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source: orxonox.OLD/orxonox/trunk/src/lib/coord/p_node.cc @ 5067

Last change on this file since 5067 was 5050, checked in by bensch, 19 years ago

orxonox/trunk: now operating on previous (not last as AbsCoor, but absCoor) Relative coordinates and Directions

File size: 21.3 KB
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[4570]1/*
[3246]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
[4570]13   co-programmer:
[3365]14
[4836]15   @todo Smooth-Parent: delay, speed
[3246]16*/
17
[3590]18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
[3246]19
20#include "p_node.h"
[4761]21#include "null_parent.h"
22
23#include "load_param.h"
24#include "class_list.h"
25
[3607]26#include "stdincl.h"
[3860]27#include "compiler.h"
[3608]28#include "error.h"
29#include "debug.h"
30#include "list.h"
31#include "vector.h"
32
[3607]33//#include "vector.h"
34//#include "quaternion.h"
[3246]35
36using namespace std;
37
38
39/**
[4836]40 *  standard constructor
[3246]41*/
[4570]42PNode::PNode ()
[3365]43{
[3552]44  init(NULL);
[3529]45
[4436]46  NullParent::getInstance()->addChild(this);
[3365]47}
[3246]48
[4448]49/**
[4836]50 * @param root the load-Element for the PNode
[4448]51*/
[4436]52PNode::PNode(const TiXmlElement* root)
53{
54  this->init(NULL);
[4444]55  this->loadParams(root);
[4570]56
[4436]57  NullParent::getInstance()->addChild(this);
58}
[3246]59
60/**
[4836]61 *  constructor with coodinates
62 * @param absCoordinate the Absolute coordinate of the Object
63 * @param parent The parent-node of this node.
[3365]64*/
[4993]65PNode::PNode (const Vector& absCoor, PNode* parent )
[3365]66{
[3552]67  this->init(parent);
[3365]68
[3860]69  if (likely(parent != NULL))
[3800]70    parent->addChild (this);
[4993]71
72  this->setAbsCoor(absCoor);
[3365]73}
74
75/**
[4836]76 *  standard deconstructor
[3246]77*/
[4570]78PNode::~PNode ()
[3365]79{
[3804]80  tIterator<PNode>* iterator = this->children->getIterator();
81  PNode* pn = iterator->nextElement();
[4570]82  while( pn != NULL)
83    {
[3560]84      delete pn;
[3804]85      pn = iterator->nextElement();
[3551]86    }
[3804]87  delete iterator;
[3544]88  /* this deletes all children in the list */
89  delete this->children;
[4870]90  if (this->parent)
91    this->parent->removeChild(this);
[3365]92}
[3246]93
[4448]94/**
[4836]95 *  initializes a PNode
96 * @param parent the parent for this PNode
[4448]97*/
[3552]98void PNode::init(PNode* parent)
99{
[4742]100  this->setClassID(CL_PARENT_NODE, "PNode");
[3552]101  this->children = new tList<PNode>();
102  this->bRelCoorChanged = true;
103  this->bRelDirChanged = true;
[4570]104  this->parent = parent;
[4987]105
[4993]106  // iterators
107  this->toCoordinate = NULL;
[4990]108  this->toDirection = NULL;
[4992]109  this->bias = 1.0;
[3552]110}
[3365]111
[4448]112/**
[4836]113 *  loads parameters of the PNode
114 * @param root the XML-element to load the properties of
[4448]115*/
[4436]116void PNode::loadParams(const TiXmlElement* root)
117{
118  static_cast<BaseObject*>(this)->loadParams(root);
[4610]119
[4771]120  LoadParam<PNode>(root, "rel-coor", this, &PNode::setRelCoor)
121      .describe("Sets The relative position of the Node to its parent.");
122
[4610]123  LoadParam<PNode>(root, "abs-coor", this, &PNode::setAbsCoor)
124      .describe("Sets The absolute Position of the Node.");
125
[4771]126  LoadParam<PNode>(root, "rel-dir", this, &PNode::setRelDir)
127      .describe("Sets The relative rotation of the Node to its parent.");
[4761]128
[4771]129  LoadParam<PNode>(root, "abs-dir", this, &PNode::setAbsDir)
130      .describe("Sets The absolute rotation of the Node.");
131
[4761]132  LoadParam<PNode>(root, "parent", this, &PNode::setParent)
133      .describe("the Name of the Parent of this PNode");
[4765]134
135  LoadParam<PNode>(root, "parent-mode", this, &PNode::setParentMode)
136      .describe("the mode to connect this node to its parent ()");
137
138  // cycling properties
[4785]139  if (root != NULL)
[4765]140  {
[4785]141    const TiXmlElement* element = root->FirstChildElement();
142    while (element != NULL)
143    {
144      LoadParam<PNode>(root, "parent", this, &PNode::addChild, true)
145          .describe("adds a new Child to the current Node.");
[4765]146
[4785]147      element = element->NextSiblingElement();
148    }
[4765]149  }
[4436]150}
[3365]151
152/**
[4836]153 *  set relative coordinates
154 * @param relCoord relative coordinates to its parent
[3365]155
156   it is very importand, that you use this function, if you want to update the
157   relCoordinates. If you don't use this, the PNode won't recognize, that something
158   has changed and won't update the children Nodes.
