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Changeset 4511 in orxonox.OLD


Ignore:
Timestamp:
Jun 6, 2005, 12:31:17 AM (19 years ago)
Author:
patrick
Message:

orxonox/trunk: collision detection classes names and structures filled in

Location:
orxonox/trunk/src/util
Files:
14 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/util/collision_detection/bounding_volume.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_class.h"
     18#include "bounding_volume.h"
    1919
    2020using namespace std;
     
    2323/**
    2424   \brief standard constructor
    25    \todo this constructor is not jet implemented - do it
    2625*/
    27 ProtoClass::ProtoClass ()
     26BoundingVolume::BoundingVolume ()
    2827{
    29    this->setClassID(CL_PROTO_ID, "ProtoClass");
     28   this->setClassID(CL_BOUNDING_VOLUME, "BoundingVolume");
    3029
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
    4130}
    4231
     
    4635
    4736*/
    48 ProtoClass::~ProtoClass ()
     37BoundingVolume::~BoundingVolume ()
    4938{
    5039  // delete what has to be deleted here
  • orxonox/trunk/src/util/collision_detection/bounding_volume.h

    r4510 r4511  
    11/*!
    2     \file proto_class.h
    3     \brief Definition of ...
     2    \file bounding_volume.h
     3    \brief Definition of a bounding volume for collision detection algorithms
    44
    55*/
    66
    7 #ifndef _PROTO_CLASS_H
    8 #define _PROTO_CLASS_H
     7#ifndef _BOUNDING_VOLUME_H
     8#define _BOUNDING_VOLUME_H
    99
    1010#include "base_object.h"
    1111
    12 // FORWARD DEFINITION
    1312
    14 
    15 
    16 //! A class for ...
    17 class ProtoClass : public BaseObject {
     13//! An abstract class representing a bounding volume
     14class BoundingVolume : public BaseObject {
    1815
    1916 public:
    20   ProtoClass();
    21   virtual ~ProtoClass();
     17  BoundingVolume();
     18  virtual ~BoundingVolume();
    2219
    2320
     
    2623};
    2724
    28 #endif /* _PROTO_CLASS_H */
     25#endif /* _BOUNDING_VOLUME_H */
  • orxonox/trunk/src/util/collision_detection/bv_tree.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_class.h"
     18#include "bv_tree.h"
    1919
    2020using namespace std;
     
    2323/**
    2424   \brief standard constructor
    25    \todo this constructor is not jet implemented - do it
    2625*/
    27 ProtoClass::ProtoClass ()
     26BVTree::BVTree ()
    2827{
    29    this->setClassID(CL_PROTO_ID, "ProtoClass");
     28   this->setClassID(CL_BV_TREE, "BVTree");
    3029
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
    4130}
    4231
     
    4635
    4736*/
    48 ProtoClass::~ProtoClass ()
     37BVTree::~BVTree ()
    4938{
    5039  // delete what has to be deleted here
  • orxonox/trunk/src/util/collision_detection/bv_tree.h

    r4510 r4511  
    11/*!
    2     \file proto_class.h
    3     \brief Definition of ...
     2    \file bv_tree.h
     3    \brief Definition of a bounding volume tree
    44
    55*/
    66
    7 #ifndef _PROTO_CLASS_H
    8 #define _PROTO_CLASS_H
     7#ifndef _BV_TREE_H
     8#define _BV_TREE_H
    99
    1010#include "base_object.h"
     
    1515
    1616//! A class for ...
    17 class ProtoClass : public BaseObject {
     17class BVTree : public BaseObject {
    1818
    1919 public:
    20   ProtoClass();
    21   virtual ~ProtoClass();
     20  BVTree();
     21  virtual ~BVTree();
    2222
    2323
     
    2626};
    2727
    28 #endif /* _PROTO_CLASS_H */
     28#endif /* _BV_TREE_H */
  • orxonox/trunk/src/util/collision_detection/cd_engine.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_singleton.h"
     18#include "cd_engine.h"
    1919
    2020using namespace std;
     
    2424   \brief standard constructor
    2525*/
    26 ProtoSingleton::ProtoSingleton ()
     26CDEngine::CDEngine ()
    2727{
    28    this->setClassName("ProtoSingleton");
    29    this->setClassID(CL_PROTO_ID, "ProtoSingleton");
    30 
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
     28   this->setClassName("CDEngine");
     29   this->setClassID(CL_CD_ENGINE, "CDEngine");
    4130}
    4231
     
