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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 5798

Last change on this file since 5798 was 5772, checked in by bensch, 19 years ago

orxonox/trunk: cleanup

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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
[5419]13   co-programmer: Benjamin Grauer
[3246]14*/
15
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
[3246]17
18#include "p_node.h"
[4761]19#include "null_parent.h"
20
21#include "load_param.h"
22#include "class_list.h"
23
[3607]24#include "stdincl.h"
[3860]25#include "compiler.h"
[3608]26#include "error.h"
27#include "debug.h"
28#include "list.h"
29#include "vector.h"
30
[5406]31#include "color.h"
[3246]32
33using namespace std;
34
35
36/**
[4836]37 *  standard constructor
[5420]38 */
[4570]39PNode::PNode ()
[3365]40{
[3552]41  init(NULL);
[3529]42
[4436]43  NullParent::getInstance()->addChild(this);
[3365]44}
[3246]45
[4448]46/**
[4836]47 * @param root the load-Element for the PNode
[5420]48 */
[4436]49PNode::PNode(const TiXmlElement* root)
50{
51  this->init(NULL);
[4444]52  this->loadParams(root);
[4570]53
[5372]54  if (this->parent == NULL)
55    NullParent::getInstance()->addChild(this);
[4436]56}
[3246]57
58/**
[4836]59 *  constructor with coodinates
60 * @param absCoordinate the Absolute coordinate of the Object
61 * @param parent The parent-node of this node.
[5420]62 */
[4993]63PNode::PNode (const Vector& absCoor, PNode* parent )
[3365]64{
[3552]65  this->init(parent);
[3365]66
[3860]67  if (likely(parent != NULL))
[3800]68    parent->addChild (this);
[4993]69
70  this->setAbsCoor(absCoor);
[3365]71}
72
73/**
[5296]74 * standard deconstructor
75 *
76 * There are two general ways to delete a PNode
77 * 1. delete instance;
78 *   -> result
79 *    delete this Node and all its children and children's children...
80 *    (danger if you still need the children's instance somewhere else!!)
81 *
82 * 2. instance->remove2D(); delete instance;
83 *   -> result:
84 *    moves its children to the NullParent
85 *    then deletes the Element.
86 */
[4570]87PNode::~PNode ()
[3365]88{
[5296]89  // remove the Node, delete it's children.
[5770]90  PNode* tmp;
91  while (this->children.size() > 0)
[5214]92  {
[5770]93    tmp = this->children.front();
94    this->children.pop_front();
95      delete tmp;
[5214]96  }
[5296]97  if (this->parent != NULL)
[5770]98   {
99     this->parent->children.remove(this);
100     this->parent = NULL;
101   }
[5296]102
103  // remove all other allocated memory.
[5088]104  if (this->toCoordinate != NULL)
105    delete this->toCoordinate;
106  if (this->toDirection != NULL)
107    delete this->toDirection;
[3365]108}
[3246]109
[5296]110
[4448]111/**
[4836]112 *  initializes a PNode
113 * @param parent the parent for this PNode
[5420]114 */
[3552]115void PNode::init(PNode* parent)
116{
[4742]117  this->setClassID(CL_PARENT_NODE, "PNode");
[5211]118
[3552]119  this->bRelCoorChanged = true;
120  this->bRelDirChanged = true;
[4570]121  this->parent = parent;
[5209]122  this->parentMode = PNODE_PARENT_MODE_DEFAULT;
[4987]123
[4993]124  // iterators
125  this->toCoordinate = NULL;
[4990]126  this->toDirection = NULL;
[4992]127  this->bias = 1.0;
[3552]128}
[3365]129
[4448]130/**
[4836]131 *  loads parameters of the PNode
132 * @param root the XML-element to load the properties of
[5420]133 */
[4436]134void PNode::loadParams(const TiXmlElement* root)
135{
136  static_cast<BaseObject*>(this)->loadParams(root);
[4610]137
[5671]138  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
[4771]139      .describe("Sets The relative position of the Node to its parent.");
140
[5671]141  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
[4610]142      .describe("Sets The absolute Position of the Node.");
143
[5671]144  LoadParam(root, "rel-dir", this, PNode, setRelDir)
[4771]145      .describe("Sets The relative rotation of the Node to its parent.");
[4761]146
[5671]147  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
[4771]148      .describe("Sets The absolute rotation of the Node.");
149
[5671]150  LoadParam(root, "parent", this, PNode, setParent)
[4761]151      .describe("the Name of the Parent of this PNode");
[4765]152
[5671]153  LoadParam(root, "parent-mode", this, PNode, setParentMode)
[4765]154      .describe("the mode to connect this node to its parent ()");
155
156  // cycling properties
[4785]157  if (root != NULL)
[4765]158  {
[5654]159    LOAD_PARAM_START_CYCLE(root, element);
[4785]160    {
[5654]161      LoadParam_CYCLE(element, "parent", this, PNode, addChild)
[4785]162          .describe("adds a new Child to the current Node.");
[4765]163
[4785]164    }
[5654]165    LOAD_PARAM_END_CYCLE(element);
[4765]166  }
[4436]167}
[3365]168
169/**
[4836]170 *  set relative coordinates
171 * @param relCoord relative coordinates to its parent
[5420]172 *
173 *
174 * it is very importand, that you use this function, if you want to update the
175 * relCoordinates. If you don't use this, the PNode won't recognize, that something
176 * has changed and won't update the children Nodes.
