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source: orxonox.OLD/branches/camera/src/lib/collision_detection/cd_engine.cc @ 10004

Last change on this file since 10004 was 9877, checked in by bensch, 18 years ago

orxonox compiles in Windows again… but it does not run anymore

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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: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_DETECTION
17
18#include "cd_engine.h"
19#include "obb_tree.h"
20#include "debug.h"
21
22#include "model.h"
23#include "world_entity.h"
24#include "terrain.h"
25// #include "player.h"
26
27//#include "spatial_separation.h"
28#include "quadtree.h"
29//#include "quadtree_node.h"
30
31#include "bsp_manager.h"
32#include "bsp_entity.h"
33
34
35
36ObjectListDefinition(CDEngine);
37/**
38 * @brief standard constructor
39 */
40CDEngine::CDEngine ()
41{
42  this->registerObject(this, CDEngine::_objectList);
43
44  this->bAbordOnFirstCollision = false;
45
46  this->terrain = NULL;
47}
48
49
50/**
51 *  the singleton reference to this class
52 */
53CDEngine* CDEngine::singletonRef = NULL;
54
55
56/**
57 *  standard deconstructor
58 */
59CDEngine::~CDEngine ()
60{
61  CDEngine::singletonRef = NULL;
62}
63
64
65/**
66 *
67 */
68void CDEngine::checkCollisions(ObjectManager::EntityList& list1, ObjectManager::EntityList& list2)
69{
70  BVTree* tree;
71  ObjectManager::EntityList::iterator entity1, entity2, pre1, pre2;
72  PRINTF(5)("checking for collisions\n");
73
74  pre1 = list1.begin();
75  while (pre1 != list1.end())
76  {
77    entity1 = pre1++;
78    if( likely((*entity1) != this->terrain))
79    {
80      pre2 = list2.begin();
81      while (pre2 != list2.end())
82      {
83        entity2 = pre2++;
84        if( likely((*entity2) != this->terrain))
85        {
86          PRINTF(5)("checking object %s (%s) against %s (%s)\n",
87            (*entity1)->getClassCName(), (*entity1)->getCName(), (*entity2)->getClassCName(), (*entity2)->getCName());
88          tree = (*entity1)->getOBBTree();
89          if( likely(tree != NULL) && (*entity2)->getOBBTree() != NULL)
90            tree->collideWith(*entity1, *entity2);
91        }
92      }
93    }
94  }
95}
96
97
98/**
99 *  this checks the collisions with the ground
100 */
101void CDEngine::checkCollisionGround(std::list<WorldEntity*>& list1)
102{
103  std::list<WorldEntity*>::iterator entityIterator;
104  // for all bsp managers check all entities
105  for( ObjectList<BspEntity>::const_iterator bspIterator = BspEntity::objectList().begin();
106       bspIterator != BspEntity::objectList().end();
107       bspIterator++) {
108      for(entityIterator = list1.begin(); entityIterator != list1.end(); entityIterator++)
109      {
110//         PRINTF(0)("Checking: %s a %s\n", (*entityIterator)->getName(), (*entityIterator)->getClassCName());
111        (dynamic_cast<BspEntity*>(*bspIterator)->getBspManager())->checkCollision(*entityIterator);
112      }
113  }
114}
115
116
117/**
118 * some debug output on the class
119 */
120void CDEngine::debug()
121{
122  PRINT(0)("\n=============================| CDEngine::debug() |===\n");
123  PRINT(0)("=  CDEngine: Spawning Tree Start\n");
124  //this->rootTree->debug();
125  PRINT(0)("=  CDEngine: Spawning Tree: Finished\n");
126  PRINT(0)("=======================================================\n");
127}
128
129
130/**
131 * this spawns a tree for debug purposes only
132 */
133void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices)
134{
135//   if ( this->rootTree == NULL)
136//     this->rootTree = new OBBTree(depth, vertices, numVertices);
137}
138
139
140void CDEngine::drawBV(const ObjectManager::EntityList& drawList, int level) const
141{
142  ObjectManager::EntityList::const_iterator entity;
143  for (entity = drawList.begin(); entity != drawList.end(); entity++)
144    (*entity)->drawBVTree(level, 226);
145}
146
147
148/**
149 * this draws the debug spawn tree
150 */
151void CDEngine::debugDraw(int depth, int drawMode)
152{
153//   if(this-> rootTree != NULL)
154//     this->rootTree->drawBV(depth, drawMode);
155}
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