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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.cc @ 5396

Last change on this file since 5396 was 5396, checked in by bensch, 19 years ago

orxonox/trunk: fixed a BUG in the Element2D-class preventing the BindNode to functionate correctly

File size: 24.7 KB
Line 
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: Benjamin Grauer
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
17
18#include "element_2d.h"
19#include "render_2d.h"
20
21#include "graphics_engine.h"
22#include "p_node.h"
23#include "load_param.h"
24#include "tinyxml.h"
25#include "class_list.h"
26#include "list.h"
27#include "color.h"
28
29using namespace std;
30
31/**
32 * standard constructor
33 */
34Element2D::Element2D()
35{
36  this->init();
37  this->setParent2D(NullElement2D::getInstance());
38}
39
40/**
41 * standard constructor
42 * @param parent the parent to set for this Element2D
43 *
44 * NullElement2D needs this constructor with parameter NULL to initialize
45 * itself. Otherwise it would result in an endless Loop.
46 */
47Element2D::Element2D (Element2D* parent)
48{
49  this->init();
50
51  // check Parenting, and if ok parent the stuff
52  if (this->parent != NULL)
53    this->setParent2D(parent);
54  else if (NullElement2D::isInstanciated())
55    this->setParent2D(NullElement2D::getInstance());
56}
57
58/**
59 * standard deconstructor
60 *
61 * There are two general ways to delete an Element2D
62 * 1. delete instance;
63 *   -> result
64 *    delete this Node and all its children and children's children...
65 *    (danger if you still want the instance!!)
66 *
67 * 2. instance->remove2D(); delete instance;
68 *   -> result:
69 *    moves its children to the NullParent
70 *    then deletes the Element.
71 */
72Element2D::~Element2D ()
73{
74  // delete what has to be deleted here
75  Render2D::getInstance()->unregisterElement2D(this);
76
77  // remove the Node, delete it's children.
78  tIterator<Element2D>* iterator = this->children->getIterator();
79  Element2D* child = iterator->firstElement();
80
81  while( child != NULL)
82  {
83    delete child;
84    child = iterator->nextElement();
85  }
86  delete iterator;
87
88  if (this->parent != NULL)
89  {
90    this->parent->children->remove(this);
91    this->parent = NULL;
92  }
93  delete this->children;
94
95  // remove all other allocated memory.
96  if (this->toCoordinate != NULL)
97    delete this->toCoordinate;
98  if (this->toDirection != NULL)
99    delete this->toDirection;
100}
101
102
103/**
104 * initializes a Element2D
105 */
106void Element2D::init()
107{
108  this->setClassID(CL_ELEMENT_2D, "Element2D");
109
110  this->setVisibility(true);
111  this->setActiveness(true);
112  this->setAlignment(E2D_ALIGN_NONE);
113  this->layer = E2D_TOP;
114  this->bindNode = NULL;
115
116  this->setParentMode2D(E2D_PARENT_ALL);
117  this->parent = NULL;
118  this->children = new tList<Element2D>;
119  this->absDirection = 0.0;
120  this->relDirection = 0.0;
121  this->bRelCoorChanged = true;
122  this->bRelDirChanged = true;
123  this->toCoordinate = NULL;
124  this->toDirection = NULL;
125  this->setSize2D(1,1);
126
127  Render2D::getInstance()->registerElement2D(this);
128}
129
130/**
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
145  LoadParam<Element2D>(root, "visibility", this, &Element2D::setVisibility)
146      .describe("if the Element is visible or not");
147
148
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  }
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
198
199/**
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/**
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"))
216    this->setLayer(E2D_TOP);
217  else if (!strcmp(layer, "medium"))
218    this->setLayer(E2D_MEDIUM);
219  else if (!strcmp(layer, "bottom"))
220    this->setLayer(E2D_BOTTOM);
221  else if (!strcmp(layer, "below-all"))
222    this->setLayer(E2D_BELOW_ALL);
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
237/**
238 * sets the relative coordinate of the Element2D to its parent
239 * @param relCoord the relative coordinate to the parent
240 */
241void Element2D::setRelCoor2D (const Vector& relCoord)
242{
243  if (this->toCoordinate!= NULL)
244  {
