(E2D_ALIGN_LEFT);
192  else if (!strcmp(alignment, "right"))
193    this->setAlignment(E2D_ALIGN_RIGHT);
194  else if (!strcmp(alignment, "screen-center"))
195    this->setAlignment(E2D_ALIGN_SCREEN_CENTER);
196}
197
[4862]198
[4858]199/**
[4862]200 * moves a Element to another layer
201 * @param layer the Layer this is drawn on
202 */
203void Element2D::setLayer(E2D_LAYER layer)
204{
205  Render2D::getInstance()->moveToLayer(this, layer);
206  this->layer = layer;
207}
208
209/**
[4858]210 * sets the layer onto which this 2D-element is projected to.
211 * @param layer the layer @see loadParams
212 */
213void Element2D::setLayer(const char* layer)
214{
215  if (!strcmp(layer, "top"))
[5398]216    this->setLayer(E2D_LAYER_TOP);
[4858]217  else if (!strcmp(layer, "medium"))
[5398]218    this->setLayer(E2D_LAYER_MEDIUM);
[4858]219  else if (!strcmp(layer, "bottom"))
[5398]220    this->setLayer(E2D_LAYER_BOTTOM);
[4858]221  else if (!strcmp(layer, "below-all"))
[5398]222    this->setLayer(E2D_LAYER_BELOW_ALL);
[4858]223}
224
225
226/**
227 * sets a node, this 2D-Element should be shown upon
228 * @param bindNode the name of the Node (should be existing)
229 */
230void Element2D::setBindNode(const char* bindNode)
231{
232  const PNode* tmpBindNode = dynamic_cast<const PNode*>(ClassList::getObject(bindNode, CL_PARENT_NODE));
233  if (tmpBindNode != NULL)
234    this->bindNode = tmpBindNode;
235}
236
[5091]237/**
238 * sets the relative coordinate of the Element2D to its parent
239 * @param relCoord the relative coordinate to the parent
240 */
[5081]241void Element2D::setRelCoor2D (const Vector& relCoord)
242{
[5113]243  if (this->toCoordinate!= NULL)
244  {
245    delete this->toCoordinate;
246    this->toCoordinate = NULL;
247  }
[5082]248  this->relCoordinate = relCoord;
249  this->bRelCoorChanged = true;
[5081]250}
251
252
[5091]253/**
254 * sets the relative coordinate of the Element2D to its Parent
255 * @param x the x coordinate
256 * @param y the y coordinate
257 * @param z the z coordinate
258 */
[5081]259void Element2D::setRelCoor2D (float x, float y, float z)
260{
[5113]261  this->setRelCoor2D(Vector(x,y,z));
[5081]262}
263
[5091]264/**
265 * sets the Relative coordinate to the parent in Pixels
266 * @param x the relCoord X
267 * @param y the relCoord Y
268 */
[5089]269void Element2D::setRelCoor2Dpx (int x, int y)
270{
[5090]271  this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
272                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]273                     0
274                           ));
275}
276
[5091]277/**
278 * sets a new relative position smoothely
279 * @param relCoordSoft the new Position to iterate to
280 * @param bias how fast to iterate to this position
281 */
[5081]282void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias)
283{
[5082]284  if (likely(this->toCoordinate == NULL))
285    this->toCoordinate = new Vector();
286
287  *this->toCoordinate = relCoordSoft;
288  this->bias = bias;
[5081]289}
290
[5091]291/**
292 * sets a new relative position smoothely
293 * @param x the new x-coordinate in Pixels of the Position to iterate to
294 * @param y the new y-coordinate in Pixels of the Position to iterate to
295 * @param bias how fast to iterate to this position
296 */
[5089]297void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
298{
[5090]299  this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
300                         (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]301                         0),
302                         bias);
303}
304
[5091]305/**
306 * set relative coordinates smoothely
307 * @param x x-relative coordinates to its parent
308 * @param y y-relative coordinates to its parent
309 * @param z z-relative coordinates to its parent
310 * @see  void PNode::setRelCoorSoft (const Vector&, float)
311 */
[5082]312void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias)
[5081]313{
[5082]314  this->setRelCoorSoft2D(Vector(x, y, depth), bias);
[5081]315}
316
[5091]317/**
318 * @param absCoord set absolute coordinate
319 */
[5081]320void Element2D::setAbsCoor2D (const Vector& absCoord)
321{
[5113]322  if (this->toCoordinate!= NULL)
323  {
324    delete this->toCoordinate;
325    this->toCoordinate = NULL;
326  }
327
[5082]328  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
329  {
330    /* if you have set the absolute coordinates this overrides all other changes */
331    if (likely(this->parent != NULL))
332      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
333    else
334      this->relCoordinate = absCoord;
335  }
336  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
337  {
338    if (likely(this->parent != NULL))
339      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
340    else
341      this->relCoordinate = absCoord;
342  }
343
344  this->bRelCoorChanged = true;
[5081]345}
346
[5091]347/**
348 * @param x x-coordinate.
