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source: orxonox.OLD/orxonox/trunk/src/p_node.cc @ 3477

Last change on this file since 3477 was 3450, checked in by bensch, 20 years ago

orxonox/trunk: doxygen-tags: player.cc/h p_node.cc/h base_entity.h skysphere.cc/h

File size: 10.5 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: ...
16
17   \todo Null-Parent => center of the coord system - singleton
18   \todo Smooth-Parent: delay, speed
19   \todo destroy the stuff again, delete...
20*/
21
22
23#include "p_node.h"
24
25
26using namespace std;
27
28
29/**
30   \brief standard constructor
31
32   \todo this constructor is not jet implemented - do it
33*/
34PNode::PNode () 
35{
36  this->children = new tList<PNode>();
37  this->bRelCoorChanged = true;
38  this->bAbsCoorChanged = false;
39  this->bRelDirChanged = true;
40  this->bAbsDirChanged = false;
41  this->parent = NULL;
42}
43
44
45/**
46   \brief constructor with coodinates
47   \param absCoordinate the Absolute coordinate of the Object
48   \param parent The parent-node of this node.
49*/
50PNode::PNode (Vector* absCoordinate, PNode* parent )
51{
52  this->absCoordinate = *absCoordinate;
53  this->relCoordinate = this->absCoordinate - parent->getAbsCoor ();
54 
55  this->children = new tList<PNode>();
56  this->bRelCoorChanged = true;
57  this->bAbsCoorChanged = false;
58  this->bRelDirChanged = true;
59  this->bAbsDirChanged = false;
60  this->parent = parent;
61
62  parent->addChild (this);
63}
64
65
66/**
67   \brief standard deconstructor
68
69   \todo this deconstructor is not jet implemented - do it
70*/
71PNode::~PNode () 
72{
73  /*
74  delete &this->children;
75  delete &this->relCoordinate;
76  delete &this->absCoordinate;
77  delete &this->relDirection;
78  delete &this->absDirection;
79  */
80  this->parent = NULL;
81  /* there is currently a problem with cleaning up - fix*/
82}
83
84
85/**
86   \brief deletes the hole pnode tree
87
88   cleans up all pnodes
89*/
90void PNode::destroy ()
91{
92  PNode* pn = this->children->enumerate();
93  while( pn != NULL) 
94    { 
95      pn->destroy ();
96      pn = this->children->nextElement();
97    } 
98  this->children->destroy ();
99}
100
101
102/**
103   \brief get relative coordinates
104   \returns relative coordinates to its parent
105*/
106Vector PNode::getRelCoor ()
107{
108  Vector r = this->relCoordinate; /* return a copy, so it can't be modified */
109  return r;
110}
111
112
113/**
114   \brief set relative coordinates
115   \param relCoord relative coordinates to its parent
116
117   it is very importand, that you use this function, if you want to update the
118   relCoordinates. If you don't use this, the PNode won't recognize, that something
119   has changed and won't update the children Nodes.
120*/
121void PNode::setRelCoor (Vector* relCoord)
122{
123  this->bRelCoorChanged = true;
124  this->relCoordinate = *relCoord;
125}
126
127
128/**
129   \brief get absolute coordinates
130   \returns absolute coordinates from (0,0,0)
131*/
132Vector PNode::getAbsCoor ()
133{
134  return this->absCoordinate;
135}
136
137
138/**
139   \param absCoord set absolute coordinate
140
141   it is very importand, that you use this function, if you want to update the
142   absCoordinates. If you don't use this, the PNode won't recognize, that something
143   has changed and won't update the children Nodes.
144*/
145void PNode::setAbsCoor (Vector* absCoord)
146{
147  this->bAbsCoorChanged = true;
148  this->absCoordinate = *absCoord;
149}
150
151
152/**
153   \brief shift coordinate (abs and rel)
154   \param shift vector
155
156   this function shifts the current coordinates about the vector shift. this is
157   usefull because from some place else you can:
158   PNode* someNode = ...;
159   Vector objectMovement = calculateShift();
160   someNode->shiftCoor(objectMovement);
161
162   elsewhere you would have to:
163   PNode* someNode = ...;
164   Vector objectMovement = calculateShift();
165   Vector currentCoor = someNode->getRelCoor();
166   Vector newCoor = currentCoor + objectMovement;
167   someNode->setRelCoor(newCoor);
168   
169   yea right... shorter...