245    delete this->toCoordinate;
246    this->toCoordinate = NULL;
247  }
248  this->relCoordinate = relCoord;
249  this->bRelCoorChanged = true;
250}
251
252
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 */
259void Element2D::setRelCoor2D (float x, float y, float z)
260{
261  this->setRelCoor2D(Vector(x,y,z));
262}
263
264/**
265 * sets the Relative coordinate to the parent in Pixels
266 * @param x the relCoord X
267 * @param y the relCoord Y
268 */
269void Element2D::setRelCoor2Dpx (int x, int y)
270{
271  this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
272                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
273                     0
274                           ));
275}
276
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 */
282void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias)
283{
284  if (likely(this->toCoordinate == NULL))
285    this->toCoordinate = new Vector();
286
287  *this->toCoordinate = relCoordSoft;
288  this->bias = bias;
289}
290
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 */
297void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
298{
299  this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
300                         (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
301                         0),
302                         bias);
303}
304
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 */
312void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias)
313{
314  this->setRelCoorSoft2D(Vector(x, y, depth), bias);
315}
316
317/**
318 * @param absCoord set absolute coordinate
319 */
320void Element2D::setAbsCoor2D (const Vector& absCoord)
321{
322  if (this->toCoordinate!= NULL)
323  {
324    delete this->toCoordinate;
325    this->toCoordinate = NULL;
326  }
327
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;
345}
346
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 */
353void Element2D::setAbsCoor2D (float x, float y, float depth)
354{
355  this->setAbsCoor2D(Vector(x, y, depth));
356}
357
358/**
359 * @param x x-coordinate in Pixels
360 * @param y y-coordinate in Pixels
361 * @see void PNode::setAbsCoor (const Vector& absCoord)
362 */
363void Element2D::setAbsCoor2Dpx (int x, int y)
364{
365  this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
366                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
367                     0
368                           ));
369}
370
371/**
372 *  shift coordinate ralative
373 * @param shift shift vector
374 *
375 * This simply adds the shift-Vector to the relative Coordinate
376 */
377void Element2D::shiftCoor2D (const Vector& shift)
378{
379  this->relCoordinate += shift;
380  this->bRelCoorChanged = true;
381
382}
383
384/**
385 * shifts in PixelSpace
386 * @param x the pixels to shift in X
387 * @param y the pixels to shift in Y
388 */
389void Element2D::shiftCoor2Dpx (int x, int y)
390{
391  this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
392                    (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
393                     0));
394}
395
396/**
397 *  set relative direction
398 * @param relDir to its parent
399 */
400void Element2D::setRelDir2D (float relDir)
401{
402  if (this->toDirection!= NULL)
403  {
404    delete this->toDirection;
405    this->toDirection = NULL;
406  }
407
408  this->relDirection = relDir;
409  this->bRelDirChanged = true;
410}
411
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 */
417void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
418{
419  if (likely(this->toDirection == NULL))
420    this->toDirection = new float;
421
422  *this->toDirection = relDirSoft;
423  this->bias = bias;
424}
425
426/**
427 *  sets the absolute direction
428 * @param absDir absolute coordinates
429 */
430void Element2D::setAbsDir2D (float absDir)
431{
432  if (this->toDirection!= NULL)
433  {
434    delete this->toDirection;
435    this->toDirection = NULL;
436  }
437
438  if (likely(this->parent != NULL))
439    this->relDirection = absDir - this->parent->getAbsDir2D();
440  else
441    this->relDirection = absDir;
442
443  this->bRelDirChanged = true;
444}
445
446/**
447 * shift Direction
448 * @param shift the direction around which to shift.
