Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/cd_engine.cc @ 5012

Last change on this file since 5012 was 4968, checked in by patrick, 19 years ago

orxonox/trunk: some fixeds in the quadtree framework. No debug draw anymore

File size: 3.7 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: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION
17
18#include "cd_engine.h"
19#include "obb_tree.h"
20#include "debug.h"
21#include "list.h"
22
23#include "abstract_model.h"
24#include "world_entity.h"
25#include "terrain.h"
26#include "player.h"
27
28#include "spatial_separation.h"
29#include "quadtree.h"
30#include "quadtree_node.h"
31
32
33using namespace std;
34
35
36/**
37 *  standard constructor
38 */
39CDEngine::CDEngine ()
40{
41  this->setClassID(CL_CD_ENGINE, "CDEngine");
42}
43
44
45/**
46 *  the singleton reference to this class
47 */
48CDEngine* CDEngine::singletonRef = NULL;
49
50
51/**
52 *  standard deconstructor
53 */
54CDEngine::~CDEngine ()
55{
56  CDEngine::singletonRef = NULL;
57}
58
59
60/**
61 *  this is the collision checking function
62
63    there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to
64    be able to enhance iteration speed.
65 */
66void CDEngine::checkCollisions()
67{
68  //this->checkCollisionObjects();
69  this->checkCollisionGround();
70}
71
72
73/**
74 *  this checks the collisions with the objects
75 */
76void CDEngine::checkCollisionObjects()
77{
78  tIterator<WorldEntity>* iterator1 = entityList->getIterator();
79  tIterator<WorldEntity>* iterator2 = entityList->getIterator();
80  WorldEntity* entity1 = iterator1->nextElement();
81  WorldEntity* entity2 = iterator2->seekElement(entity1);
82  PRINTF(3)("checking for collisions\n");
83  while( entity1 != NULL)
84  {
85    while( entity2 != NULL)
86    {
87      PRINTF(3)("checking object %s against %s\n", entity1->getName(), entity2->getName());
88      entity1->collideWith(entity2);
89      entity2 = iterator2->nextElement();
90    }
91    entity1 = iterator1->nextElement();
92    entity2 = iterator2->seekElement(entity1);
93
94  }
95  delete iterator1;
96  delete iterator2;
97}
98
99
100/**
101 *  this checks the collisions with the ground
102 */
103void CDEngine::checkCollisionGround()
104{
105  Quadtree* q = this->terrain->ssp->getQuadtree();
106
107  QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor());
108
109  //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor());
110}
111
112
113/**
114 *  this draws the bounding volume tree
115 * @param depth until which depth to draw the tree
116 * @param drawMode mod which states how to draw it
117 */
118void CDEngine::drawBV(int depth, int drawMode) const
119{
120  /* this would operate on  worldList bases, for testing purposes, we only use one OBBTree */
121  //this->rootTree->drawBV(depth, drawMode);
122
123  tIterator<WorldEntity>* iterator = entityList->getIterator();
124  WorldEntity* entity = iterator->nextElement();
125  while( entity != NULL)
126  {
127    entity->drawBVTree(depth, drawMode);
128    entity = iterator->nextElement();
129  }
130  delete iterator;
131}
132
133
134/**
135 * some debug output on the class
136 */
137void CDEngine::debug()
138{
139  PRINT(0)("\n=============================| CDEngine::debug() |===\n");
140  PRINT(0)("=  CDEngine: Spawning Tree Start\n");
141  //this->rootTree->debug();
142  PRINT(0)("=  CDEngine: Spawning Tree: Finished\n");
143  PRINT(0)("=======================================================\n");
144
145}
146
147
148/**
149 * this spawns a tree for debug purposes only
150 */
151void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices)
152{
153  if ( this->rootTree == NULL)
154    this->rootTree = new OBBTree();
155  this->rootTree->spawnBVTree(depth, vertices, numVertices);
156}
157
158
159/**
160 * this draws the debug spawn tree
161 */
162void CDEngine::debugDraw(int depth, int drawMode)
163{
164  if(this-> rootTree != NULL)
165    this->rootTree->drawBV(depth, drawMode);
166}
Note: See TracBrowser for help on using the repository browser.