177 */
[3810]178void PNode::setRelCoor (const Vector& relCoord)
[3675]179{
[5113]180  if (this->toCoordinate!= NULL)
181  {
182    delete this->toCoordinate;
183    this->toCoordinate = NULL;
184  }
185
[4993]186  this->relCoordinate = relCoord;
[3675]187  this->bRelCoorChanged = true;
188}
189
190/**
[4836]191 *  set relative coordinates
192 * @param x x-relative coordinates to its parent
193 * @param y y-relative coordinates to its parent
194 * @param z z-relative coordinates to its parent
[4993]195 * @see  void PNode::setRelCoor (const Vector& relCoord)
[5420]196 */
[4610]197void PNode::setRelCoor (float x, float y, float z)
198{
199  this->setRelCoor(Vector(x, y, z));
200}
201
[4992]202/**
203 * sets a new relative position smoothely
204 * @param relCoordSoft the new Position to iterate to
205 * @param bias how fast to iterate to this position
206 */
207void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
[4987]208{
[4993]209  if (likely(this->toCoordinate == NULL))
210    this->toCoordinate = new Vector();
[4987]211
[4993]212  *this->toCoordinate = relCoordSoft;
[4992]213  this->bias = bias;
[4987]214}
215
[4990]216
[4610]217/**
[4992]218 *  set relative coordinates smoothely
[4990]219 * @param x x-relative coordinates to its parent
220 * @param y y-relative coordinates to its parent
221 * @param z z-relative coordinates to its parent
[4993]222 * @see  void PNode::setRelCoorSoft (const Vector&, float)
[4990]223 */
[4992]224void PNode::setRelCoorSoft (float x, float y, float z, float bias)
[4990]225{
[4992]226  this->setRelCoorSoft(Vector(x, y, z), bias);
[4990]227}
228
[5382]229
[4990]230/**
[4836]231 * @param absCoord set absolute coordinate
[5091]232 */
[3809]233void PNode::setAbsCoor (const Vector& absCoord)
[3675]234{
[5113]235  if (this->toCoordinate!= NULL)
236  {
237    delete this->toCoordinate;
238    this->toCoordinate = NULL;
239  }
240
[4993]241  if( likely(this->parentMode & PNODE_MOVEMENT))
242  {
243      /* if you have set the absolute coordinates this overrides all other changes */
244    if (likely(this->parent != NULL))
245      this->relCoordinate = absCoord - parent->getAbsCoor ();
246    else
247      this->relCoordinate = absCoord;
248  }
249  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
250  {
251    if (likely(this->parent != NULL))
252      this->relCoordinate = absCoord - parent->getAbsCoor ();
253    else
254      this->relCoordinate = absCoord;
255  }
256
257  this->bRelCoorChanged = true;
258//  this->absCoordinate = absCoord;
[3675]259}
260
[5382]261
[3675]262/**
[4836]263 * @param x x-coordinate.
264 * @param y y-coordinate.
265 * @param z z-coordinate.
