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source: orxonox.OLD/branches/script_engine/src/lib/coord/p_node.h @ 8569

Last change on this file since 8569 was 8485, checked in by snellen, 18 years ago

helicopter scripted

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1/*!
2 * @file p_node.h
3 * @brief Definition of THE 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 bRelCoorChanged is true (so moved)
13 *  o bRelDirChanged is true (so changed)
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 "stdincl.h"
23#include "synchronizeable.h"
24
25#include "vector.h"
26#include "quaternion.h"
27#include <list>
28
29// FORWARD DECLARATION
30class TiXmlElement;
31
32#define PNODE_ITERATION_DELTA    .001
33
34//! Parental linkage modes
35typedef enum
36{
37  // PARENTAL FOLLOWING
38  PNODE_LOCAL_ROTATE                   = 0x0001,    //!< Rotates all the children around their centers.
39  PNODE_ROTATE_MOVEMENT                = 0x0002,    //!< Moves all the children around the center of their parent, without the rotation around their own centers.
40
41  PNODE_MOVEMENT                       = 0x0004,    //!< Moves all children along with the parent.
42  // special linkage modes
43  PNODE_ALL                            = 0x0003,    //!< Moves all children around the center of their parent, and also rotates their centers
44  PNODE_ROTATE_AND_MOVE                = 0x0005,    //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent.
45
46
47  // REPARENTING
48  PNODE_REPARENT_TO_NULL               = 0x0010,    //!< Reparents to the Null, if the Parent is Removed. Meaning the Node wont have a parent anymore.
49  PNODE_REPARENT_TO_PARENTS_PARENT     = 0x0020,    //!< Reparents the Node to the parents (old) parent it the parent gets removed.
50  /////////////////////////////////////////////     //  ELSE: Reparents to the NullParent.
51  PNODE_REPARENT_DELETE_CHILDREN       = 0x0040,    //!< Deletes the Children of the node when This Node is Removed. (Use with care).
52  /// FIXME
53   PNODE_REPARENT_KEEP_POSITION         = 0x0080,    //!< Tries to keep the Position if the Node is reparented.
54
55
56  // DELETION
57  PNODE_PROHIBIT_CHILD_DELETE          = 0x0100,    //!< Prohibits the Children from being deleted if this Node gets deleted.
58  PNODE_PROHIBIT_DELETE_WITH_PARENT    = 0x0200,    //!< Prohibits the Node to be deleted if the Parent is. Child will be reparented according to the Repaenting-Rules
59  PNODE_REPARENT_CHILDREN_ON_REMOVE    = 0x0400,    //!< Reparents the Children of the Node if the Node gets Removed.
60  PNODE_REPARENT_ON_PARENTS_REMOVE     = 0x0800,    //!< The Node gets Reparented if its Parent gets removed. Child will be reparented according to the Reparenting-Rules.
61
62  // VISIBILITY/ACTIVITY
63  PNODE_HIDE_CHILDREN_IF_HIDDEN        = 0x1000,    //!< Prohibits the Children from being drawn if this node isn't visible. (used for Draw))
64  PNODE_HIDE_IF_PARENT_HIDDEN          = 0x2000,    //!< Prohibits the node from being drawn if the Parent is invisible.
65  PNODE_UPDATE_CHILDREN_IF_INACTIVE    = 0x4000,    //!< Updates the Children of this Node even if the Parent is Inactive (note if this's parent is inactive children won't be updated.)
66  PNODE_STATIC_NODE                    = 0x8000,    //!< Used for nodes that do not have any moving children, and that do not move.
67
68} PARENT_MODE;
69
70//! The default mode of the translation-binding.
71#define PNODE_PARENT_MODE_DEFAULT PNODE_ALL | \
72                                  PNODE_REPARENT_KEEP_POSITION
73
74
75//! Patent Node is a Engine to calculate the position of an Object in respect to the position of its parent.