159*/
[3810]160void PNode::setRelCoor (const Vector& relCoord)
[3675]161{
[4993]162  this->relCoordinate = relCoord;
[3675]163  this->bRelCoorChanged = true;
164}
165
166/**
[4836]167 *  set relative coordinates
168 * @param x x-relative coordinates to its parent
169 * @param y y-relative coordinates to its parent
170 * @param z z-relative coordinates to its parent
[4993]171 * @see  void PNode::setRelCoor (const Vector& relCoord)
[4610]172*/
173void PNode::setRelCoor (float x, float y, float z)
174{
175  this->setRelCoor(Vector(x, y, z));
176}
177
[4992]178/**
179 * sets a new relative position smoothely
180 * @param relCoordSoft the new Position to iterate to
181 * @param bias how fast to iterate to this position
182 */
183void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
[4987]184{
[4993]185  if (likely(this->toCoordinate == NULL))
186    this->toCoordinate = new Vector();
[4987]187
[4993]188  *this->toCoordinate = relCoordSoft;
[4992]189  this->bias = bias;
[4987]190}
191
[4990]192
[4610]193/**
[4992]194 *  set relative coordinates smoothely
[4990]195 * @param x x-relative coordinates to its parent
196 * @param y y-relative coordinates to its parent
197 * @param z z-relative coordinates to its parent
[4993]198 * @see  void PNode::setRelCoorSoft (const Vector&, float)
[4990]199 */
[4992]200void PNode::setRelCoorSoft (float x, float y, float z, float bias)
[4990]201{
[4992]202  this->setRelCoorSoft(Vector(x, y, z), bias);
[4990]203}
204
205/**
[4836]206 * @param absCoord set absolute coordinate
[3675]207
208   it is very importand, that you use this function, if you want to update the
209   absCoordinates. If you don't use this, the PNode won't recognize, that something
210   has changed and won't update the children Nodes.
211*/
[3809]212void PNode::setAbsCoor (const Vector& absCoord)
[3675]213{
[4993]214  if( likely(this->parentMode & PNODE_MOVEMENT))
215  {
216      /* if you have set the absolute coordinates this overrides all other changes */
217    if (likely(this->parent != NULL))
218      this->relCoordinate = absCoord - parent->getAbsCoor ();
219    else
220      this->relCoordinate = absCoord;
221  }
222  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
223  {
224    if (likely(this->parent != NULL))
225      this->relCoordinate = absCoord - parent->getAbsCoor ();
226    else
227      this->relCoordinate = absCoord;
228  }
229
230  this->bRelCoorChanged = true;
231//  this->absCoordinate = absCoord;
[3675]232}
233
234/**
[4836]235 * @param x x-coordinate.
236 * @param y y-coordinate.
237 * @param z z-coordinate.
[4987]238 * @see void PNode::setAbsCoor (const Vector& absCoord)
[4610]239 */
240void PNode::setAbsCoor(float x, float y, float z)
241{
242  this->setAbsCoor(Vector(x, y, z));
243}
244
245/**
[4836]246 *  shift coordinate (abs and rel)
247 * @param shift shift vector
[3365]248
249   this function shifts the current coordinates about the vector shift. this is
250   usefull because from some place else you can:
251   PNode* someNode = ...;
252   Vector objectMovement = calculateShift();
253   someNode->shiftCoor(objectMovement);
254
255   elsewhere you would have to:
256   PNode* someNode = ...;
257   Vector objectMovement = calculateShift();
258   Vector currentCoor = someNode->getRelCoor();
259   Vector newCoor = currentCoor + objectMovement;
260   someNode->setRelCoor(newCoor);
[4570]261
[3365]262   yea right... shorter...
