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source: orxonox.OLD/branches/network/src/lib/coord/p_node.cc @ 6061

Last change on this file since 6061 was 5915, checked in by bensch, 19 years ago

orxonox/trunk: merged branches/spaceshipControll back to the trunk:
merged with command:
svn merge -r5835:HEAD branches/spaceshipcontroll trunk
conflicts resolved with dynamic indentation methodology algorithms

File size: 24.6 KB
Line 
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: Benjamin Grauer
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
17
18#include "p_node.h"
19#include "null_parent.h"
20
21#include "load_param.h"
22#include "class_list.h"
23
24#include "stdincl.h"
25#include "compiler.h"
26#include "error.h"
27#include "debug.h"
28#include "list.h"
29#include "vector.h"
30
31#include "color.h"
32
33using namespace std;
34
35
36/**
37 *  standard constructor
38 */
39PNode::PNode ()
40{
41  init(NULL);
42
43  NullParent::getInstance()->addChild(this);
44}
45
46/**
47 * @param root the load-Element for the PNode
48 */
49PNode::PNode(const TiXmlElement* root)
50{
51  this->init(NULL);
52  this->loadParams(root);
53
54  if (this->parent == NULL)
55    NullParent::getInstance()->addChild(this);
56}
57
58/**
59 *  constructor with coodinates
60 * @param absCoordinate the Absolute coordinate of the Object
61 * @param parent The parent-node of this node.
62 */
63PNode::PNode (const Vector& absCoor, PNode* parent )
64{
65  this->init(parent);
66
67  if (likely(parent != NULL))
68    parent->addChild (this);
69
70  this->setAbsCoor(absCoor);
71}
72
73/**
74 * standard deconstructor
75 *
76 * There are two general ways to delete a PNode
77 * 1. delete instance;
78 *   -> result
79 *    delete this Node and all its children and children's children...
80 *    (danger if you still need the children's instance somewhere else!!)
81 *
82 * 2. instance->remove2D(); delete instance;
83 *   -> result:
84 *    moves its children to the NullParent
85 *    then deletes the Element.
86 */
87PNode::~PNode ()
88{
89  // remove the Node, delete it's children.
90  PNode* tmp;
91  while (this->children.size() > 0)
92  {
93    tmp = this->children.front();
94    this->children.pop_front();
95      delete tmp;
96  }
97  if (this->parent != NULL)
98   {
99     this->parent->children.remove(this);
100     this->parent = NULL;
101   }
102
103  // remove all other allocated memory.
104  if (this->toCoordinate != NULL)
105    delete this->toCoordinate;
106  if (this->toDirection != NULL)
107    delete this->toDirection;
108}
109
110
111/**
112 *  initializes a PNode
113 * @param parent the parent for this PNode
114 */
115void PNode::init(PNode* parent)
116{
117  this->setClassID(CL_PARENT_NODE, "PNode");
118
119  this->bRelCoorChanged = true;
120  this->bRelDirChanged = true;
121  this->parent = parent;
122  this->parentMode = PNODE_PARENT_MODE_DEFAULT;
123
124  // iterators
125  this->toCoordinate = NULL;
126  this->toDirection = NULL;
127  this->bias = 1.0;
128}
129
130/**
131 *  loads parameters of the PNode
132 * @param root the XML-element to load the properties of
133 */
134void PNode::loadParams(const TiXmlElement* root)
135{
136  static_cast<BaseObject*>(this)->loadParams(root);
137
138  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
139      .describe("Sets The relative position of the Node to its parent.");
140
141  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
142      .describe("Sets The absolute Position of the Node.");
143
144  LoadParam(root, "rel-dir", this, PNode, setRelDir)
145      .describe("Sets The relative rotation of the Node to its parent.");
146
147  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
148      .describe("Sets The absolute rotation of the Node.");
149
150  LoadParam(root, "parent", this, PNode, setParent)
151      .describe("the Name of the Parent of this PNode");
152
153  LoadParam(root, "parent-mode", this, PNode, setParentMode)
154      .describe("the mode to connect this node to its parent ()");
155
156  // cycling properties
157  if (root != NULL)
158  {
159    LOAD_PARAM_START_CYCLE(root, element);
160    {
161      LoadParam_CYCLE(element, "parent", this, PNode, addChild)
162          .describe("adds a new Child to the current Node.");
163
164    }
165    LOAD_PARAM_END_CYCLE(element);
166  }
167}
168
169/**
170 *  set relative coordinates
171 * @param relCoord relative coordinates to its parent
172 *
173 *
174 * it is very importand, that you use this function, if you want to update the
175 * relCoordinates. If you don't use this, the PNode won't recognize, that something
176 * has changed and won't update the children Nodes.