76class PNode : virtual public BaseObject, virtual public Synchronizeable {
77 public:
78  PNode (PNode* parent = PNode::getNullParent(), long nodeFlags = PNODE_PARENT_MODE_DEFAULT);
79  virtual ~PNode ();
80
81  virtual void loadParams(const TiXmlElement* root);
82
83  void init();
84
85  // ACTIVATION //
86  inline void activateNode() { this->bActive = this->bRelCoorChanged = this->bRelDirChanged = true; };
87  inline void deactivateNode() { this->bActive = false; };
88  inline bool getNodeActiveState() { return this->bActive; };
89
90  // POSITION //
91  void setRelCoor (const Vector& relCoord);
92  void setRelCoor (float x, float y, float z);
93  void setRelCoorSoft(const Vector& relCoordSoft, float bias = 1.0);
94  void setRelCoorSoft(float x, float y, float z, float bias = 1.0);
95  /** @returns the relative position */
96  inline const Vector& getRelCoor () const { return this->prevRelCoordinate; };
97  /** @returns the Relative Coordinate Destination */
98  inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; };
99  void setAbsCoor (const Vector& absCoord);
100  void setAbsCoor (float x, float y, float z);
101  void setAbsCoorSoft(const Vector& absCoordSoft, float bias = 1.0);
102  void setAbsCoorSoft(float x, float y, float z, float bias = 1.0);
103  /** @returns the absolute position */
104  inline const Vector& getAbsCoor () const { return this->absCoordinate; };
105  /** @returns the absolute X coordinate. */
106  inline float getAbsCoorX() { return this->absCoordinate.x; };
107  /** @returns the absolute Y Coordinate */
108  inline float getAbsCoorY() { return this->absCoordinate.y; };
109  /** @returns the absolute Z Coordinate */
110  inline float getAbsCoorZ() { return this->absCoordinate.z; };
111 
112  void shiftCoor (const Vector& shift);
113  void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); };
114
115  // SPEED //
116  /** @returns the Speed of the Node */
117  inline float getSpeed() const { return this->velocity.len(); };
118  /** @returns the Velocity of the Node */
119  inline const Vector& getVelocity() const { return this->velocity; };
120
121
122  // ROTATION //
123  void setRelDir (const Quaternion& relDir);
124  void setRelDir (float angle, float x, float y, float z);
125  void setRelDirSoft(const Quaternion& relDirSoft, float bias = 1.0);
126  void setRelDirSoft(float angle, float x, float y, float z, float bias = 1.0);
127  /** @returns the relative Direction */
128  inline const Quaternion& getRelDir () const { return this->prevRelDirection; };
129  /** @returns the Relative Directional Destination */
130  inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; };
131  /** @returns a Vector pointing into the relative Direction */
132  inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); };
133  void setAbsDir (const Quaternion& absDir);
134  void setAbsDir (float angle, float x, float y, float z);
135  void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0);
136  void setAbsDirSoft(float angle, float x, float y, float z, float bias = 1.0);
137  void shiftDir (const Quaternion& shift);
138  /** @returns the absolute Direction */
139  inline const Quaternion& getAbsDir () const { return this->absDirection; };
140  /** @returns a Vector pointing into the absolute Direction */
141  inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); };
142  /** @returns A Vector pointing into the forward direction (X) of the Node */
143  inline Vector getAbsDirX() const { return this->absDirection.apply(Vector(1,0,0)); };
144  /** @returns A Vector pointing into the upward direction (Y) of the Node */
145  inline Vector getAbsDirY() const { return this->absDirection.apply(Vector(0,1,0)); };
146  /** @returns A Vector pointing into the right direction (Z) of the Node */
147  inline Vector getAbsDirZ() const { return this->absDirection.apply(Vector(0,0,1)); };
148
149
150  // PARENTING //
151  void addChild (PNode* child);
152  void addChild (const std::string& childName);
153  void removeChild (PNode* child);
154  void removeNode();
155
156  PNode* seekNextAssignedPNode(PNode* node) const;
157
158  /** @param parent the new parent of this node */
159  inline void setParent (PNode* parent) { parent->addChild(this); };
160  void setParent (const std::string& parentName);
161  /** @returns the parent of this PNode */