349 * @param y y-coordinate.
350 * @param z z-coordinate.
351 * @see void PNode::setAbsCoor (const Vector& absCoord)
352 */
[5081]353void Element2D::setAbsCoor2D (float x, float y, float depth)
354{
[5082]355  this->setAbsCoor2D(Vector(x, y, depth));
[5081]356}
357
[5091]358/**
359 * @param x x-coordinate in Pixels
360 * @param y y-coordinate in Pixels
361 * @see void PNode::setAbsCoor (const Vector& absCoord)
362 */
[5089]363void Element2D::setAbsCoor2Dpx (int x, int y)
364{
[5090]365  this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
366                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]367                     0
368                           ));
369}
370
[5091]371/**
372 *  shift coordinate ralative
373 * @param shift shift vector
374 *
375 * This simply adds the shift-Vector to the relative Coordinate
376 */
[5083]377void Element2D::shiftCoor2D (const Vector& shift)
[5081]378{
[5082]379  this->relCoordinate += shift;
380  this->bRelCoorChanged = true;
381
[5081]382}
383
[5091]384/**
385 * shifts in PixelSpace
386 * @param x the pixels to shift in X
387 * @param y the pixels to shift in Y
388 */
[5089]389void Element2D::shiftCoor2Dpx (int x, int y)
390{
[5090]391  this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
392                    (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]393                     0));
394}
395
[5091]396/**
397 *  set relative direction
398 * @param relDir to its parent
399 */
[5081]400void Element2D::setRelDir2D (float relDir)
401{
[5113]402  if (this->toDirection!= NULL)
403  {
404    delete this->toDirection;
405    this->toDirection = NULL;
406  }
407
[5082]408  this->relDirection = relDir;
409  this->bRelDirChanged = true;
[5081]410}
411
[5091]412/**
413 * sets the Relative Direction of this node to its parent in a Smoothed way
414 * @param relDirSoft the direction to iterate to smoothely.
415 * @param bias how fast to iterate to the new Direction
416 */
[5081]417void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
418{
[5082]419  if (likely(this->toDirection == NULL))
420    this->toDirection = new float;
421
422  *this->toDirection = relDirSoft;
423  this->bias = bias;
[5081]424}
425
[5091]426/**
427 *  sets the absolute direction
428 * @param absDir absolute coordinates
429 */
[5081]430void Element2D::setAbsDir2D (float absDir)
431{
[5113]432  if (this->toDirection!= NULL)
433  {
434    delete this->toDirection;
435    this->toDirection = NULL;
436  }
437
[5082]438  if (likely(this->parent != NULL))
439    this->relDirection = absDir - this->parent->getAbsDir2D();
440  else
441    this->relDirection = absDir;
442
443  this->bRelDirChanged = true;
[5081]444}
445
[5091]446/**
447 * shift Direction
448 * @param shift the direction around which to shift.
449 */
[5083]450void Element2D::shiftDir2D (float shiftDir)
[5081]451{
[5082]452  this->relDirection = this->relDirection + shiftDir;
453  this->bRelDirChanged = true;
[5081]454}
455
[5091]456/**
457 *  adds a child and makes this node to a parent
458 * @param child child reference
459 * @param parentMode on which changes the child should also change ist state
460 *
461 * use this to add a child to this node.