177 */
178void PNode::setRelCoor (const Vector& relCoord)
179{
180  if (this->toCoordinate!= NULL)
181  {
182    delete this->toCoordinate;
183    this->toCoordinate = NULL;
184  }
185
186  this->relCoordinate = relCoord;
187  this->bRelCoorChanged = true;
188}
189
190/**
191 *  set relative coordinates
192 * @param x x-relative coordinates to its parent
193 * @param y y-relative coordinates to its parent
194 * @param z z-relative coordinates to its parent
195 * @see  void PNode::setRelCoor (const Vector& relCoord)
196 */
197void PNode::setRelCoor (float x, float y, float z)
198{
199  this->setRelCoor(Vector(x, y, z));
200}
201
202/**
203 * sets a new relative position smoothely
204 * @param relCoordSoft the new Position to iterate to
205 * @param bias how fast to iterate to this position
206 */
207void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
208{
209  if (likely(this->toCoordinate == NULL))
210    this->toCoordinate = new Vector();
211
212  *this->toCoordinate = relCoordSoft;
213  this->bias = bias;
214}
215
216
217/**
218 *  set relative coordinates smoothely
219 * @param x x-relative coordinates to its parent
220 * @param y y-relative coordinates to its parent
221 * @param z z-relative coordinates to its parent
222 * @see  void PNode::setRelCoorSoft (const Vector&, float)
223 */
224void PNode::setRelCoorSoft (float x, float y, float z, float bias)
225{
226  this->setRelCoorSoft(Vector(x, y, z), bias);
227}
228
229
230/**
231 * @param absCoord set absolute coordinate
232 */
233void PNode::setAbsCoor (const Vector& absCoord)
234{
235  if (this->toCoordinate!= NULL)
236  {
237    delete this->toCoordinate;
238    this->toCoordinate = NULL;
239  }
240
241  if( likely(this->parentMode & PNODE_MOVEMENT))
242  {
243      /* if you have set the absolute coordinates this overrides all other changes */
244    if (likely(this->parent != NULL))
245      this->relCoordinate = absCoord - parent->getAbsCoor ();
246    else
247      this->relCoordinate = absCoord;
248  }
249  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
250  {
251    if (likely(this->parent != NULL))
252      this->relCoordinate = absCoord - parent->getAbsCoor ();
253    else
254      this->relCoordinate = absCoord;
255  }
256
257  this->bRelCoorChanged = true;
258//  this->absCoordinate = absCoord;
259}
260
261
262/**
263 * @param x x-coordinate.
264 * @param y y-coordinate.
265 * @param z z-coordinate.
266 * @see void PNode::setAbsCoor (const Vector& absCoord)
267 */
268void PNode::setAbsCoor(float x, float y, float z)
269{
270  this->setAbsCoor(Vector(x, y, z));
271}
272
273/**
274 * @param absCoord set absolute coordinate
275 * @todo check off
276 */
277void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
278{
279  if (this->toCoordinate == NULL)
280    this->toCoordinate = new Vector;
281
282  if( likely(this->parentMode & PNODE_MOVEMENT))
283  {
284      /* if you have set the absolute coordinates this overrides all other changes */
285    if (likely(this->parent != NULL))
286      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
287    else
288      *this->toCoordinate = absCoordSoft;
289  }
290  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
291  {
292    if (likely(this->parent != NULL))
293      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
294    else
295      *this->toCoordinate = absCoordSoft;
296  }
297}
298
299
300/**
301 *  shift coordinate relative
302 * @param shift shift vector
303 *
304 * this function shifts the current coordinates about the vector shift. this is
305 * usefull because from some place else you can:
306 * PNode* someNode = ...;
307 * Vector objectMovement = calculateShift();
308 * someNode->shiftCoor(objectMovement);
309 *
310 * this is the internal method of:
311 * PNode* someNode = ...;
312 * Vector objectMovement = calculateShift();
313 * Vector currentCoor = someNode->getRelCoor();
314 * Vector newCoor = currentCoor + objectMovement;
315 * someNode->setRelCoor(newCoor);
316 *
317 */
318void PNode::shiftCoor (const Vector& shift)
319{
320  this->relCoordinate += shift;
321  this->bRelCoorChanged = true;
322}
323
324/**
325 *  set relative direction
326 * @param relDir to its parent
327 */
328void PNode::setRelDir (const Quaternion& relDir)
329{
330  if (this->toDirection!= NULL)
331  {
332    delete this->toDirection;
333    this->toDirection = NULL;
334  }
335  this->relDirection = relDir;
336
337  this->bRelCoorChanged = true;
338}
339
340/**
341 * @see void PNode::setRelDir (const Quaternion& relDir)
342 * @param x the x direction
343 * @param y the y direction
344 * @param z the z direction
345 *
346 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
347 */
348void PNode::setRelDir (float x, float y, float z)
349{
350  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
351}
352
353
354/**
355 * sets the Relative Direction of this node to its parent in a Smoothed way
356 * @param relDirSoft the direction to iterate to smoothely.