449 */
450void Element2D::shiftDir2D (float shiftDir)
451{
452  this->relDirection = this->relDirection + shiftDir;
453  this->bRelDirChanged = true;
454}
455
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 */
463void Element2D::addChild2D (Element2D* child, int parentingMode)
464{
465  if( likely(child->parent != NULL))
466  {
467    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
468    child->parent->children->remove(child);
469  }
470  if (parentingMode != E2D_PARENT_NONE)
471    child->parentMode = parentingMode;
472  child->parent = this;
473  this->children->add(child);
474  child->parentCoorChanged();
475}
476
477/**
478 * @see Element2D::addChild(Element2D* child);
479 * @param childName the name of the child to add to this PNode
480 */
481void Element2D::addChild2D (const char* childName)
482{
483  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
484  if (childNode != NULL)
485    this->addChild2D(childNode);
486}
487
488/**
489 * removes a child from the node
490 * @param child the child to remove from this Node..
491 *
492 * Children from nodes will not be lost, they are referenced to NullPointer
493 */
494void Element2D::removeChild2D (Element2D* child)
495{
496  if (child != NULL)
497  {
498    child->remove2D();
499//    this->children->remove(child);
500//    child->parent = NULL;
501  }
502}
503
504/**
505 * remove this Element from the tree and adds all children to NullElement2D
506 *
507 * afterwards this Node is free, and can be reattached, or deleted freely.
508 */
509void Element2D::remove2D()
510{
511  tIterator<Element2D>* iterator = this->children->getIterator();
512  Element2D* pn = iterator->firstElement();
513
514  while( pn != NULL)
515  {
516    NullElement2D::getInstance()->addChild2D(pn, pn->getParentMode2D());
517    pn = iterator->nextElement();
518  }
519  delete iterator;
520
521  delete this->children;
522  this->children = new tList<Element2D>;
523
524  if (this->parent != NULL)
525  {
526    this->parent->children->remove(this);
527    this->parent = NULL;
528  }
529}
530
531/**
532 * sets the parent of this Element2D
533 * @param parent the Parent to set
534 */
535void Element2D::setParent2D (Element2D* parent)
536{
537  parent->addChild2D(this);
538}
539
540/**
541 * @see Element2D::setParent(Element2D* parent);
542 * @param parentName the name of the Parent to set to this Element2D
543 */
544void Element2D::setParent2D (const char* parentName)
545{
546  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
547  if (parentNode != NULL)
548    parentNode->addChild2D(this);
549
550}
551
552/**
553 * does the reparenting in a very smooth way
554 * @param parentNode the new Node to connect this node to.
555 * @param bias the speed to iterate to this new Positions
556 */
557void Element2D::setParentSoft2D(Element2D* parentNode, float bias)
558{
559  if (this->parent == parentNode)
560    return;
561
562  if (likely(this->toCoordinate == NULL))
563  {
564    this->toCoordinate = new Vector();
565    *this->toCoordinate = this->getRelCoor2D();
566  }
567  if (likely(this->toDirection == NULL))
568  {
569    this->toDirection = new float;
570    *this->toDirection = this->getRelDir2D();
571  }
572  this->bias = bias;
573
574
575  Vector tmpV = this->getAbsCoor2D();
576  float tmpQ = this->getAbsDir2D();
577
578  parentNode->addChild2D(this);
579
580  if (this->parentMode & PNODE_ROTATE_MOVEMENT) //! @todo implement this.
581    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
582  else
583    this->relCoordinate = (tmpV - parentNode->getAbsCoor2D());
584  this->bRelCoorChanged = true;
585
586  this->relDirection = (tmpQ - parentNode->getAbsDir2D());
587  this->bRelDirChanged = true;
588}
589
590/**
591 * does the reparenting in a very smooth way
592 * @param parentName the name of the Parent to reconnect to
593 * @param bias the speed to iterate to this new Positions
594 */
595void Element2D::setParentSoft2D(const char* parentName, float bias)
596{
597  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
598  if (parentNode != NULL)
599    this->setParentSoft2D(parentNode, bias);
600}
601
602/**
603 *  sets the mode of this parent manually
604 * @param parentMode a String representing this parentingMode
605 */
606void Element2D::setParentMode2D (const char* parentingMode)
607{
608  this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode));
609}
610
611/**
612 *  updates the absCoordinate/absDirection
613 * @param dt The time passed since the last update
614
615   this is used to go through the parent-tree to update all the absolute coordinates
616   and directions. this update should be done by the engine, so you don't have to
617   worry, normaly...