462 */
[5215]463void Element2D::addChild2D (Element2D* child, int parentingMode)
[5081]464{
[5082]465  if( likely(child->parent != NULL))
466  {
[5254]467    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
[5082]468    child->parent->children->remove(child);
469  }
[5215]470  if (parentingMode != E2D_PARENT_NONE)
471    child->parentMode = parentingMode;
[5082]472  child->parent = this;
[5397]473  if (likely(this != NULL))
474    this->children->add(child);
[5082]475  child->parentCoorChanged();
[5081]476}
477
[5091]478/**
479 * @see Element2D::addChild(Element2D* child);
480 * @param childName the name of the child to add to this PNode
481 */
[5081]482void Element2D::addChild2D (const char* childName)
483{
[5082]484  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
485  if (childNode != NULL)
486    this->addChild2D(childNode);
[5081]487}
488
[5091]489/**
490 * removes a child from the node
491 * @param child the child to remove from this Node..
492 *
493 * Children from nodes will not be lost, they are referenced to NullPointer
494 */
[5081]495void Element2D::removeChild2D (Element2D* child)
496{
[5212]497  if (child != NULL)
498  {
499    child->remove2D();
[5214]500//    this->children->remove(child);
501//    child->parent = NULL;
[5212]502  }
[5081]503}
504
[5091]505/**
[5285]506 * remove this Element from the tree and adds all children to NullElement2D
[5091]507 *
[5285]508 * afterwards this Node is free, and can be reattached, or deleted freely.
[5091]509 */
[5081]510void Element2D::remove2D()
511{
[5082]512  tIterator<Element2D>* iterator = this->children->getIterator();
[5115]513  Element2D* pn = iterator->firstElement();
[5082]514
515  while( pn != NULL)
516  {
517    NullElement2D::getInstance()->addChild2D(pn, pn->getParentMode2D());
518    pn = iterator->nextElement();
519  }
520  delete iterator;
[5285]521
522  delete this->children;
523  this->children = new tList<Element2D>;
524
[5214]525  if (this->parent != NULL)
[5285]526  {
[5214]527    this->parent->children->remove(this);
[5285]528    this->parent = NULL;
529  }
[5081]530}
531
[5091]532/**
533 * sets the parent of this Element2D
534 * @param parent the Parent to set
535 */
[5081]536void Element2D::setParent2D (Element2D* parent)
537{
[5252]538  parent->addChild2D(this);
[5081]539}
540
[5091]541/**
542 * @see Element2D::setParent(Element2D* parent);
543 * @param parentName the name of the Parent to set to this Element2D
544 */
[5081]545void Element2D::setParent2D (const char* parentName)
546{
[5082]547  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
548  if (parentNode != NULL)
549    parentNode->addChild2D(this);
[5252]550
[5081]551}
552
[5091]553/**
554 * does the reparenting in a very smooth way
555 * @param parentNode the new Node to connect this node to.
556 * @param bias the speed to iterate to this new Positions
557 */
[5382]558void Element2D::setParentSoft2D(Element2D* parentNode, float bias)
[5081]559{
[5082]560  if (this->parent == parentNode)
561    return;
562
563  if (likely(this->toCoordinate == NULL))
564  {
565    this->toCoordinate = new Vector();
566    *this->toCoordinate = this->getRelCoor2D();
567  }
568  if (likely(this->toDirection == NULL))
569  {
570    this->toDirection = new float;
571    *this->toDirection = this->getRelDir2D();
572  }
573  this->bias = bias;
574
575
576  Vector tmpV = this->getAbsCoor2D();
577  float tmpQ = this->getAbsDir2D();
578
579  parentNode->addChild2D(this);
580
[5382]581  if (this->parentMode & PNODE_ROTATE_MOVEMENT) //! @todo implement this.
[5082]582    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
583  else
[5382]584    this->relCoordinate = (tmpV - parentNode->getAbsCoor2D());
585  this->bRelCoorChanged = true;
[5082]586
[5382]587  this->relDirection = (tmpQ - parentNode->getAbsDir2D());
588  this->bRelDirChanged = true;
[5081]589}
590
[5091]591/**
592 * does the reparenting in a very smooth way
593 * @param parentName the name of the Parent to reconnect to
594 * @param bias the speed to iterate to this new Positions
595 */
[5382]596void Element2D::setParentSoft2D(const char* parentName, float bias)
[5081]597{
[5082]598  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
599  if (parentNode != NULL)
[5382]600    this->setParentSoft2D(parentNode, bias);
[5081]601}
602
[5091]603/**
604 *  sets the mode of this parent manually
605 * @param parentMode a String representing this parentingMode
606 */
[5081]607void Element2D::setParentMode2D (const char* parentingMode)
608{
[5082]609  this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode));
[5081]610}
611
[5091]612/**
613 *  updates the absCoordinate/absDirection
614 * @param dt The time passed since the last update
[5081]615
[5091]616   this is used to go through the parent-tree to update all the absolute coordinates
617   and directions. this update should be done by the engine, so you don't have to
618   worry, normaly...