    4433   \brief the singleton reference to this class
    4534*/
    46 ProtoSingleton* ProtoSingleton::singletonRef = NULL;
     35CDEngine* CDEngine::singletonRef = NULL;
    4736
    4837/**
    4938   \returns a Pointer to this Class
    5039*/
    51 ProtoSingleton* ProtoSingleton::getInstance(void)
     40CDEngine* CDEngine::getInstance(void)
    5241{
    53   if (!ProtoSingleton::singletonRef)
    54     ProtoSingleton::singletonRef = new ProtoSingleton();
    55   return ProtoSingleton::singletonRef;
     42  if (!CDEngine::singletonRef)
     43    CDEngine::singletonRef = new CDEngine();
     44  return CDEngine::singletonRef;
    5645}
    5746
     
    6049
    6150*/
    62 ProtoSingleton::~ProtoSingleton ()
     51CDEngine::~CDEngine ()
    6352{
    64   ProtoSingleton::singletonRef = NULL;
     53  CDEngine::singletonRef = NULL;
    6554
    6655}
  • orxonox/trunk/src/util/collision_detection/cd_engine.h

    r4510 r4511  
    11/*!
    2     \file proto_singleton.h
    3     \brief Definition of the ... singleton Class
     2    \file cd_engine.h
     3    \brief Definition of the collision detection engine
    44   
    55*/
    66
    7 #ifndef _PROTO_SINGLETON_H
    8 #define _PROTO_SINGLETON_H
     7#ifndef _CD_ENGINE_H
     8#define _CD_ENGINE_H
    99
    1010#include "base_object.h"
    1111
    12 // FORWARD DEFINITION
    1312
    14 //! A default singleton class.
    15 class ProtoSingleton : public BaseObject {
     13//! The class representing the collision detection system of orxonox
     14class CDEngine : public BaseObject {
    1615
    1716 public:
    18   static ProtoSingleton* getInstance(void);
    19   virtual ~ProtoSingleton(void);
     17  static CDEngine* getInstance(void);
     18  virtual ~CDEngine(void);
    2019
    2120 private:
    22   ProtoSingleton(void);
    23   static ProtoSingleton* singletonRef;
     21  CDEngine(void);
     22  static CDEngine* singletonRef;
    2423};
    2524
    26 #endif /* _PROTO_SINGLETON_H */
     25#endif /* _CD_ENGINE_H */
  • orxonox/trunk/src/util/collision_detection/collision.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_class.h"
     18#include "collision.h"
    1919
    2020using namespace std;
     
    2323/**
    2424   \brief standard constructor
    25    \todo this constructor is not jet implemented - do it
    2625*/
    27 ProtoClass::ProtoClass ()
     26Collision::Collision ()
    2827{
    29    this->setClassID(CL_PROTO_ID, "ProtoClass");
     28   this->setClassID(CL_COLLISION, "Collision");
    3029
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
    4130}
    4231
     
    4635
    4736*/
    48 ProtoClass::~ProtoClass ()
     37Collision::~Collision ()
    4938{
    5039  // delete what has to be deleted here
  • orxonox/trunk/src/util/collision_detection/collision.h

    r4510 r4511  
    11/*!
    2     \file proto_class.h
    3     \brief Definition of ...
     2    \file collision.h
     3    \brief Definition of a collision event
    44
    55*/
    66
    7 #ifndef _PROTO_CLASS_H
    8 #define _PROTO_CLASS_H
     7#ifndef _COLLISION_H
     8#define _COLLISION_H
    99
    1010#include "base_object.h"
     
    1414
    1515
    16 //! A class for ...
    17 class ProtoClass : public BaseObject {
     16//! A class representing a simple collision
     17class Collision : public BaseObject {
    1818
    1919 public:
    20   ProtoClass();
    21   virtual ~ProtoClass();
     20  Collision();
     21  virtual ~Collision();
    2222
    2323
     
    2626};
    2727
    28 #endif /* _PROTO_CLASS_H */
     28#endif /* _COLLISION_H */
  • orxonox/trunk/src/util/collision_detection/obb.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_class.h"
     18#include "obb.h"
    1919
    2020using namespace std;
     
    2323/**
    2424   \brief standard constructor
    25    \todo this constructor is not jet implemented - do it
    2625*/
    27 ProtoClass::ProtoClass ()
     26OBB::OBB ()
    2827{
    29    this->setClassID(CL_PROTO_ID, "ProtoClass");
    30 
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
     28   this->setClassID(CL_OBB, "OBB");
    4129}
    4230
     
