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source: orxonox.OLD/branches/avi_play/src/lib/coord/p_node.h @ 6483

Last change on this file since 6483 was 5924, checked in by bensch, 19 years ago

orxonox/branches/avi_play: merged the Trunk back into the branche avi_play again

merged with command svn merge ../trunk/ avi_play/ -r5845:HEAD
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File size: 8.7 KB
Line 
1/*!
2 * @file p_node.h
3 * @brief  Definition of a parenting node
4 *
5 *  parenting is how coordinates are handled in orxonox, meaning, that all coordinates
6 *  are representet relative to another parent node. this nodes build a parenting
7 *  tree of one-sided references (from up to down referenced).
8 *  Every node manages itself a list of childrens (of whos it is parent - easy...).
9 *
10 *  absCoordinate, absDirection have to be recalculated as soon as there was a change in
11 *  place or ortientation. this is only the case if
12 *  o bDirChanged is true (so changed) AND timeStamp != now
13 *  o bCoorChanged is true (so moved) AND timeStamp != now
14 *  this conditions make it cheaper to recalculate the tree (reduces redundant work).
15 */
16
17
18#ifndef _P_NODE_H
19#define _P_NODE_H
20
21#include "base_object.h"
22#include "vector.h"
23#include <list>
24
25// FORWARD DECLARATION
26class TiXmlElement;
27template<class T> class tList;
28
29#define PNODE_ITERATION_DELTA    .001
30//! Parental linkage modes
31typedef enum
32{
33  // PARENTAL FOLLOWING
34  PNODE_LOCAL_ROTATE                   = 0x00000001,    //!< Rotates all the children around their centers.
35  PNODE_ROTATE_MOVEMENT                = 0x00000002,    //!< Moves all the children around the center of their parent, without the rotation around their own centers.
36
37  PNODE_MOVEMENT                       = 0x00000004,    //!< Moves all children along with the parent.
38// special linkage modes
39  PNODE_ALL                            = 0x00000003,    //!< Moves all children around the center of their parent, and also rotates their centers
40  PNODE_ROTATE_AND_MOVE                = 0x00000005,    //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent.
41
42
43  PNODE_INACTIVE_NODE                  = 0x00000010,    //!< If the node is Active (if not, it and its child wont be updated).
44
45  // REPARENTING
46  PNODE_REPARENT_TO_NULLPARENT         = 0x00000100,
47  PNODE_REPARENT_KEEP_POSITION         = 0x00000200,
48
49
50  // DELETION
51  PNODE_PROHIBIT_CHILD_DELETE          = 0x00010000,
52  PNODE_PROHIBIT_DELETE_WITH_PARENT    = 0x00020000,
53
54} PARENT_MODE;
55
56//! The default mode of the translation-binding.
57#define PNODE_PARENT_MODE_DEFAULT PNODE_ALL | PNODE_REPARENT_KEEP_POSITION
58
59
60//! Patent Node is a Engine to calculate the position of an Object in respect to the position of its parent.
61class PNode : virtual public BaseObject {
62
63 public:
64  PNode ();
65  PNode(const TiXmlElement* root);
66  PNode (const Vector& absCoor, PNode* pNode);
67  virtual ~PNode ();
68
69  void loadParams(const TiXmlElement* root);
70
71  void setRelCoor (const Vector& relCoord);
72  void setRelCoor (float x, float y, float z);
73  void setRelCoorSoft(const Vector& relCoordSoft, float bias = 1.0);
74  void setRelCoorSoft(float x, float y, float z, float bias = 1.0);
75  /** @returns the relative position */
76  inline const Vector& getRelCoor () const { return this->prevRelCoordinate; };
77  /** @returns the Relative Coordinate Destination */
78  inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; };
79  void setAbsCoor (const Vector& absCoord);
80  void setAbsCoor (float x, float y, float z);
81  void setAbsCoorSoft(const Vector& absCoordSoft, float bias = 1.0);
82  void setAbsCoorSoft(float x, float y, float z, float bias = 1.0);
83  /** @returns the absolute position */
84  inline const Vector& getAbsCoor () const { return this->absCoordinate; };
85  void shiftCoor (const Vector& shift);
86  void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); };
87
88  void setRelDir (const Quaternion& relDir);
89  void setRelDir (float x, float y, float z);
90  void setRelDirSoft(const Quaternion& relDirSoft, float bias = 1.0);
91  void setRelDirSoft(float x, float y, float z, float bias = 1.0);
92  /** @returns the relative Direction */
93  inline const Quaternion& getRelDir () const { return this->prevRelDirection; };
94  /** @returns the Relative Directional Destination */
95  inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; };
96  /** @returns a Vector pointing into the relative Direction */
97  inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); };