618 */
619void Element2D::update2D (float dt)
620{
621  // setting the Position of this 2D-Element.
622  if( likely(this->parent != NULL))
623  {
624      // movement for nodes with smoothMove enabled
625    if (unlikely(this->toCoordinate != NULL))
626    {
627      Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
628
629      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
630      {
631        this->shiftCoor2D(moveVect);
632      }
633      else
634      {
635        Vector tmp = *this->toCoordinate;
636        this->setRelCoor2D(tmp);
637        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
638      }
639    }
640    if (unlikely(this->toDirection != NULL))
641    {
642      float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias;
643      if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA))
644      {
645        this->shiftDir2D(rotFlot);
646      }
647      else
648      {
649        float tmp = *this->toDirection;
650        this->setRelDir2D(tmp);
651        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
652      }
653    }
654
655    // MAIN UPDATE /////////////////////////////////////
656    this->lastAbsCoordinate = this->absCoordinate;
657
658    PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
659
660
661    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
662    {
663      /* update the current absDirection - remember * means rotation around sth.*/
664      this->prevRelDirection = this->relDirection;
665      this->absDirection = this->relDirection + parent->getAbsDir2D();;
666    }
667
668
669    if (this->alignment == E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged)
670    {
671      this->prevRelCoordinate = this->relCoordinate;
672      this->absCoordinate.x = .5 + this->relCoordinate.x;
673      this->absCoordinate.y = .5 + this->relCoordinate.y;
674      this->absCoordinate.z = 0.0;
675    }
676    else if (this->bindNode)
677    {
678      GLdouble projectPos[3];
679      gluProject(this->bindNode->getAbsCoor().x,
680                 this->bindNode->getAbsCoor().y,
681                 this->bindNode->getAbsCoor().z,
682                 GraphicsEngine::modMat,
683                 GraphicsEngine::projMat,
684                 GraphicsEngine::viewPort,
685                 projectPos,
686                 projectPos+1,
687                 projectPos+2);
688      this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x;
689      this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() -  projectPos[1] + this->relCoordinate.y;
690      this->prevRelCoordinate.z = this->absCoordinate.z = projectPos[2] + this->relCoordinate.z;
691      this->bRelCoorChanged = true;
692    }
693    else
694    {
695      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
696      {
697        /* update the current absCoordinate */
698        this->prevRelCoordinate = this->relCoordinate;
699        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
700      }
701      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
702      {
703        /* update the current absCoordinate */
704        this->prevRelCoordinate = this->relCoordinate;
705        float sine = sin(this->parent->getAbsDir2D());
706        float cose = cos(this->parent->getAbsDir2D());
707//        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
708//        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
709
710        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
711        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
712
713      }
714    }
715    /////////////////////////////////////////////////
716  }
717  else
718  {
719    PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
720    if (this->bRelCoorChanged)
721    {
722      this->prevRelCoordinate = this->relCoordinate;
723      this->absCoordinate = this->relCoordinate;
724    }
725    if (this->bRelDirChanged)
726    {
727      this->prevRelDirection = this->relDirection;
728      this->absDirection = this->getAbsDir2D() + this->relDirection;
729    }
730  }
731
732
733  // UPDATE CHILDREN
734  if(this->children->getSize() > 0)
735  {
736    tIterator<Element2D>* iterator = this->children->getIterator();
737    Element2D* pn = iterator->firstElement();
738    while( pn != NULL)
739    {
740      /* if this node has changed, make sure, that all children are updated also */
741      if( likely(this->bRelCoorChanged))
742        pn->parentCoorChanged ();
743      if( likely(this->bRelDirChanged))
744        pn->parentDirChanged ();
745
746      pn->update2D(dt);
747      pn = iterator->nextElement();
748    }
749    delete iterator;
750  }
751
752  // FINISHING PROCESS
753  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
754  this->bRelCoorChanged = false;
755  this->bRelDirChanged = false;
756}
757
758/**
759 *  displays some information about this pNode
760 * @param depth The deph into which to debug the children of this Element2D to.