357 * @param bias how fast to iterate to the new Direction
358 */
359void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
360{
361  if (likely(this->toDirection == NULL))
362    this->toDirection = new Quaternion();
363
364  *this->toDirection = relDirSoft;
365  this->bias = bias;
366  this->bRelDirChanged = true;
367}
368
369/**
370 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
371 * @param x the x direction
372 * @param y the y direction
373 * @param z the z direction
374 *
375 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
376 */
377void PNode::setRelDirSoft(float x, float y, float z, float bias)
378{
379  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
380}
381
382/**
383 *  sets the absolute direction
384 * @param absDir absolute coordinates
385 */
386void PNode::setAbsDir (const Quaternion& absDir)
387{
388  if (this->toDirection!= NULL)
389  {
390    delete this->toDirection;
391    this->toDirection = NULL;
392  }
393
394  if (likely(this->parent != NULL))
395    this->relDirection = absDir / this->parent->getAbsDir();
396  else
397   this->relDirection = absDir;
398
399  this->bRelDirChanged = true;
400}
401
402/**
403 * @see void PNode::setAbsDir (const Quaternion& relDir)
404 * @param x the x direction
405 * @param y the y direction
406 * @param z the z direction
407 *
408 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
409 */
410void PNode::setAbsDir (float x, float y, float z)
411{
412  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
413}
414
415/**
416 * sets the absolute direction
417 * @param absDir absolute coordinates
418 */
419void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
420{
421  if (this->toDirection == NULL)
422    this->toDirection = new Quaternion();
423
424  if (likely(this->parent != NULL))
425    *this->toDirection = absDirSoft / this->parent->getAbsDir();
426  else
427   *this->toDirection = absDirSoft;
428
429  this->bias = bias;
430  this->bRelDirChanged = true;
431}
432
433/**
434 * @see void PNode::setAbsDir (const Quaternion& relDir)
435 * @param x the x direction
436 * @param y the y direction
437 * @param z the z direction
438 *
439 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
440 */
441void PNode::setAbsDirSoft (float x, float y, float z, float bias)
442{
443  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
444}
445
446
447/**
448 * shift Direction
449 * @param shift the direction around which to shift.
450 */
451void PNode::shiftDir (const Quaternion& shift)
452{
453  this->relDirection = this->relDirection * shift;
454  this->bRelDirChanged = true;
455}
456
457/**
458 *  adds a child and makes this node to a parent
459 * @param child child reference
460 * use this to add a child to this node.
461 */
462void PNode::addChild (PNode* child)
463{
464  if( likely(child->parent != NULL))
465    {
466      PRINTF(5)("PNode::addChild() - reparenting node: removing it and adding it again\n");
467      child->parent->children.remove(child);
468    }
469  child->parent = this;
470  if (unlikely(this != NULL))
471    this->children.push_back(child);
472  child->parentCoorChanged();
473}
474
475/**
476 * @see PNode::addChild(PNode* child);
477 * @param childName the name of the child to add to this PNode
478 */
479void PNode::addChild (const char* childName)
480{
481  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
482  if (childNode != NULL)
483    this->addChild(childNode);
484}
485
486/**
487 *  removes a child from the node
488 * @param child the child to remove from this pNode.