619 */
[5081]620void Element2D::update2D (float dt)
621{
[5089]622  // setting the Position of this 2D-Element.
[5083]623  if( likely(this->parent != NULL))
624  {
625      // movement for nodes with smoothMove enabled
626    if (unlikely(this->toCoordinate != NULL))
627    {
[5376]628      Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
[5082]629
[5083]630      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
631      {
632        this->shiftCoor2D(moveVect);
633      }
634      else
635      {
[5377]636        Vector tmp = *this->toCoordinate;
637        this->setRelCoor2D(tmp);
[5083]638        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
639      }
640    }
641    if (unlikely(this->toDirection != NULL))
642    {
[5376]643      float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias;
644      if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA))
[5083]645      {
646        this->shiftDir2D(rotFlot);
647      }
648      else
649      {
[5377]650        float tmp = *this->toDirection;
651        this->setRelDir2D(tmp);
[5083]652        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
653      }
654    }
655
656    // MAIN UPDATE /////////////////////////////////////
657    this->lastAbsCoordinate = this->absCoordinate;
658
[5084]659    PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[5083]660
661
[5118]662    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
[5083]663    {
664      /* update the current absDirection - remember * means rotation around sth.*/
[5090]665      this->prevRelDirection = this->relDirection;
[5083]666      this->absDirection = this->relDirection + parent->getAbsDir2D();;
667    }
668
[5089]669
[5397]670    if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged))
[5083]671    {
672      this->prevRelCoordinate = this->relCoordinate;
[5089]673      this->absCoordinate.x = .5 + this->relCoordinate.x;
674      this->absCoordinate.y = .5 + this->relCoordinate.y;
675      this->absCoordinate.z = 0.0;
[5083]676    }
[5397]677    else if (unlikely(this->bindNode != NULL))
[5083]678    {
[5089]679      GLdouble projectPos[3];
680      gluProject(this->bindNode->getAbsCoor().x,
681                 this->bindNode->getAbsCoor().y,
682                 this->bindNode->getAbsCoor().z,
683                 GraphicsEngine::modMat,
684                 GraphicsEngine::projMat,
685                 GraphicsEngine::viewPort,
686                 projectPos,
687                 projectPos+1,
688                 projectPos+2);
[5396]689      this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x;
690      this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() -  projectPos[1] + this->relCoordinate.y;
691      this->prevRelCoordinate.z = this->absCoordinate.z = projectPos[2] + this->relCoordinate.z;
692      this->bRelCoorChanged = true;
[5089]693    }
694    else
695    {
696      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
697      {
698        /* update the current absCoordinate */
699        this->prevRelCoordinate = this->relCoordinate;
700        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
701      }
702      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
703      {
704        /* update the current absCoordinate */
705        this->prevRelCoordinate = this->relCoordinate;
[5090]706        float sine = sin(this->parent->getAbsDir2D());
707        float cose = cos(this->parent->getAbsDir2D());
708//        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
709//        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
710
[5089]711        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
712        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
[5083]713
[5089]714      }
[5083]715    }
716    /////////////////////////////////////////////////
717  }
718  else
719  {
[5084]720    PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[5083]721    if (this->bRelCoorChanged)
[5118]722    {
723      this->prevRelCoordinate = this->relCoordinate;
[5083]724      this->absCoordinate = this->relCoordinate;
[5118]725    }
[5083]726    if (this->bRelDirChanged)
[5118]727    {
728      this->prevRelDirection = this->relDirection;
[5376]729      this->absDirection = this->getAbsDir2D() + this->relDirection;
[5118]730    }
[5083]731  }
732
[5089]733
734  // UPDATE CHILDREN
[5083]735  if(this->children->getSize() > 0)
736  {
737    tIterator<Element2D>* iterator = this->children->getIterator();
[5115]738    Element2D* pn = iterator->firstElement();
[5083]739    while( pn != NULL)
740    {
741      /* if this node has changed, make sure, that all children are updated also */
742      if( likely(this->bRelCoorChanged))
743        pn->parentCoorChanged ();
744      if( likely(this->bRelDirChanged))
745        pn->parentDirChanged ();
746
747      pn->update2D(dt);
748      pn = iterator->nextElement();
749    }
750    delete iterator;
751  }
[5089]752
753  // FINISHING PROCESS
[5083]754  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
755  this->bRelCoorChanged = false;
756  this->bRelDirChanged = false;
[5081]757}
758
[5091]759/**
760 *  displays some information about this pNode
761 * @param depth The deph into which to debug the children of this Element2D to.