[4987]263 *
264 * @todo this is ambiguous, from the outside one does not know it absCoor has been changed
265 * this might lead to strange artefacts !!
[3365]266
267*/
[3809]268void PNode::shiftCoor (const Vector& shift)
[3683]269{
[4993]270  this->relCoordinate += shift;
271  this->bRelCoorChanged = true;
[3683]272}
273
274/**
[4836]275 *  set relative direction
276 * @param relDir to its parent
[3365]277
278   it is very importand, that you use this function, if you want to update the
279   relDirection. If you don't use this, the PNode won't recognize, that something
280   has changed and won't update the children Nodes.
281*/
[3810]282void PNode::setRelDir (const Quaternion& relDir)
[3675]283{
[4993]284  this->relDirection = relDir;
[3675]285  this->bRelCoorChanged = true;
286}
287
[3365]288/**
[4771]289 * @see void PNode::setRelDir (const Quaternion& relDir)
290 * @param x the x direction
291 * @param y the y direction
292 * @param z the z direction
293 *
294 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
295 */
296void PNode::setRelDir (float x, float y, float z)
297{
298  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
299}
300
[4990]301
[4771]302/**
[4990]303 * sets the Relative Direction of this node to its parent in a Smoothed way
304 * @param relDirSoft the direction to iterate to smoothely.
[4992]305 * @param bias how fast to iterate to the new Direction
[4990]306 */
[4992]307void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
[4990]308{
309  if (likely(this->toDirection == NULL))
310    this->toDirection = new Quaternion();
311
312  *this->toDirection = relDirSoft;
[4992]313  this->bias = bias;
[4990]314}
315
316/**
317 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
318 * @param x the x direction
319 * @param y the y direction
320 * @param z the z direction
321 *
322 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
323 */
[4992]324void PNode::setRelDirSoft(float x, float y, float z, float bias)
[4990]325{
[4992]326  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
[4990]327}
328
329/**
[4836]330 *  sets the absolute direction (0,0,1)
331 * @param absDir absolute coordinates
[4993]332 *
[4996]333 * it is very importand, that you use this function, if you want to update the
334 * absDirection. If you don't use this, the PNode won't recognize, that something
335 * has changed and won't update the children Nodes.
[3365]336*/
[3810]337void PNode::setAbsDir (const Quaternion& absDir)
[3675]338{
[5001]339  if (likely(this->parent != NULL))
340    this->relDirection = absDir / this->parent->getAbsDir();
[4996]341  else
[5001]342   this->relDirection = absDir;
[4993]343
344  this->bRelDirChanged = true;
[3675]345}
346
347/**
[4771]348 * @see void PNode::setAbsDir (const Quaternion& relDir)
349 * @param x the x direction
350 * @param y the y direction
351 * @param z the z direction
352 *
353 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
354 */
355void PNode::setAbsDir (float x, float y, float z)
356{
357  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
358}
359
360/**
[4836]361 *  shift coordinate (abs and rel)
362 * @param shift vector
[4993]363 * @todo implement this
[3365]364*/
[3802]365void PNode::shiftDir (const Quaternion& shift)
366{
[4993]367  this->relDirection = this->relDirection * shift;
[3802]368  this->bRelDirChanged = true;
369}
[3365]370
[3683]371/**
[4836]372 *  adds a child and makes this node to a parent
373 * @param pNode child reference
374 * @param parentMode on which changes the child should also change ist state
[4993]375 *
376 * use this to add a child to this node.
[3365]377*/
[4993]378void PNode::addChild (PNode* child, int parentMode)
[3365]379{
[4993]380  if( likely(child->parent != NULL))
[3521]381    {
[4992]382      PRINTF(4)("PNode::addChild() - reparenting node: removing it and adding it again\n");
[4993]383      child->parent->children->remove(child);
[3521]384    }
[4993]385  child->parentMode = parentMode;
386  child->parent = this;
387  this->children->add(child);
388  child->parentCoorChanged();
[3365]389}
390
391/**
[4765]392 * @see PNode::addChild(PNode* parent);
393 * @param childName the name of the child to add to this PNode
394 */
395void PNode::addChild (const char* childName)
396{
397  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
398  if (childNode != NULL)
399    this->addChild(childNode);
400}
401
402/**
[4836]403 *  removes a child from the node
404 * @param pNode the child to remove from this pNode.