489 *
490 * Children from pNode will not be lost, they are referenced to NullPointer
491 */
492void PNode::removeChild (PNode* child)
493{
494  if (child != NULL)
495  {
496   child->removeNode();
497//   this->children->remove(child);
498//   child->parent = NULL;
499  }
500}
501
502/**
503 *  remove this pnode from the tree and adds all following to NullParent
504 *
505 * this can be the case, if an entity in the world is being destroyed.
506 */
507void PNode::removeNode()
508{
509  list<PNode*>::iterator child;
510  for (child = this->children.begin(); child != this->children.end(); child ++)
511    NullParent::getInstance()->addChild(*child);
512
513  if (this->parent != NULL)
514    this->parent->children.remove(this);
515}
516
517/**
518 * sets the parent of this PNode
519 * @param parent the Parent to set
520 */
521void PNode::setParent (PNode* parent)
522{
523  parent->addChild(this);
524}
525
526/**
527 * @see PNode::setParent(PNode* parent);
528 * @param parentName the name of the Parent to set to this PNode
529 */
530void PNode::setParent (const char* parentName)
531{
532  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
533  if (parentNode != NULL)
534    parentNode->addChild(this);
535}
536
537/**
538 * does the reparenting in a very smooth way
539 * @param parentNode the new Node to connect this node to.
540 * @param bias the speed to iterate to this new Positions
541 */
542void PNode::setParentSoft(PNode* parentNode, float bias)
543{
544  // return if the new parent and the old one match
545  if (this->parent == parentNode)
546    return;
547
548  // store the Valures to iterate to.
549  if (likely(this->toCoordinate == NULL))
550  {
551    this->toCoordinate = new Vector();
552    *this->toCoordinate = this->getRelCoor();
553  }
554  if (likely(this->toDirection == NULL))
555  {
556    this->toDirection = new Quaternion();
557    *this->toDirection = this->getRelDir();
558  }
559  this->bias = bias;
560
561
562  Vector tmpV = this->getAbsCoor();
563  Quaternion tmpQ = this->getAbsDir();
564
565  parentNode->addChild(this);
566
567 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
568   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
569 else
570   this->relCoordinate = tmpV - parentNode->getAbsCoor();
571
572 this->relDirection = tmpQ / parentNode->getAbsDir();
573}
574
575/**
576 * does the reparenting in a very smooth way
577 * @param parentName the name of the Parent to reconnect to
578 * @param bias the speed to iterate to this new Positions
579 */
580void PNode::setParentSoft(const char* parentName, float bias)
581{
582  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
583  if (parentNode != NULL)
584    this->setParentSoft(parentNode, bias);
585}
586
587/**
588 *  sets the mode of this parent manually
589 * @param parentMode a String representing this parentingMode
590 */
591void PNode::setParentMode (const char* parentingMode)
592{
593  this->setParentMode(PNode::charToParentingMode(parentingMode));
594}
595
596/**
597 *  updates the absCoordinate/absDirection
598 * @param dt The time passed since the last update
599 *
600 * this is used to go through the parent-tree to update all the absolute coordinates
601 * and directions. this update should be done by the engine, so you don't have to
602 * worry, normaly...