162  inline PNode* getParent () const { return this->parent; };
163  /** @returns the List of Children of this PNode */
164  const std::list<PNode*>& getNodesChildren() const { return this->children; };
165
166  void setParentSoft(PNode* parentNode, float bias = 1.0);
167  void setParentSoft(const std::string& parentName, float bias = 1.0);
168
169  // PARENTING_MODE AND OTHER FLAGS //
170  void setParentMode (PARENT_MODE parentMode);
171  void setParentMode (const std::string& parentingMode);
172  /** @returns the Parenting mode of this node */
173  int getParentMode() const { return 0x000f & this->parentMode; };
174
175  void addNodeFlags(unsigned short nodeFlags);
176  void removeNodeFlags(unsigned short nodeFlags);
177
178  // NULL_PARENT //
179  /** @returns the NullParent, the (main) ROOT of the PNode Tree. If it does not yet exist, it will be created. */
180  static PNode* getNullParent()  { return (PNode::nullParent != NULL)? PNode::nullParent : PNode::createNullParent(); };
181
182  // UPDATING //
183  void updateNode (float dt);
184
185  // DEBUG //
186  void countChildNodes(int& nodes) const;
187  void debugNode (unsigned int depth = 1, unsigned int level = 0) const;
188  void debugDraw(unsigned int depth = 1, float size = 1.0, const Vector& color = Vector(1, 0, 0), unsigned int level = 0) const;
189
190  // HELPER_FUNCTIONS //
191  static const char* parentingModeToString(int parentingMode);
192  static PARENT_MODE stringToParentingMode(const std::string& parentingMode);
193  float distance(const PNode* node) const { return (this->getAbsCoor() - node->getAbsCoor()).len(); };
194
195 private:
196  /** tells the child that the parent's Coordinate has changed */
197  inline void parentCoorChanged () { this->bRelCoorChanged = true; }
198  /** tells the child that the parent's Direction has changed */
199  inline void parentDirChanged () { this->bRelDirChanged = true; }
200 public:
201  /** @returns the last calculated coordinate */
202  inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; }
203 private:
204  static PNode* createNullParent();
205  void reparent();
206  bool checkIntegrity(const PNode* checkParent) const;
207  void eraseChild(PNode* child);
208
209 private:
210  bool               bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked
211  bool               bRelDirChanged;     //!< If Relative Direction has changed since last time we checked
212
213  Vector             relCoordinate;      //!< coordinates relative to the parent
214  Vector             absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) )
215  Quaternion         relDirection;       //!< direction relative to the parent
216  Quaternion         absDirection;       //!< absolute direvtion in the world ( from (0,0,1) )
217
218  Vector             prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle.
219  Vector             lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate
220  Quaternion         prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle.
221//  Quaternion         lastAbsDirection;
222
223  Vector             velocity;           //!< Saves the velocity.
224
225  Vector*            toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft)
226  Quaternion*        toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft)
227  float              bias;               //!< how fast to iterate to the given position (default is 1)
228
229  PNode*             parent;             //!< a pointer to the parent node.
230  std::list<PNode*>  children;           //!< list of the children of this PNode.
231
232  bool               bActive;            //!< If the Node is Active (for cutting off the rest of the tree in update).
233  unsigned short     parentMode;         //!< the mode of the binding
234
235
236  static PNode*      nullParent;         //!< The ROOT of the main PNode Tree.
237
238  private:
239    float coorx;
240    float coory;
241    float coorz;
242
243    float rotw;
244    float rotx;
245    float roty;
246    float rotz;
247   
248  private:
249    int relCoordinate_handle;
250    int relDirection_handle;
251    Vector relCoordinate_write;
252    Quaternion relDirection_write;
253   
254  public:
255    virtual void varChangeHandler( std::list<int> & id );
256};
257
258#endif /* _P_NODE_H */
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