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source: orxonox.OLD/orxonox/trunk/src/track_manager.h @ 3528

Last change on this file since 3528 was 3527, checked in by bensch, 20 years ago

orxonox/trunk: trackManager: now the TrackManager knows his path also backwards.

File size: 6.9 KB
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[3311]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"
[3495]15#include "curve.h"
[3311]16
[3433]17class PNode;
[3311]18
[3331]19//! A Graph-Element, that holds the curve-structure of a Level.
20/**
21   A TrackElement is used, to define the structure of the Track itself.
22   It is a graph and not a tree, because paths can fork and join again.
23*/
24class TrackElement
25{
26 public:
27  TrackElement(void);
28  ~TrackElement(void);
29
[3332]30  TrackElement* findByID(unsigned int trackID);
[3522]31  bool backLoopCheck(TrackElement* trackElem);
[3332]32
33  bool isFresh;              //!< If no Points where added until now
[3354]34  bool isHotPoint;           //!< If the first node is a specialPoint;
[3331]35  bool isSavePoint;          //!< If the first node is a savePoint
36  bool isFork;               //!< If the first node is a Fork
37  bool isJoined;             //!< If the End of the Curve is joined.
[3356]38  bool mainJoin;             //!< If the End of the Curve is joined, and this is the one Curve the others join to.
[3331]39  int ID;                    //!< The ID of this TrackElement
[3333]40  float startingTime;        //!< The time at which this Track begins.
41  float duration;            //!< The time used to cross this TrackElement (curve).
[3433]42  float endTime;             //!< The time at which this Track ends.
43  float jumpTime;            //!< The Time this Track has to jump to its preceding Track (only >0 if Track isJoined==true)
[3331]44  CurveType curveType;       //!< The CurveType this will have.
45  int nodeCount;             //!< The count of points this TrackElement has.
[3332]46  char* name;                //!< A name for the Trac.
[3331]47  Curve* curve;              //!< The Curve of this TrackElement
48  int childCount;            //!< The number of Children This TrackElement has.
49  TrackElement** children;   //!< A TrackElement can have a Tree of following TrackElements.
[3522]50
[3527]51  // runtime
52  TrackElement* history;     //!< a pointer to the last TrackElement we were on. This is if you want to walk the path backwards again.
53
[3522]54  // CONDITION FUNCTIONS and STUFF
55  void* subject;             //!< The Subject the Condition should act upon.
56  int (TrackElement::*condFunc)(void*); //!< Pointer to the condition function
57
58  int lowest(void* nothing);
59  int highest(void* nothing);
60  int random(void* nothing);
61
62  int leftRight(void* node);
63  int nearest(void* node);
64  // todo  int enemyKilled(void* entity);
[3331]65};
66
[3522]67//! the Condition to choose between the different ways of the game.
68enum CONDITION {LOWEST, HIGHEST, RANDOM, LEFTRIGHT, NEAREST, ENEMYKILLED};
[3331]69
[3330]70//! The TrackManager handles the flow of the Players through the game.
71/**
72
73   <b>The TrackManager works as followed:</b> \n
74     \n
75   <b>1. Initialize it, by setting up the Graph. You can do this by using the following Commands.</b>
76    \li workOn(): changes the ID that will be altered through the changes.
[3332]77    \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).
[3333]78    \li setDuration(): sets the length of the current path in seconds.
[3330]79    \li addPoint(): adds a point to the Curve.
80    \li addHotPoint(): adds save/splitpoint.\n
81    \li fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then).
82    \li condition(): decides under what condition a certain Path will be chosen.
83    \li join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point)
84    \li setSavePoint(): Sets a HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot.
85
[3332]86    HotPoints and Joins are at the beginning of a TrackElement. \n
87    SavePoints and Forks are at the end of a TrackElement \n
[3330]88    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
89\n
90   <b> 2. Runtime knows the following: </b>
91    \li calcPos(): returns the current position on the track
92    \li calcDir(): returns the current Direction the track is flying on.
93    \li tick(): makes a Step on the Path. increases localTime by dt.
94    \li choosePath(): a Function that decides which Path we should follow.
95   
96   TrackManager can be handled as a StateMachine.
[3331]97   \n\n
98    Names:
99    \li TrackManager: handles Tracks
100    \li Track:        The Track that the ship can follow
101    \li Path:         one way through the Level, that is dependent on conditionals.
102    \li Conditional:  A decition making device, that chooses betwen different TrackElements for the Path.
103    \li TrackElement: A Part of A whole Track
[3330]104*/
[3331]105class TrackManager : public BaseObject
106{
[3330]107 private:
[3331]108  TrackManager(void);
109
110  static TrackManager* singletonRef;  //!< There may only be one TrackManager existing.
111  TrackElement* firstTrackElem;       //!< The first TrackElement that exists.
[3332]112  TrackElement* currentTrackElem;     //!< The TrackElement we are working on.
[3331]113  float localTime;                    //!< The time that has been passed since the traveling the Track.
114  float maxTime;                      //!< The maximal time the track has.
115  int trackElemCount;                 //!< The count of TrackElements that exist.
[3522]116  PNode* bindSlave;                   //!< The node that is slave to the TrackManager. This node will be moved while update the TrackManager, and must NOT move itself.
[3330]117 
[3335]118  void initChildren(unsigned int childCount);
[3311]119
[3332]120  TrackElement* findTrackElementByID(unsigned int trackID) const;
[3350]121 
[3311]122 public:
[3331]123  ~TrackManager(void);
124  static TrackManager* getInstance(void);
[3311]125
[3330]126  // Methods to change the Path (initialisation)
[3332]127  void workOn(unsigned int trackID);
[3522]128  /** \see setCurveType(CurveType curveType, TrackElement* trackElem); \param curveType the type of the Curve */
129  inline void setCurveType(CurveType curveType) { this->setCurveType (curveType, this->currentTrackElem);};
[3433]130  void setCurveType(CurveType curveType, TrackElement* trackElem);
[3333]131  void setDuration(float time);
132  bool addPoint(Vector newPoint);
[3352]133  bool addPoint(Vector newPoint, TrackElement* trackElem);
[3333]134  int addHotPoint(Vector newPoint);
135  int setSavePoint(void);
[3332]136  void fork(unsigned int count, ...);
137  void forkV(unsigned int count, int* trackIDs);
[3522]138  void condition(CONDITION cond, void* subject);
139  void condition(unsigned int groupID, CONDITION cond, void* subject);
[3332]140  void join(unsigned int count, ...);
141  void joinV(unsigned int count, int* trackIDs);
[3433]142  void finalize(void);
[3311]143
[3330]144  // Methods to calculate the position on the Path (runtime)
[3522]145  inline Vector calcPos(void) const;
146  inline Vector calcDir(void) const;
[3330]147  void tick(float dt);
[3331]148  void jumpTo(float time);
[3522]149  inline int choosePath(TrackElement* trackElem);
[3311]150
[3433]151  void setBindSlave(PNode* bindSlave);
152
[3350]153  // DEBUG //
154  void drawGraph(float dt) const;
155  void debug(unsigned int level) const;
[3311]156};
157
158#endif /* _TRACK_MANAGER_H */
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