170
171*/
172void PNode::shiftCoor (Vector* shift)
173{
174  if( this->bAbsCoorChanged)
175    {
176      this->absCoordinate = this->absCoordinate + *shift;
177    }
178  else 
179    {
180      this->relCoordinate = this->relCoordinate + *shift;
181      this->bRelCoorChanged = true;
182    }
183}
184
185
186
187/**
188   \brief get relative direction
189   \returns relative direction to its parent
190*/
191Quaternion PNode::getRelDir ()
192{
193  return this->relDirection;
194}
195
196
197/**
198   \brief set relative direction
199   \param relDir to its parent
200
201   it is very importand, that you use this function, if you want to update the
202   relDirection. If you don't use this, the PNode won't recognize, that something
203   has changed and won't update the children Nodes.
204*/
205void PNode::setRelDir (Quaternion* relDir)
206{
207  this->bRelCoorChanged = true;
208  this->relDirection = *relDir;
209}
210
211
212/**
213   \brief gets the absolute direction (0,0,1)
214   \returns absolute coordinates
215*/
216Quaternion PNode::getAbsDir ()
217{
218  return this->absDirection;
219}
220
221
222/**
223   \brief sets the absolute direction (0,0,1)
224   \param absDir absolute coordinates
225
226   it is very importand, that you use this function, if you want to update the
227   absDirection. If you don't use this, the PNode won't recognize, that something
228   has changed and won't update the children Nodes.
229*/
230void PNode::setAbsDir (Quaternion* absDir)
231{
232  this->bAbsDirChanged = true;
233  this->absDirection = *absDir;
234}
235
236
237/**
238   \brief shift coordinate (abs and rel)
239   \param shift vector
240
241   this function shifts the current coordinates about the vector shift. this is
242   usefull because from some place else you can:
243   PNode* someNode = ...;
244   Quaternion objectMovement = calculateShift();
245   someNode->shiftCoor(objectMovement);
246
247   elsewhere you would have to:
248   PNode* someNode = ...;
249   Quaternion objectMovement = calculateShift();
250   Quaternion currentCoor = someNode->getRelCoor();
251   Quaternion newCoor = currentCoor + objectMovement;
252   someNode->setRelCoor(newCoor);
253   
254   yea right... shorter...
255
256   \todo implement this
257*/
258void PNode::shiftDir (Quaternion* shift)
259{}
260
261
262
263/**
264   \brief adds a child and makes this node to a parent
265   \param pNode child reference
266
267   use this to add a child to this node.
268*/
269void PNode::addChild (PNode* pNode)
270{
271  this->addChild(pNode, DEFAULT_MODE);
272}
273
274
275/**
276   \brief adds a child and makes this node to a parent
277   \param pNode child reference
278   \param mode on which changes the child should also change ist state
279
280   use this to add a child to this node.
281*/
282void PNode::addChild (PNode* pNode, parentingMode mode)
283{
284  pNode->mode = mode;
285  pNode->parent = this;
286  this->children->add (pNode);
287}
288
289
290/**
291   \brief removes a child from the node
292   \param pNode the child to remove from this pNode.
293*/
294void PNode::removeChild (PNode* pNode)
295{
296  this->children->remove (pNode);
297}
298
299
300/**
301   \brief sets the parent of this PNode
302   \param parent the Parent to set
303*/
304void PNode::setParent (PNode* parent)
305{
306  this->parent = parent;
307}
308
309/**
310   \brief set the mode of this parent manualy
311   \param mode the mode of the bind-type.
312*/
313void PNode::setMode (parentingMode mode)
314{
315  this->mode = mode;
316}
317
318/**
319   \brief has to be called, if the parent coordinate has changed
320   
321   normaly this will be done by the parent itself automaticaly. If you call this, you
322   will force an update of the coordinated of the node.