[4993]405 *
406 * Children from pNode will not be lost, they are referenced to NullPointer
[3365]407*/
[4993]408void PNode::removeChild (PNode* child)
[3365]409{
[4993]410  child->remove();
411  this->children->remove(child);
412  child->parent = NULL;
[3365]413}
414
415/**
[4836]416 *  remove this pnode from the tree and adds all following to NullParent
[3537]417
418   this can be the case, if an entity in the world is been destroyed.
419*/
420void PNode::remove()
421{
[3662]422  NullParent* nullParent = NullParent::getInstance();
423
[3668]424  tIterator<PNode>* iterator = this->children->getIterator();
425  PNode* pn = iterator->nextElement();
[4570]426
427  while( pn != NULL)
428    {
[4444]429      nullParent->addChild(pn, pn->getParentMode());
[3668]430      pn = iterator->nextElement();
[3537]431    }
[3668]432  delete iterator;
[3669]433  this->parent->children->remove(this);
[3537]434}
435
436/**
[4993]437 * sets the parent of this PNode
[4836]438 * @param parent the Parent to set
[3365]439*/
440void PNode::setParent (PNode* parent)
441{
[3511]442  parent->addChild(this);
[3365]443}
444
[4761]445/**
446 * @see PNode::setParent(PNode* parent);
447 * @param parentName the name of the Parent to set to this PNode
448 */
449void PNode::setParent (const char* parentName)
450{
451  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
452  if (parentNode != NULL)
453    parentNode->addChild(this);
454}
455
[4990]456/**
457 * does the reparenting in a very smooth way
458 * @param parentNode the new Node to connect this node to.
[4993]459 * @param bias the speed to iterate to this new Positions
[4990]460 */
[4992]461void PNode::softReparent(PNode* parentNode, float bias)
[4987]462{
[4992]463  if (this->parent == parentNode)
464    return;
465
[4993]466  if (likely(this->toCoordinate == NULL))
[4989]467  {
[4993]468    this->toCoordinate = new Vector();
469    *this->toCoordinate = this->getRelCoor();
[4989]470  }
[4990]471  if (likely(this->toDirection == NULL))
472  {
473    this->toDirection = new Quaternion();
474    *this->toDirection = this->getRelDir();
475  }
[4992]476  this->bias = bias;
[4987]477
478
[4990]479  Vector tmpV = this->getAbsCoor();
480  Quaternion tmpQ = this->getAbsDir();
[4987]481
482  parentNode->addChild(this);
483
[5000]484 if (this->parentMode & PNODE_ROTATE_MOVEMENT)
485   this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
486 else
487   this->setRelCoor(tmpV - parentNode->getAbsCoor());
[4991]488
[4997]489  this->setRelDir(tmpQ / parentNode->getAbsDir());
[4987]490}
491
[4993]492/**
493 * does the reparenting in a very smooth way
494 * @param parentName the name of the Parent to reconnect to
495 * @param bias the speed to iterate to this new Positions
496 */
[4992]497void PNode::softReparent(const char* parentName, float bias)
[4987]498{
499  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
500  if (parentNode != NULL)
[4992]501    this->softReparent(parentNode, bias);
[4987]502}
503
[3365]504/**
[4836]505 *  sets the mode of this parent manually
[4765]506 * @param parentMode a String representing this parentingMode
507 */
508void PNode::setParentMode (const char* parentingMode)
509{
[4993]510  this->setParentMode(PNode::charToParentingMode(parentingMode));
[4765]511}
[3537]512
[3365]513/**
[4836]514 *  updates the absCoordinate/absDirection
515 * @param dt The time passed since the last update
[3365]516
517   this is used to go through the parent-tree to update all the absolute coordinates
[4570]518   and directions. this update should be done by the engine, so you don't have to
[3365]519   worry, normaly...