603 */
604void PNode::updateNode (float dt)
605{
606  if( likely(this->parent != NULL))
607    {
608      // movement for nodes with smoothMove enabled
609      if (unlikely(this->toCoordinate != NULL))
610      {
611        Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
612        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
613        {
614          this->shiftCoor(moveVect);
615        }
616        else
617        {
618          delete this->toCoordinate;
619          this->toCoordinate = NULL;
620          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
621        }
622      }
623      if (unlikely(this->toDirection != NULL))
624      {
625        Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
626        if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
627        {
628          this->relDirection = rotQuat;
629          this->bRelDirChanged;
630        }
631        else
632        {
633          delete this->toDirection;
634          this->toDirection = NULL;
635          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
636        }
637      }
638
639      // MAIN UPDATE /////////////////////////////////////
640      this->lastAbsCoordinate = this->absCoordinate;
641
642      PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
643
644
645      if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
646      {
647        /* update the current absDirection - remember * means rotation around sth.*/
648        this->prevRelCoordinate = this->relCoordinate;
649        this->absDirection = this->relDirection * parent->getAbsDir();;
650      }
651
652      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
653      {
654        /* update the current absCoordinate */
655        this->prevRelCoordinate = this->relCoordinate;
656        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
657      }
658      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
659      {
660        /* update the current absCoordinate */
661        this->prevRelCoordinate = this->relCoordinate;
662        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
663      }
664      /////////////////////////////////////////////////
665   }
666  else
667    {
668      PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
669      if (this->bRelCoorChanged)
670      {
671        this->prevRelCoordinate = this->relCoordinate;
672        this->absCoordinate = this->relCoordinate;
673      }
674      if (this->bRelDirChanged)
675      {
676        this->prevRelDirection = this->relDirection;
677        this->absDirection = this->getAbsDir () * this->relDirection;
678      }
679    }
680
681    if(this->children.size() > 0)
682    {
683      list<PNode*>::iterator child;
684      for (child = this->children.begin(); child != this->children.end(); child ++)
685      {
686        /* if this node has changed, make sure, that all children are updated also */
687        if( likely(this->bRelCoorChanged))
688          (*child)->parentCoorChanged ();
689        if( likely(this->bRelDirChanged))
690          (*child)->parentDirChanged ();
691
692        (*child)->updateNode(dt);
693      }
694    }
695    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
696    this->bRelCoorChanged = false;
697    this->bRelDirChanged = false;
698}
699
700
701void PNode::countChildNodes(int& nodes) const
702{
703  nodes++;
704  list<PNode*>::const_iterator child;
705  for (child = this->children.begin(); child != this->children.end(); child ++)
706    (*child)->countChildNodes(nodes);
707}
708
709
710/**
711 *  displays some information about this pNode
712 * @param depth The deph into which to debug the children of this PNode to.
713 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
714 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
715 */
716void PNode::debugNode(unsigned int depth, unsigned int level) const
717{
718  for (unsigned int i = 0; i < level; i++)
719    PRINT(0)(" |");
720  if (this->children.size() > 0)
721    PRINT(0)(" +");
722  else
723    PRINT(0)(" -");
724
725  int childNodeCount = 0;
726  this->countChildNodes(childNodeCount);
727
728  PRINT(0)("PNode(%s::%s) - absCoord: (%0.2f, %0.2f, %0.2f), relCoord(%0.2f, %0.2f, %0.2f), direction(%0.2f, %0.2f, %0.2f) - %s - %d childs\n",
729           this->getClassName(),
730           this->getName(),
731           this->absCoordinate.x,
732           this->absCoordinate.y,
733           this->absCoordinate.z,
734           this->relCoordinate.x,
735           this->relCoordinate.y,
736           this->relCoordinate.z,
737           this->getAbsDirV().x,
738           this->getAbsDirV().y,
739           this->getAbsDirV().z,
740           this->parentingModeToChar(parentMode),
741           childNodeCount);
742  if (depth >= 2 || depth == 0)
743  {
744    list<PNode*>::const_iterator child;
745    for (child = this->children.begin(); child != this->children.end(); child ++)
746    {
747      if (depth == 0)
748        (*child)->debugNode(0, level + 1);
749      else
750        (*child)->debugNode(depth - 1, level +1);
751    }
752  }
753}
754
755/**
756 * displays the PNode at its position with its rotation as a cube.
757 * @param  depth The deph into which to debug the children of this PNode to.
758 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
759 * @param size the Size of the Box to draw.
760 * @param color the color of the Box to display.
