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source: code/branches/FICN/src/orxonox/inertial_node.cc @ 428

Last change on this file since 428 was 346, checked in by rgrieder, 17 years ago
  • adjusted the entire source to compile under windows visual studio too:
  • added some ugly conversions
  • changed some illegal code pieces (gcc however accepted it)
  • added a few files from reto's framework to evade linker errors (no more dynamic linking)
  • inserted some 'return true' to justify the return type
  • excluded the levelLoader in the orxonox.cc (couldn't make it work, parsing error)
  • wrote about 5 code #branches to compensate for missing usleep() under windows
File size: 2.9 KB
RevLine 
[346]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software: you can redistribute it and/or modify
8 *   it under the terms of the GNU General Public License as published by
9 *   the Free Software Foundation, either version 3 of the License, or
10 *   (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program.  If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 *   Author:
22 *      Reto Grieder
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OgreSceneNode.h"
29#include "OgreVector3.h"
30
31#include "inertial_node.h"
32
33
34namespace orxonox {
35  using namespace Ogre;
36
37  InertialNode::InertialNode(SceneNode *node, Vector3 speed)
38        : node_(node), speed_(speed), childListSize_(4), childListIndex_(0),
39        parentNode_(NULL)
40  {
41    childList_ = new InertialNode*[childListSize_];
42  }
43
44
45  InertialNode::InertialNode(orxonox::InertialNode *parentNode, Vector3 speed)
46        : parentNode_(parentNode), childListSize_(4), childListIndex_(0), speed_(speed)
47  {
48    childList_ = new InertialNode*[childListSize_];
49    node_ = parentNode_->getSceneNode()->createChildSceneNode();
50  }
51
52
53  InertialNode::~InertialNode()
54  {
55    if (childList_)
56    {
57      for (int i = 0; i < childListIndex_; i++)
58        if (childList_[i])
59          delete childList_[i];
60      delete childList_;
61    }
62  }
63
64
65  InertialNode* InertialNode::createChildNode()
66  {
67    InertialNode *temp = new InertialNode(this);
68    addChild(temp);
69    return temp;
70  }
71
72
73  InertialNode* InertialNode::getParentNode()
74  {
75    return parentNode_;
76  }
77
78
79  SceneNode* InertialNode::getSceneNode()
80  {
81    return node_;
82  }
83
84
85  Vector3 InertialNode::getSpeed()
86  {
87    return speed_;
88  }
89
90
91  Vector3 InertialNode::getWorldSpeed()
92  {
93    // go through the tree of Inertial nodes
94    Vector3 speed = speed_;
95    InertialNode *temp = parentNode_;
96    while (temp != NULL)
97    {
98      speed = temp->getSceneNode()->getOrientation() * speed + temp->getSpeed();
99      temp = temp->getParentNode();
100    }
101    return speed;
102  }
103
104
105  void InertialNode::addSpeed(Vector3 speed)
106  {
107    speed_ += speed;
108  }
109
110
111  void InertialNode::addChild(orxonox::InertialNode *node)
112  {
113    if (childListIndex_ == childListSize_)
114    {
115      // redimension the array
116      InertialNode **tempArray = new InertialNode*[2*childListSize_];
117      for (int i = 0; i < childListSize_; i++)
118        tempArray[i] = childList_[i];
119      childListSize_ *= 2;
120      delete childList_;
121      childList_ = tempArray;
122    }
123    childList_[childListIndex_++] = node;
124  }
125
126}
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