520*/
[3644]521void PNode::update (float dt)
[3365]522{
[4440]523  if( likely(this->parent != NULL))
524    {
[4987]525      // movement for nodes with smoothMove enabled
[4993]526      if (unlikely(this->toCoordinate != NULL))
[4987]527      {
[4993]528        Vector moveVect = (*this->toCoordinate - this->getRelCoor()) *dt*bias;
[4987]529
[5006]530        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
[4987]531        {
532          this->shiftCoor(moveVect);
533        }
534        else
535        {
[4993]536          delete this->toCoordinate;
537          this->toCoordinate = NULL;
[4988]538          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
[4987]539        }
540      }
[4990]541      if (unlikely(this->toDirection != NULL))
542      {
[5006]543        Quaternion rotQuat = Quaternion::quatSlerp(Quaternion(), (*this->toDirection / this->relDirection), dt*this->bias);
544        if (likely(rotQuat.getSpacialAxisAngle() > PNODE_ITERATION_DELTA))
[4990]545        {
546          this->shiftDir(rotQuat);
547        }
[4998]548        else
[4990]549        {
[5000]550          delete this->toDirection;
551          this->toDirection = NULL;
[5041]552          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
[4998]553        }
[4990]554      }
555
[4993]556      // MAIN UPDATE /////////////////////////////////////
[4440]557      this->lastAbsCoordinate = this->absCoordinate;
[4145]558
[4987]559      PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[3800]560
[4570]561
[4993]562      if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
563      {
564        /* update the current absDirection - remember * means rotation around sth.*/
[5050]565        this->prevRelCoordinate = this->relCoordinate;
[5001]566        this->absDirection = this->relDirection * parent->getAbsDir();;
[4993]567      }
[4570]568
[5007]569      if(likely(this->parentMode & PNODE_MOVEMENT))
[4993]570      {
571        /* update the current absCoordinate */
[5050]572        this->prevRelCoordinate = this->relCoordinate;
[5007]573        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
574      }
575      else if( this->parentMode & PNODE_ROTATE_MOVEMENT)
576      {
577        /* update the current absCoordinate */
[5050]578        this->prevRelDirection = this->relDirection;
[4993]579        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
580      }
581      /////////////////////////////////////////////////
582   }
[4440]583  else
584    {
585      PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[4993]586      if (this->bRelCoorChanged)
587        this->absCoordinate = this->relCoordinate;
588      if (this->bRelDirChanged)
589        this->absDirection = this->getAbsDir () * this->relDirection;
590    }
[3365]591
[4993]592    if(this->children->getSize() > 0)
593    {
[4440]594      tIterator<PNode>* iterator = this->children->getIterator();
595      PNode* pn = iterator->nextElement();
[4570]596      while( pn != NULL)
[4574]597      {
598        /* if this node has changed, make sure, that all children are updated also */
[4993]599        if( likely(this->bRelCoorChanged))
600          pn->parentCoorChanged ();
601        if( likely(this->bRelDirChanged))
602          pn->parentDirChanged ();
603
604        pn->update(dt);
605          //pn = this->children->nextElement();
606        pn = iterator->nextElement();
607      }
[4574]608      delete iterator;
[4440]609    }
[4993]610    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
611    this->bRelCoorChanged = false;
612    this->bRelDirChanged = false;
[3365]613}
614
[3450]615/**
[4836]616 *  displays some information about this pNode
617 * @param depth The deph into which to debug the children of this PNode to.
[4574]618  (0: all children will be debugged, 1: only this PNode, 2: this and direct children...)
[4836]619 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
[3450]620*/
[4574]621void PNode::debug(unsigned int depth, unsigned int level) const
[3365]622{
[4574]623  for (unsigned int i = 0; i < level; i++)
[4575]624    PRINT(0)(" |");
[4574]625  if (this->children->getSize() > 0)
[4575]626    PRINT(0)(" +");
627  else
628    PRINT(0)(" -");
[4996]629  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\n",
[4574]630           this->getClassName(),
631           this->getName(),
632           this->absCoordinate.x,
633           this->absCoordinate.y,
634           this->absCoordinate.z,
635           this->relCoordinate.x,
636           this->relCoordinate.y,
[4993]637           this->relCoordinate.z,
[4996]638           this->getAbsDirV().x,
639           this->getAbsDirV().y,
640           this->getAbsDirV().z,
[4993]641           this->parentingModeToChar(parentMode));
[4574]642  if (depth >= 2 || depth == 0)
643  {
644    tIterator<PNode>* iterator = this->children->getIterator();
645      //PNode* pn = this->children->enumerate ();
646    PNode* pn = iterator->nextElement();
647    while( pn != NULL)
648    {
649      if (depth == 0)
650        pn->debug(0, level + 1);
651      else
652        pn->debug(depth - 1, level +1);
653      pn = iterator->nextElement();
654    }
655    delete iterator;
656  }
[3365]657}
[5010]658#include "color.h"
[3365]659
[4570]660/**
[4836]661   displays the PNode at its position with its rotation as a cube.