    4634
    4735*/
    48 ProtoClass::~ProtoClass ()
     36OBB::~OBB ()
    4937{
    5038  // delete what has to be deleted here
  • orxonox/trunk/src/util/collision_detection/obb.h

    r4510 r4511  
    11/*!
    2     \file proto_class.h
    3     \brief Definition of ...
     2    \file obb.h
     3    \brief Definition of an OBB (Object aligned Bounding Box)
    44
    55*/
    66
    7 #ifndef _PROTO_CLASS_H
    8 #define _PROTO_CLASS_H
     7#ifndef _OBB_H
     8#define _OBB_H
    99
    1010#include "base_object.h"
    1111
    12 // FORWARD DEFINITION
    1312
    14 
    15 
    16 //! A class for ...
    17 class ProtoClass : public BaseObject {
     13//! A class representing an extended bounding volume tree: an obb tree
     14class OBB : public BaseObject {
    1815
    1916 public:
    20   ProtoClass();
    21   virtual ~ProtoClass();
     17  OBB();
     18  virtual ~OBB();
    2219
    2320
     
    2623};
    2724
    28 #endif /* _PROTO_CLASS_H */
     25#endif /* _OBB_H */
  • orxonox/trunk/src/util/collision_detection/obb_tree.cc

    r4510 r4511  
    1010
    1111   ### File Specific:
    12    main-programmer: ...
     12   main-programmer: Patrick Boenzli
    1313   co-programmer: ...
    1414*/
    1515
    16 //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
     16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
    1717
    18 #include "proto_class.h"
     18#include "obb_tree.h"
    1919
    2020using namespace std;
     
    2323/**
    2424   \brief standard constructor
    25    \todo this constructor is not jet implemented - do it
    2625*/
    27 ProtoClass::ProtoClass ()
     26OBBTree::OBBTree ()
    2827{
    29    this->setClassID(CL_PROTO_ID, "ProtoClass");
     28   this->setClassID(CL_OBB_TREE, "OBBTree");
    3029
    31    /* If you make a new class, what is most probably the case when you write this file
    32       don't forget to:
    33        1. Add the new file new_class.cc to the ./src/Makefile.am
    34        2. Add the class identifier to ./src/class_list.h eg. CL_NEW_CLASS
    35 
    36       Advanced Topics:
    37       - if you want to let your object be managed via the ObjectManager make sure to read
    38         the object_manager.h header comments. You will use this most certanly only if you
    39         make many objects of your class, like a weapon bullet.
    40    */
    4130}
    4231
     
    4635
    4736*/
    48 ProtoClass::~ProtoClass ()
     37OBBTree::~OBBTree ()
    4938{
    5039  // delete what has to be deleted here
  • orxonox/trunk/src/util/collision_detection/obb_tree.h

    r4510 r4511  
    11/*!
    2     \file proto_class.h
    3     \brief Definition of ...
     2    \file obb_tree.h
     3    \brief Definition of an obb tree (Object aligned Bounding Box)
    44
    55*/
    66
    7 #ifndef _PROTO_CLASS_H
    8 #define _PROTO_CLASS_H
     7#ifndef _OBB_TREE_H
     8#define _OBB_TREE_H
    99
    1010#include "base_object.h"
    1111
    12 // FORWARD DEFINITION
    1312
    14 
    15 
    16 //! A class for ...
    17 class ProtoClass : public BaseObject {
     13//! A class for representing an obb tree
     14class OBBTree : public BaseObject {
    1815
    1916 public:
    20   ProtoClass();
    21   virtual ~ProtoClass();
     17  OBBTree();
     18  virtual ~OBBTree();
    2219
    2320
     
    2623};
    2724
    28 #endif /* _PROTO_CLASS_H */
     25#endif /* _OBB_TREE_H */
  • orxonox/trunk/src/util/loading/game_loader.cc

    r4496 r4511  
    197197
    198198/**
    199    \brief release the mem
     199   \brief release the mem ATTENTION: not implemented
    200200 */
    201201ErrorMessage GameLoader::destroy()
  • orxonox/trunk/src/util/loading/game_loader.h

    r4487 r4511  
    7777  bool                   isPaused;             //!< if the game is paused
    7878
    79   Campaign*              currentCampaign;      //!< the current campaign playing
     79  Campaign*              currentCampaign;      //!< reference to the current campaign playing
    8080 
    8181  EventHandler*          eventHandler;         //!< reference to the eventHandler
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