762 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
763 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
764 */
[5081]765void Element2D::debug (unsigned int depth, unsigned int level) const
766{
[5082]767  for (unsigned int i = 0; i < level; i++)
768    PRINT(0)(" |");
769  if (this->children->getSize() > 0)
770    PRINT(0)(" +");
771  else
772    PRINT(0)(" -");
773  PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s\n",
774  this->getClassName(),
775  this->getName(),
776  this->absCoordinate.x,
777  this->absCoordinate.y,
778  this->relCoordinate.x,
779  this->relCoordinate.y,
780  this->getAbsDir2D(),
781  Element2D::parentingModeToChar2D(parentMode));
782  if (depth >= 2 || depth == 0)
783  {
784    tIterator<Element2D>* iterator = this->children->getIterator();
[5115]785    Element2D* pn = iterator->firstElement();
[5082]786    while( pn != NULL)
787    {
788      if (depth == 0)
789        pn->debug(0, level + 1);
790      else
791        pn->debug(depth - 1, level +1);
792      pn = iterator->nextElement();
793    }
794    delete iterator;
795  }
[5081]796}
797
[5285]798/**
799 * ticks the 2d-Element
800 * @param dt the time elapsed since the last tick
801 */
802void Element2D::tick(float dt)
803{
[5082]804
[5285]805}
806
[5091]807/**
808 * displays the Element2D at its position with its rotation as a Plane.
809 */
[5081]810void Element2D::debugDraw2D(unsigned int depth, float size, Vector color) const
811{
[5082]812
[5081]813}
814
815
816// helper functions //
[5091]817/**
818 * converts a parentingMode into a string that is the name of it
819 * @param parentingMode the ParentingMode to convert
820 * @return the converted string
821 */
[5082]822const char* Element2D::parentingModeToChar2D(int parentingMode)
[5081]823{
[5082]824  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
825    return "local-rotate";
826  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
827    return "rotate-movement";
828  else if (parentingMode == E2D_PARENT_MOVEMENT)
829    return "movement";
830  else if (parentingMode == E2D_PARENT_ALL)
831    return "all";
832  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
833    return "rotate-and-move";
[5081]834}
835
[5091]836/**
837 * converts a parenting-mode-string into a int
838 * @param parentingMode the string naming the parentingMode
839 * @return the int corresponding to the named parentingMode
840 */
[5082]841E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode)
[5081]842{
[5082]843  if (!strcmp(parentingMode, "local-rotate"))
844    return (E2D_PARENT_LOCAL_ROTATE);
845  else  if (!strcmp(parentingMode, "rotate-movement"))
846    return (E2D_PARENT_ROTATE_MOVEMENT);
847  else  if (!strcmp(parentingMode, "movement"))
848    return (E2D_PARENT_MOVEMENT);
849  else  if (!strcmp(parentingMode, "all"))
850    return (E2D_PARENT_ALL);
851  else  if (!strcmp(parentingMode, "rotate-and-move"))
852    return (E2D_PARENT_ROTATE_AND_MOVE);
[5081]853}
854
855
856
857
[5285]858///////////////////
859// NullElement2D //
860///////////////////
[5082]861NullElement2D* NullElement2D::singletonRef = 0;
862
863/**
864 *  creates the one and only NullElement2D
865 * @param absCoordinate the cordinate of the Parent (normally Vector(0,0,0))
866 */
[5089]867NullElement2D::NullElement2D () : Element2D(NULL)
[5082]868{
[5117]869  this->setClassID(CL_NULL_ELEMENT_2D, "NullElement2D");
[5082]870  this->setName("NullElement2D");
871
872  this->setParentMode2D(E2D_PARENT_ALL);
873  NullElement2D::singletonRef = this;
874}
875
876
877/**
878 *  standard deconstructor
879 */
880NullElement2D::~NullElement2D ()
881{
882  NullElement2D::singletonRef = NULL;
883}
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