[4570]662*/
[5008]663void PNode::debugDraw(unsigned int depth, float size, Vector color) const
[4570]664{
665  glMatrixMode(GL_MODELVIEW);
666  glPushMatrix();
[5008]667  glDisable(GL_LIGHTING);
[4570]668
669  /* translate */
670  glTranslatef (this->getAbsCoor ().x,
671                this->getAbsCoor ().y,
672                this->getAbsCoor ().z);
673  /* rotate */
[4998]674//  this->getAbsDir ().matrix (matrix);
675//  glMultMatrixf((float*)matrix);
676
677  Vector tmpRot = this->getAbsDir().getSpacialAxis();
[5008]678  glColor3f(color.x, color.y, color.z);
[4998]679  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[4570]680  {
681    glBegin(GL_LINE_STRIP);
[4995]682    glVertex3f(-.5*size, -.5*size,  -.5*size);
683    glVertex3f(+.5*size, -.5*size,  -.5*size);
684    glVertex3f(+.5*size, -.5*size,  +.5*size);
685    glVertex3f(-.5*size, -.5*size,  +.5*size);
686    glVertex3f(-.5*size, -.5*size,  -.5*size);
[4570]687    glEnd();
688    glBegin(GL_LINE_STRIP);
[4995]689    glVertex3f(-.5*size, +.5*size,  -.5*size);
690    glVertex3f(+.5*size, +.5*size,  -.5*size);
691    glVertex3f(+.5*size, +.5*size,  +.5*size);
692    glVertex3f(-.5*size, +.5*size,  +.5*size);
693    glVertex3f(-.5*size, +.5*size,  -.5*size);
[4570]694    glEnd();
[4995]695
[4570]696    glBegin(GL_LINES);
[4995]697    glVertex3f(-.5*size, -.5*size,  -.5*size);
698    glVertex3f(-.5*size, +.5*size,  -.5*size);
699    glVertex3f(+.5*size, -.5*size,  -.5*size);
700    glVertex3f(+.5*size, +.5*size,  -.5*size);
701    glVertex3f(+.5*size, -.5*size,  +.5*size);
702    glVertex3f(+.5*size, +.5*size,  +.5*size);
703    glVertex3f(-.5*size, -.5*size,  +.5*size);
704    glVertex3f(-.5*size, +.5*size,  +.5*size);
[4570]705    glEnd();
706  }
707
708  glPopMatrix();
[5012]709  glEnable(GL_LIGHTING);
[5007]710  if (depth >= 2 || depth == 0)
711  {
712    tIterator<PNode>* iterator = this->children->getIterator();
713      //PNode* pn = this->children->enumerate ();
[5011]714    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[5007]715    PNode* pn = iterator->nextElement();
716    while( pn != NULL)
717    {
718      if (depth == 0)
[5008]719        pn->debugDraw(0, size, childColor);
[5007]720      else
[5008]721        pn->debugDraw(depth - 1, size, childColor);
[5007]722      pn = iterator->nextElement();
723    }
724    delete iterator;
725  }
[4570]726}
[4993]727
728
729
730/////////////////////
731// HELPER_FUCTIONS //
732/////////////////////
733
734/**
735 * converts a parentingMode into a string that is the name of it
736 * @param parentingMode the ParentingMode to convert
737 * @return the converted string
738 */
739const char* PNode::parentingModeToChar(int parentingMode)
740{
741  if (parentingMode == PNODE_LOCAL_ROTATE)
742    return "local-rotate";
743  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
744    return "rotate-movement";
745  else if (parentingMode == PNODE_MOVEMENT)
746    return "movement";
747  else if (parentingMode == PNODE_ALL)
748    return "all";
749  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
750    return "rotate-and-move";
751}
752
753/**
754 * converts a parenting-mode-string into a int
755 * @param parentingMode the string naming the parentingMode
756 * @return the int corresponding to the named parentingMode
757 */
758PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
759{
760  if (!strcmp(parentingMode, "local-rotate"))
761    return (PNODE_LOCAL_ROTATE);
762  else  if (!strcmp(parentingMode, "rotate-movement"))
763    return (PNODE_ROTATE_MOVEMENT);
764  else  if (!strcmp(parentingMode, "movement"))
765    return (PNODE_MOVEMENT);
766  else  if (!strcmp(parentingMode, "all"))
767    return (PNODE_ALL);
768  else  if (!strcmp(parentingMode, "rotate-and-move"))
769    return (PNODE_ROTATE_AND_MOVE);
770}
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