98  void setAbsDir (const Quaternion& absDir);
99  void setAbsDir (float x, float y, float z);
100  void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0);
101  void setAbsDirSoft(float x, float y, float z, float bias = 1.0);
102  void shiftDir (const Quaternion& shift);
103  /** @returns the absolute Direction */
104  inline const Quaternion& getAbsDir () const { return this->absDirection; };
105  /** @returns a Vector pointing into the absolute Direction */
106  inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); };
107  /** @returns A Vector pointing into the forward direction (X) of the Node */
108  inline Vector getAbsDirX() const { return this->absDirection.apply(Vector(1,0,0)); };
109  /** @returns A Vector pointing into the upward direction (Y) of the Node */
110  inline Vector getAbsDirY() const { return this->absDirection.apply(Vector(0,1,0)); };
111  /** @returns A Vector pointing into the right direction (Z) of the Node */
112  inline Vector getAbsDirZ() const { return this->absDirection.apply(Vector(0,0,1)); };
113
114  /** @returns the Speed of the Node */
115  inline float getSpeed() const { return this->velocity.len(); };
116  /** @returns the Velocity of the Node */
117  inline const Vector& getVelocity() const { return this->velocity; };
118
119
120  void addChild (PNode* child);
121  void addChild (const char* childName);
122  void removeChild (PNode* child);
123  void removeNode();
124
125  void setParent (PNode* parent);
126  void setParent (const char* parentName);
127  /** @returns the parent of this PNode */
128  inline PNode* getParent () const { return this->parent; };
129  /** @returns the List of Children of this PNode */
130 // inline const tList<PNode>* getChildren() const { return this->children; };
131
132  void setParentSoft(PNode* parentNode, float bias = 1.0);
133  void setParentSoft(const char* parentName, float bias = 1.0);
134
135  /** @param parentMode sets the parentingMode of this Node */
136  void setParentMode (PARENT_MODE parentMode) { this->parentMode = parentMode; };
137  void setParentMode (const char* parentingMode);
138  /** @returns the Parenting mode of this node */
139  int getParentMode() const { return this->parentMode; };
140
141  void updateNode (float dt);
142
143  void countChildNodes(int& nodes) const;
144  void debugNode (unsigned int depth = 1, unsigned int level = 0) const;
145  void debugDraw(unsigned int depth = 1, float size = 1.0, const Vector& color = Vector(1, 0, 0), unsigned int level = 0) const;
146
147
148  // helper functions //
149  static const char* parentingModeToChar(int parentingMode);
150  static PARENT_MODE charToParentingMode(const char* parentingMode);
151
152
153 private:
154  void init(PNode* parent);
155  /** tells the child that the parent's Coordinate has changed */
156  inline void parentCoorChanged () { this->bRelCoorChanged = true; }
157  /** tells the child that the parent's Direction has changed */
158  inline void parentDirChanged () { this->bRelDirChanged = true; }
159  /** @returns the last calculated coordinate */
160  inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; }
161
162
163 private:
164  bool               bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked
165  bool               bRelDirChanged;     //!< If Relative Direction has changed since last time we checked
166
167  Vector             relCoordinate;      //!< coordinates relative to the parent
168  Vector             absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) )
169  Quaternion         relDirection;       //!< direction relative to the parent
170  Quaternion         absDirection;       //!< absolute direvtion in the world ( from (0,0,1) )
171
172  Vector             prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle.
173  Vector             lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate
174  Quaternion         prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle.
175//  Quaternion         lastAbsDirection;
176
177  Vector             velocity;           //!< Saves the velocity.
178
179  Vector*            toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft)
180  Quaternion*        toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft)
181  float              bias;               //!< how fast to iterate to the given position (default is 1)
182
183  PNode*             parent;             //!< a pointer to the parent node
184  std::list<PNode*>  children;           //!< list of the children of this PNode
185
186  unsigned int       parentMode;         //!< the mode of the binding
187};
188
189#endif /* _P_NODE_H */
190
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