761 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
762 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
763 */
764void Element2D::debug (unsigned int depth, unsigned int level) const
765{
766  for (unsigned int i = 0; i < level; i++)
767    PRINT(0)(" |");
768  if (this->children->getSize() > 0)
769    PRINT(0)(" +");
770  else
771    PRINT(0)(" -");
772  PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s\n",
773  this->getClassName(),
774  this->getName(),
775  this->absCoordinate.x,
776  this->absCoordinate.y,
777  this->relCoordinate.x,
778  this->relCoordinate.y,
779  this->getAbsDir2D(),
780  Element2D::parentingModeToChar2D(parentMode));
781  if (depth >= 2 || depth == 0)
782  {
783    tIterator<Element2D>* iterator = this->children->getIterator();
784    Element2D* pn = iterator->firstElement();
785    while( pn != NULL)
786    {
787      if (depth == 0)
788        pn->debug(0, level + 1);
789      else
790        pn->debug(depth - 1, level +1);
791      pn = iterator->nextElement();
792    }
793    delete iterator;
794  }
795}
796
797/**
798 * ticks the 2d-Element
799 * @param dt the time elapsed since the last tick
800 */
801void Element2D::tick(float dt)
802{
803
804}
805
806/**
807 * displays the Element2D at its position with its rotation as a Plane.
808 */
809void Element2D::debugDraw2D(unsigned int depth, float size, Vector color) const
810{
811
812}
813
814
815// helper functions //
816/**
817 * converts a parentingMode into a string that is the name of it
818 * @param parentingMode the ParentingMode to convert
819 * @return the converted string
820 */
821const char* Element2D::parentingModeToChar2D(int parentingMode)
822{
823  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
824    return "local-rotate";
825  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
826    return "rotate-movement";
827  else if (parentingMode == E2D_PARENT_MOVEMENT)
828    return "movement";
829  else if (parentingMode == E2D_PARENT_ALL)
830    return "all";
831  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
832    return "rotate-and-move";
833}
834
835/**
836 * converts a parenting-mode-string into a int
837 * @param parentingMode the string naming the parentingMode
838 * @return the int corresponding to the named parentingMode
839 */
840E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode)
841{
842  if (!strcmp(parentingMode, "local-rotate"))
843    return (E2D_PARENT_LOCAL_ROTATE);
844  else  if (!strcmp(parentingMode, "rotate-movement"))
845    return (E2D_PARENT_ROTATE_MOVEMENT);
846  else  if (!strcmp(parentingMode, "movement"))
847    return (E2D_PARENT_MOVEMENT);
848  else  if (!strcmp(parentingMode, "all"))
849    return (E2D_PARENT_ALL);
850  else  if (!strcmp(parentingMode, "rotate-and-move"))
851    return (E2D_PARENT_ROTATE_AND_MOVE);
852}
853
854
855
856
857///////////////////
858// NullElement2D //
859///////////////////
860NullElement2D* NullElement2D::singletonRef = 0;
861
862/**
863 *  creates the one and only NullElement2D
864 * @param absCoordinate the cordinate of the Parent (normally Vector(0,0,0))
865 */
866NullElement2D::NullElement2D () : Element2D(NULL)
867{
868  this->setClassID(CL_NULL_ELEMENT_2D, "NullElement2D");
869  this->setName("NullElement2D");
870
871  this->setParentMode2D(E2D_PARENT_ALL);
872  NullElement2D::singletonRef = this;
873}
874
875
876/**
877 *  standard deconstructor
878 */
879NullElement2D::~NullElement2D ()
880{
881  NullElement2D::singletonRef = NULL;
882}
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