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source: orxonox.OLD/orxonox/trunk/src/lib/collision_detection/cd_engine.cc @ 5069

Last change on this file since 5069 was 5047, checked in by patrick, 19 years ago

orxonox/trunk: flushing work

File size: 4.0 KB
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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
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
33
34using namespace std;
35
36
37/**
38 *  standard constructor
39 */
40CDEngine::CDEngine ()
41{
42  this->setClassID(CL_CD_ENGINE, "CDEngine");
43}
44
45
46/**
47 *  the singleton reference to this class
48 */
49CDEngine* CDEngine::singletonRef = NULL;
50
51
52/**
53 *  standard deconstructor
54 */
55CDEngine::~CDEngine ()
56{
57  CDEngine::singletonRef = NULL;
58}
59
60
61/**
62 *  this is the collision checking function
63
64    there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to
65    be able to enhance iteration speed.
66 */
67void CDEngine::checkCollisions()
68{
69  this->checkCollisionObjects();
70  //this->checkCollisionGround();
71}
72
73
74/**
75 *  this checks the collisions with the objects
76 */
77void CDEngine::checkCollisionObjects()
78{
79  BVTree* tree;
80  tIterator<WorldEntity>* iterator1 = entityList->getIterator();
81  tIterator<WorldEntity>* iterator2 = entityList->getIterator();
82  WorldEntity* entity1 = iterator1->nextElement();
83  WorldEntity* entity2 = iterator2->seekElement(entity1);
84  PRINTF(3)("checking for collisions\n");
85  while( entity1 != NULL)
86  {
87    if( likely(entity1 != this->terrain))
88    {
89      while( entity2 != NULL)
90      {
91        if( likely(entity2 != this->terrain))
92        {
93          PRINTF(3)("checking object %s against %s\n", entity1->getName(), entity2->getName());
94          tree = entity1->getOBBTree();
95          if( likely(tree != NULL)) tree->collideWith(entity1, entity2);
96        }
97        entity2 = iterator2->nextElement();
98      }
99    }
100    entity1 = iterator1->nextElement();
101    entity2 = iterator2->seekElement(entity1);
102
103  }
104  delete iterator1;
105  delete iterator2;
106}
107
108
109/**
110 *  this checks the collisions with the ground
111 */
112void CDEngine::checkCollisionGround()
113{
114  if( likely( this->terrain != NULL))
115  {
116    Quadtree* q = this->terrain->ssp->getQuadtree();
117
118    QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor());
119  }
120  //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor());
121}
122
123
124/**
125 *  this draws the bounding volume tree
126 * @param depth until which depth to draw the tree
127 * @param drawMode mod which states how to draw it
128 */
129void CDEngine::drawBV(int depth, int drawMode) const
130{
131  /* this would operate on  worldList bases, for testing purposes, we only use one OBBTree */
132  //this->rootTree->drawBV(depth, drawMode);
133
134  tIterator<WorldEntity>* iterator = entityList->getIterator();
135  WorldEntity* entity = iterator->nextElement();
136  while( entity != NULL)
137  {
138    entity->drawBVTree(depth, drawMode);
139    entity = iterator->nextElement();
140  }
141  delete iterator;
142}
143
144
145/**
146 * some debug output on the class
147 */
148void CDEngine::debug()
149{
150  PRINT(0)("\n=============================| CDEngine::debug() |===\n");
151  PRINT(0)("=  CDEngine: Spawning Tree Start\n");
152  //this->rootTree->debug();
153  PRINT(0)("=  CDEngine: Spawning Tree: Finished\n");
154  PRINT(0)("=======================================================\n");
155
156}
157
158
159/**
160 * this spawns a tree for debug purposes only
161 */
162void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices)
163{
164  if ( this->rootTree == NULL)
165    this->rootTree = new OBBTree();
166  this->rootTree->spawnBVTree(depth, vertices, numVertices);
167}
168
169
170/**
171 * this draws the debug spawn tree
172 */
173void CDEngine::debugDraw(int depth, int drawMode)
174{
175  if(this-> rootTree != NULL)
176    this->rootTree->drawBV(depth, drawMode);
177}
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