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Changeset 4992 in orxonox.OLD for orxonox/trunk/src/lib/coord/p_node.cc


Ignore:
Timestamp:
Aug 13, 2005, 10:02:40 AM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: optimizations

File:
1 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/lib/coord/p_node.cc

    r4991 r4992  
    114114  this->toPosition = NULL;
    115115  this->toDirection = NULL;
     116  this->bias = 1.0;
    116117}
    117118
     
    182183}
    183184
    184 void PNode::setRelCoorSoft(const Vector& relCoordSoft)
     185/**
     186 * sets a new relative position smoothely
     187 * @param relCoordSoft the new Position to iterate to
     188 * @param bias how fast to iterate to this position
     189 */
     190void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
    185191{
    186192  if (likely(this->toPosition == NULL))
     
    188194
    189195  *this->toPosition = relCoordSoft;
    190 }
    191 
    192 
    193 /**
    194  *  set relative coordinates
     196  this->bias = bias;
     197}
     198
     199
     200/**
     201 *  set relative coordinates smoothely
    195202 * @param x x-relative coordinates to its parent
    196203 * @param y y-relative coordinates to its parent
    197204 * @param z z-relative coordinates to its parent
    198    \see  void PNode::setRelCoor (const Vector& relCoord)
    199  */
    200 void PNode::setRelCoorSoft (float x, float y, float z)
    201 {
    202   this->setRelCoorSoft(Vector(x, y, z));
     205   \see  void PNode::setRelCoorSoft (const Vector&, float)
     206 */
     207void PNode::setRelCoorSoft (float x, float y, float z, float bias)
     208{
     209  this->setRelCoorSoft(Vector(x, y, z), bias);
    203210}
    204211
     
    295302 * sets the Relative Direction of this node to its parent in a Smoothed way
    296303 * @param relDirSoft the direction to iterate to smoothely.
    297  */
    298 void PNode::setRelDirSoft(const Quaternion& relDirSoft)
     304 * @param bias how fast to iterate to the new Direction
     305 */
     306void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
    299307{
    300308  if (likely(this->toDirection == NULL))
     
    302310
    303311  *this->toDirection = relDirSoft;
     312  this->bias = bias;
    304313}
    305314
     
    312321 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
    313322 */
    314 void PNode::setRelDirSoft(float x, float y, float z)
    315 {
    316   this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)));
     323void PNode::setRelDirSoft(float x, float y, float z, float bias)
     324{
     325  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
    317326}
    318327
     
    383392  if( likely(pNode->parent != NULL))
    384393    {
    385       PRINTF(3)("PNode::addChild() - reparenting node: removing it and adding it again\n");
     394      PRINTF(4)("PNode::addChild() - reparenting node: removing it and adding it again\n");
    386395      pNode->parent->children->remove(pNode);
    387396    }
     
    463472 * @param parentNode the new Node to connect this node to.
    464473 */
    465 void PNode::softReparent(PNode* parentNode)
    466 {
     474void PNode::softReparent(PNode* parentNode, float bias)
     475{
     476  if (this->parent == parentNode)
     477    return;
     478
    467479  //this->setRelCoorSoft(this->getRelCoor());
    468480  if (likely(this->toPosition == NULL))
     
    476488    *this->toDirection = this->getRelDir();
    477489  }
     490  this->bias = bias;
    478491
    479492
     
    491504}
    492505
    493 void PNode::softReparent(const char* parentName)
     506void PNode::softReparent(const char* parentName, float bias)
    494507{
    495508  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
    496509  if (parentNode != NULL)
    497     this->softReparent(parentNode);
     510    this->softReparent(parentNode, bias);
    498511}
    499512
     
    555568      if (unlikely(this->toPosition != NULL))
    556569      {
    557         Vector moveVect = (*this->toPosition - this->getRelCoor()) *dt;
     570        Vector moveVect = (*this->toPosition - this->getRelCoor()) *dt*bias;
    558571
    559572        if (likely(moveVect.len() >= .001))
     
    570583      if (unlikely(this->toDirection != NULL))
    571584      {
    572         Quaternion rotQuat = (*this->toDirection - this->getRelDir()) *dt;
     585        Quaternion rotQuat = (*this->toDirection - this->getRelDir()) *dt*bias;
    573586
    574587//        if (likely(rotQuat.len() >= .001))
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