323*/
324void PNode::parentCoorChanged ()
325{
326  this->bRelCoorChanged = true;
327}
328
329
330/**
331   \brief has to be called, if the parent direction has changed
332   
333   normaly this will be done by the parent itself automaticaly. If you call this, you
334   will force an update of the direction of the node.
335*/
336void PNode::parentDirChanged ()
337{
338  this->bRelDirChanged = true;
339}
340
341
342/**
343   \brief updates the absCoordinate/absDirection
344   \param timeStamp The timestanp used for to look if calculations should be done
345
346   this is used to go through the parent-tree to update all the absolute coordinates
347   and directions. this update should be done by the engine, so you don't have to
348   worry, normaly...
349*/
350void PNode::update (float timeStamp)
351{
352  printf ("PNode::update - %s - (%f, %f, %f)\n", this->objectName, this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
353
354      if( this->mode == MOVEMENT || this->mode == ALL)
355        {
356          if( this->bAbsCoorChanged /*&& this->timeStamp != DataTank::timeStamp*/)
357            {
358              printf("PNode::update () - this->bAbsCoorChanged = true\n");
359              /* if you have set the absolute coordinates this overrides all other changes */
360              this->relCoordinate = this->absCoordinate - parent->getAbsCoor ();
361            }
362          else if( this->bRelCoorChanged /*&& this->timeStamp != DataTank::timeStamp*/)
363            {
364              /*this is bad style... must be deleted later - just for testing*/
365              if( this->parent == NULL)
366                {
367                this->absCoordinate = this->relCoordinate;
368                }
369              else
370                this->absCoordinate = parent->getAbsCoor () + this->relCoordinate;            /* update the current absCoordinate */
371            }
372        }
373     
374      if( this->mode == ROTATION && this->mode == ALL)
375        {
376          if( this->bAbsDirChanged /*&& this->timeStamp != DataTank::timeStamp*/)
377            {
378              /* if you have set the absolute coordinates this overrides all other changes */
379              this->relDirection = this->absDirection - parent->getAbsDir ();
380            }
381          else if( this->bRelDirChanged /*&& this->timeStamp != DataTank::timeStamp*/)
382            {
383              /* update the current absDirection - remember * means rotation around sth.*/
384              this->absDirection = parent->getAbsDir () * this->relDirection;
385            }
386        }   
387      // }
388  PNode* pn = this->children->enumerate();
389  while( pn != NULL) 
390    { 
391      /* if this node has changed, make sure, that all children are updated also */
392      if( this->bRelCoorChanged || this->bAbsCoorChanged)
393        pn->parentCoorChanged ();
394      if( this->bRelDirChanged || this->bAbsDirChanged)
395        pn->parentDirChanged ();
396      pn->update(timeStamp);
397      pn = this->children->nextElement();
398    }
399
400  this->timeStamp = timeStamp;
401  this->bRelCoorChanged = false;
402  this->bAbsCoorChanged = false;
403  this->bRelDirChanged = false;
404  this->bAbsDirChanged = false;
405}
406
407
408/**
409  \brief tick
410  \param dt time to tick
411*/
412void PNode::processTick (float dt)
413{
414  this->tick (dt);
415  PNode* pn = this->children->enumerate();
416  while( pn != NULL) 
417    { 
418      pn->processTick (dt);
419      pn = this->children->nextElement();
420    } 
421}
422
423/**
424   \param dt time to tick
425*/
426void PNode::tick (float dt)
427{}
428
429/**
430   \brief displays some information about this pNode
431*/
432void PNode::debug()
433{
434  printf("PNode::debug() - absCoord: (%f, %f, %f)\n", 
435         this->absCoordinate.x, 
436         this->absCoordinate.y,
437         this->absCoordinate.z);
438}
439
440
441/**
442  \brief set the name of the node
443
444  for debug purposes realy usefull, not used to work properly
445*/
446void PNode::setName (char* newName)
447{
448  this->objectName = newName;
449}
450
451
452/**
453  \brief gets the name of the node
454*/
455char* PNode::getName ()
456{
457  return this->objectName;
458}
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