761 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
762 */
763void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
764{
765  // if this is the first Element we draw
766  if (level == 0)
767  {
768    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
769    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
770
771    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
772    glDisable(GL_BLEND);         // ''
773    glDisable(GL_TEXTURE_2D);    // ''
774    glDisable(GL_DEPTH_TEST);    // ''
775  }
776
777  glPushMatrix();                // repush the Matrix-stack
778  /* translate */
779  glTranslatef (this->getAbsCoor ().x,
780                this->getAbsCoor ().y,
781                this->getAbsCoor ().z);
782//  this->getAbsDir ().matrix (matrix);
783
784  /* rotate */
785  Vector tmpRot = this->getAbsDir().getSpacialAxis();
786  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
787  /* set the new Color */
788  glColor3f(color.x, color.y, color.z);
789  { /* draw a cube of size size */
790    glBegin(GL_LINE_STRIP);
791    glVertex3f(-.5*size, -.5*size,  -.5*size);
792    glVertex3f(+.5*size, -.5*size,  -.5*size);
793    glVertex3f(+.5*size, -.5*size,  +.5*size);
794    glVertex3f(-.5*size, -.5*size,  +.5*size);
795    glVertex3f(-.5*size, -.5*size,  -.5*size);
796    glEnd();
797    glBegin(GL_LINE_STRIP);
798    glVertex3f(-.5*size, +.5*size,  -.5*size);
799    glVertex3f(+.5*size, +.5*size,  -.5*size);
800    glVertex3f(+.5*size, +.5*size,  +.5*size);
801    glVertex3f(-.5*size, +.5*size,  +.5*size);
802    glVertex3f(-.5*size, +.5*size,  -.5*size);
803    glEnd();
804
805    glBegin(GL_LINES);
806    glVertex3f(-.5*size, -.5*size,  -.5*size);
807    glVertex3f(-.5*size, +.5*size,  -.5*size);
808    glVertex3f(+.5*size, -.5*size,  -.5*size);
809    glVertex3f(+.5*size, +.5*size,  -.5*size);
810    glVertex3f(+.5*size, -.5*size,  +.5*size);
811    glVertex3f(+.5*size, +.5*size,  +.5*size);
812    glVertex3f(-.5*size, -.5*size,  +.5*size);
813    glVertex3f(-.5*size, +.5*size,  +.5*size);
814    glEnd();
815  }
816
817  glPopMatrix();
818  if (depth >= 2 || depth == 0)
819  {
820    /* rotate the current color in HSV space around 20 degree */
821    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
822    list<PNode*>::const_iterator child;
823    for (child = this->children.begin(); child != this->children.end(); child ++)
824    {
825      // drawing the Dependency graph
826     if (this != NullParent::getInstance())
827      {
828       glBegin(GL_LINES);
829       glColor3f(color.x, color.y, color.z);
830       glVertex3f(this->getAbsCoor ().x,
831                  this->getAbsCoor ().y,
832                  this->getAbsCoor ().z);
833        glColor3f(childColor.x, childColor.y, childColor.z);
834        glVertex3f((*child)->getAbsCoor ().x,
835                   (*child)->getAbsCoor ().y,
836                   (*child)->getAbsCoor ().z);
837        glEnd();
838      }
839
840      /* if we want to draw the children too */
841      if (depth == 0) /* -> all of them */
842        (*child)->debugDraw(0, size, childColor, level+1);
843      else            /* -> only the Next one */
844        (*child)->debugDraw(depth - 1, size, childColor, level +1);
845    }
846  }
847  if (level == 0)
848    glPopAttrib(); /* pop the saved attributes back out */
849}
850
851
852
853/////////////////////
854// HELPER_FUCTIONS //
855/////////////////////
856
857/**
858 * converts a parentingMode into a string that is the name of it
859 * @param parentingMode the ParentingMode to convert
860 * @return the converted string
861 */
862const char* PNode::parentingModeToChar(int parentingMode)
863{
864  if (parentingMode == PNODE_LOCAL_ROTATE)
865    return "local-rotate";
866  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
867    return "rotate-movement";
868  else if (parentingMode == PNODE_MOVEMENT)
869    return "movement";
870  else if (parentingMode == PNODE_ALL)
871    return "all";
872  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
873    return "rotate-and-move";
874}
875
876/**
877 * converts a parenting-mode-string into a int
878 * @param parentingMode the string naming the parentingMode
879 * @return the int corresponding to the named parentingMode
880 */
881PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
882{
883  if (!strcmp(parentingMode, "local-rotate"))
884    return (PNODE_LOCAL_ROTATE);
885  else  if (!strcmp(parentingMode, "rotate-movement"))
886    return (PNODE_ROTATE_MOVEMENT);
887  else  if (!strcmp(parentingMode, "movement"))
888    return (PNODE_MOVEMENT);
889  else  if (!strcmp(parentingMode, "all"))
890    return (PNODE_ALL);
891  else  if (!strcmp(parentingMode, "rotate-and-move"))
892    return (PNODE_ROTATE_AND_MOVE);
893}
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