1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION |
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17 | |
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18 | #include "cd_engine.h" |
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19 | #include "obb_tree.h" |
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20 | #include "debug.h" |
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21 | #include "list.h" |
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22 | |
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23 | #include "abstract_model.h" |
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24 | #include "world_entity.h" |
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25 | #include "terrain.h" |
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26 | // #include "player.h" |
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27 | |
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28 | #include "spatial_separation.h" |
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29 | #include "quadtree.h" |
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30 | #include "quadtree_node.h" |
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31 | |
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32 | |
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33 | |
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34 | using namespace std; |
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35 | |
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36 | |
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37 | /** |
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38 | * standard constructor |
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39 | */ |
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40 | CDEngine::CDEngine () |
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41 | { |
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42 | this->setClassID(CL_CD_ENGINE, "CDEngine"); |
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43 | } |
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44 | |
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45 | |
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46 | /** |
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47 | * the singleton reference to this class |
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48 | */ |
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49 | CDEngine* CDEngine::singletonRef = NULL; |
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50 | |
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51 | |
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52 | /** |
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53 | * standard deconstructor |
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54 | */ |
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55 | CDEngine::~CDEngine () |
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56 | { |
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57 | CDEngine::singletonRef = NULL; |
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58 | } |
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59 | |
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60 | |
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61 | /** |
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62 | * this is the collision checking function |
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63 | |
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64 | there are some speed improvements that can be done here. a rewrite of the list a would be appropriate to |
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65 | be able to enhance iteration speed. |
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66 | */ |
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67 | void CDEngine::checkCollisions() |
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68 | { |
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69 | this->checkCollisionObjects(); |
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70 | //this->checkCollisionGround(); |
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71 | } |
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72 | |
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73 | #include "class_list.h" |
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74 | #include "state.h" |
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75 | /** |
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76 | * this checks the collisions with the objects |
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77 | */ |
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78 | void CDEngine::checkCollisionObjects() |
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79 | { |
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80 | BVTree* tree; |
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81 | tIterator<WorldEntity>* iterator1 = entityList->getIterator(); |
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82 | tIterator<WorldEntity>* iterator2 = entityList->getIterator(); |
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83 | WorldEntity* entity1 = iterator1->firstElement(); |
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84 | WorldEntity* entity2 = iterator2->iteratorElement(iterator1); |
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85 | PRINTF(3)("checking for collisions\n"); |
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86 | while( entity1 != NULL) |
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87 | { |
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88 | if( likely(entity1 != this->terrain)) |
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89 | { |
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90 | entity2 = iterator2->nextElement(); |
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91 | |
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92 | while( entity2 != NULL) |
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93 | { |
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94 | if( likely(entity2 != this->terrain)) |
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95 | { |
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96 | PRINTF(4)("checking object %s against %s\n", entity1->getName(), entity2->getName()); |
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97 | tree = entity1->getOBBTree(); |
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98 | if( likely(tree != NULL) && entity2->getOBBTree() != NULL) tree->collideWith(entity1, entity2); |
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99 | } |
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100 | entity2 = iterator2->nextElement(); |
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101 | } |
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102 | } |
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103 | entity1 = iterator1->nextElement(); |
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104 | entity2 = iterator2->iteratorElement(iterator1); |
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105 | entity2 = iterator2->nextElement(); |
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106 | } |
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107 | delete iterator1; |
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108 | delete iterator2; |
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109 | } |
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110 | |
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111 | |
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112 | /** |
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113 | * this checks the collisions with the ground |
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114 | */ |
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115 | void CDEngine::checkCollisionGround() |
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116 | { |
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117 | if( likely( this->terrain != NULL)) |
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118 | { |
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119 | Quadtree* q = this->terrain->ssp->getQuadtree(); |
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120 | |
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121 | // QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor()); |
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122 | } |
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123 | //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor()); |
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124 | } |
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125 | |
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126 | |
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127 | /** |
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128 | * this draws the bounding volume tree |
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129 | * @param depth until which depth to draw the tree |
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130 | * @param drawMode mod which states how to draw it |
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131 | */ |
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132 | void CDEngine::drawBV(int depth, int drawMode) const |
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133 | { |
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134 | /* this would operate on worldList bases, for testing purposes, we only use one OBBTree */ |
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135 | //this->rootTree->drawBV(depth, drawMode); |
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136 | |
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137 | tIterator<WorldEntity>* iterator = entityList->getIterator(); |
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138 | WorldEntity* entity = iterator->firstElement(); |
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139 | while( entity != NULL) |
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140 | { |
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141 | entity->drawBVTree(depth, drawMode); |
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142 | entity = iterator->nextElement(); |
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143 | } |
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144 | delete iterator; |
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145 | } |
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146 | |
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147 | |
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148 | /** |
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149 | * some debug output on the class |
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150 | */ |
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151 | void CDEngine::debug() |
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152 | { |
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153 | PRINT(0)("\n=============================| CDEngine::debug() |===\n"); |
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154 | PRINT(0)("= CDEngine: Spawning Tree Start\n"); |
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155 | //this->rootTree->debug(); |
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156 | PRINT(0)("= CDEngine: Spawning Tree: Finished\n"); |
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157 | PRINT(0)("=======================================================\n"); |
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158 | |
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159 | } |
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160 | |
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161 | |
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162 | /** |
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163 | * this spawns a tree for debug purposes only |
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164 | */ |
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165 | void CDEngine::debugSpawnTree(int depth, sVec3D* vertices, int numVertices) |
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166 | { |
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167 | if ( this->rootTree == NULL) |
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168 | this->rootTree = new OBBTree(); |
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169 | this->rootTree->spawnBVTree(depth, vertices, numVertices); |
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170 | } |
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171 | |
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172 | |
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173 | /** |
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174 | * this draws the debug spawn tree |
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175 | */ |
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176 | void CDEngine::debugDraw(int depth, int drawMode) |
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177 | { |
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178 | if(this-> rootTree != NULL) |
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179 | this->rootTree->drawBV(depth, drawMode); |
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180 | } |
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