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source: orxonox.OLD/orxonox/branches/parenting/src/track_manager.h @ 3340

Last change on this file since 3340 was 3335, checked in by bensch, 20 years ago

orxonox/branches/parenting: added TrackManager to world.cc. (just the constructor), and moved some functions.

File size: 5.3 KB
Line 
1/*!
2    \file track_manager.h
3    \brief manages all tracks defined in the world and the path the player takes
4
5    it is a container for all tracks and all track-nodes. it manages the movement of
6    the track helper-parent (that drives the player). it is responsable for calculating
7    smooth curves etc.
8*/
9
10
11#ifndef _TRACK_MANAGER_H
12#define _TRACK_MANAGER_H
13
14#include "stdincl.h"
15
16
17//! condition for choosing a certain Path. \todo implement a useful way.
18struct PathCondition
19{
20 
21};
22 
23
24//! A Graph-Element, that holds the curve-structure of a Level.
25/**
26   A TrackElement is used, to define the structure of the Track itself.
27   It is a graph and not a tree, because paths can fork and join again.
28*/
29class TrackElement
30{
31 public:
32  TrackElement(void);
33  ~TrackElement(void);
34
35  TrackElement* findByID(unsigned int trackID);
36
37  bool isFresh;              //!< If no Points where added until now
38  bool isSavePoint;          //!< If the first node is a savePoint
39  bool isFork;               //!< If the first node is a Fork
40  bool isJoined;             //!< If the End of the Curve is joined.
41  PathCondition cond;        //!< The Split Condition;
42  int ID;                    //!< The ID of this TrackElement
43  float startingTime;        //!< The time at which this Track begins.
44  float duration;            //!< The time used to cross this TrackElement (curve).
45  CurveType curveType;       //!< The CurveType this will have.
46  int nodeCount;             //!< The count of points this TrackElement has.
47  char* name;                //!< A name for the Trac.
48  Curve* curve;              //!< The Curve of this TrackElement
49  int childCount;            //!< The number of Children This TrackElement has.
50  TrackElement** children;   //!< A TrackElement can have a Tree of following TrackElements.
51};
52
53
54
55//! The TrackManager handles the flow of the Players through the game.
56/**
57   \todo write the methodes
58
59   <b>The TrackManager works as followed:</b> \n
60     \n
61   <b>1. Initialize it, by setting up the Graph. You can do this by using the following Commands.</b>
62    \li workOn(): changes the ID that will be altered through the changes.
63    \li setCurveType(): lets you set the CurveType of the Curve we are Working on. (default is BezierCurve, set this as early as possible, for this uses resources).
64    \li setDuration(): sets the length of the current path in seconds.
65    \li addPoint(): adds a point to the Curve.
66    \li addHotPoint(): adds save/splitpoint.\n
67    \li fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then).
68    \li condition(): decides under what condition a certain Path will be chosen.
69    \li join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point)
70    \li setSavePoint(): Sets a HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot.
71
72    HotPoints and Joins are at the beginning of a TrackElement. \n
73    SavePoints and Forks are at the end of a TrackElement \n
74    look out: <b>SAVEPOINTS CAN NOT BE FORKS</b> (but joins), because the condition is really hard to guess if you do not give some impuls. \n
75\n
76   <b> 2. Runtime knows the following: </b>
77    \li calcPos(): returns the current position on the track
78    \li calcDir(): returns the current Direction the track is flying on.
79    \li tick(): makes a Step on the Path. increases localTime by dt.
80    \li choosePath(): a Function that decides which Path we should follow.
81   
82   TrackManager can be handled as a StateMachine.
83   \n\n
84    Names:
85    \li TrackManager: handles Tracks
86    \li Track:        The Track that the ship can follow
87    \li Path:         one way through the Level, that is dependent on conditionals.
88    \li Conditional:  A decition making device, that chooses betwen different TrackElements for the Path.
89    \li TrackElement: A Part of A whole Track
90*/
91class TrackManager : public BaseObject
92{
93 private:
94  TrackManager(void);
95
96  static TrackManager* singletonRef;  //!< There may only be one TrackManager existing.
97  TrackElement* firstTrackElem;       //!< The first TrackElement that exists.
98  TrackElement* currentTrackElem;     //!< The TrackElement we are working on.
99  float localTime;                    //!< The time that has been passed since the traveling the Track.
100  float maxTime;                      //!< The maximal time the track has.
101  int trackElemCount;                 //!< The count of TrackElements that exist.
102 
103  void initChildren(unsigned int childCount);
104
105  TrackElement* findTrackElementByID(unsigned int trackID) const;
106
107 public:
108  ~TrackManager(void);
109  static TrackManager* getInstance(void);
110
111  // Methods to change the Path (initialisation)
112  void workOn(unsigned int trackID);
113  void setCurveType(CurveType curveType);
114  void setDuration(float time);
115  bool addPoint(Vector newPoint);
116  int addHotPoint(Vector newPoint);
117  int setSavePoint(void);
118  void fork(unsigned int count, ...);
119  void forkV(unsigned int count, int* trackIDs);
120  void condition(unsigned int groupID, PathCondition cond); //!< \todo really do this!!
121  void join(unsigned int count, ...);
122  void joinV(unsigned int count, int* trackIDs);
123
124  // Methods to calculate the position on the Path (runtime)
125  Vector calcPos(void) const;
126  Vector calcDir(void) const;
127  void tick(float dt);
128  void jumpTo(float time);
129  void choosePath(int graphID);
130
131};
132
133#endif /* _TRACK_MANAGER_H */
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