[4987]266 * @see void PNode::setAbsCoor (const Vector& absCoord)
[4610]267 */
268void PNode::setAbsCoor(float x, float y, float z)
269{
270  this->setAbsCoor(Vector(x, y, z));
271}
272
273/**
[5406]274 * @param absCoord set absolute coordinate
275 * @todo check off
276 */
277void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
278{
279  if (this->toCoordinate == NULL)
280    this->toCoordinate = new Vector;
281
282  if( likely(this->parentMode & PNODE_MOVEMENT))
283  {
284      /* if you have set the absolute coordinates this overrides all other changes */
285    if (likely(this->parent != NULL))
286      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
287    else
288      *this->toCoordinate = absCoordSoft;
289  }
290  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
291  {
292    if (likely(this->parent != NULL))
293      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
294    else
295      *this->toCoordinate = absCoordSoft;
296  }
297}
298
299
300/**
[5091]301 *  shift coordinate relative
[4836]302 * @param shift shift vector
[4987]303 *
[5420]304 * this function shifts the current coordinates about the vector shift. this is
305 * usefull because from some place else you can:
306 * PNode* someNode = ...;
307 * Vector objectMovement = calculateShift();
308 * someNode->shiftCoor(objectMovement);
309 *
310 * this is the internal method of:
311 * PNode* someNode = ...;
312 * Vector objectMovement = calculateShift();
313 * Vector currentCoor = someNode->getRelCoor();
314 * Vector newCoor = currentCoor + objectMovement;
315 * someNode->setRelCoor(newCoor);
316 *
[5382]317 */
[3809]318void PNode::shiftCoor (const Vector& shift)
[3683]319{
[4993]320  this->relCoordinate += shift;
321  this->bRelCoorChanged = true;
[3683]322}
323
324/**
[4836]325 *  set relative direction
326 * @param relDir to its parent
[5091]327 */
[3810]328void PNode::setRelDir (const Quaternion& relDir)
[3675]329{
[5113]330  if (this->toDirection!= NULL)
331  {
332    delete this->toDirection;
333    this->toDirection = NULL;
334  }
[4993]335  this->relDirection = relDir;
[3675]336  this->bRelCoorChanged = true;
337}
338
[3365]339/**
[4771]340 * @see void PNode::setRelDir (const Quaternion& relDir)
341 * @param x the x direction
342 * @param y the y direction
343 * @param z the z direction
344 *
345 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
346 */
347void PNode::setRelDir (float x, float y, float z)
348{
349  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
350}
351
[4990]352
[4771]353/**
[4990]354 * sets the Relative Direction of this node to its parent in a Smoothed way
355 * @param relDirSoft the direction to iterate to smoothely.
[4992]356 * @param bias how fast to iterate to the new Direction
[4990]357 */
[4992]358void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
[4990]359{
360  if (likely(this->toDirection == NULL))
361    this->toDirection = new Quaternion();
362
363  *this->toDirection = relDirSoft;
[4992]364  this->bias = bias;
[4990]365}
366
367/**
368 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
369 * @param x the x direction
370 * @param y the y direction
371 * @param z the z direction
372 *
373 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
374 */
[4992]375void PNode::setRelDirSoft(float x, float y, float z, float bias)
[4990]376{
[4992]377  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
[4990]378}
379
380/**
[5091]381 *  sets the absolute direction
[4836]382 * @param absDir absolute coordinates
[5091]383 */
[3810]384void PNode::setAbsDir (const Quaternion& absDir)
[3675]385{
[5113]386  if (this->toDirection!= NULL)
387  {
388    delete this->toDirection;
389    this->toDirection = NULL;
390  }
391
[5001]392  if (likely(this->parent != NULL))
393    this->relDirection = absDir / this->parent->getAbsDir();
[4996]394  else
[5001]395   this->relDirection = absDir;
[4993]396
397  this->bRelDirChanged = true;
[3675]398}
399
400/**
[4771]401 * @see void PNode::setAbsDir (const Quaternion& relDir)
402 * @param x the x direction
403 * @param y the y direction
404 * @param z the z direction
405 *
406 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
407 */
408void PNode::setAbsDir (float x, float y, float z)
409{
410  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
411}
412
413/**
[5420]414 * sets the absolute direction
[5414]415 * @param absDir absolute coordinates
416 */
417void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
418{
419  if (this->toDirection == NULL)
420    this->toDirection = new Quaternion();
421
422  if (likely(this->parent != NULL))
423    *this->toDirection = absDirSoft / this->parent->getAbsDir();
424  else
425   *this->toDirection = absDirSoft;
426
427  this->bias = bias;
428}
429
430/**
431 * @see void PNode::setAbsDir (const Quaternion& relDir)
432 * @param x the x direction
433 * @param y the y direction
434 * @param z the z direction
435 *
436 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
437 */
438void PNode::setAbsDirSoft (float x, float y, float z, float bias)
439{
440  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
441}
442
443
444/**
[5091]445 * shift Direction
446 * @param shift the direction around which to shift.
447 */
[3802]448void PNode::shiftDir (const Quaternion& shift)
449{
[4993]450  this->relDirection = this->relDirection * shift;
[3802]451  this->bRelDirChanged = true;
452}
[3365]453
[3683]454/**
[4836]455 *  adds a child and makes this node to a parent
[5091]456 * @param child child reference
[4993]457 * use this to add a child to this node.
[5420]458 */
[5382]459void PNode::addChild (PNode* child)
[3365]460{
[4993]461  if( likely(child->parent != NULL))
[3521]462    {
[5255]463      PRINTF(5)("PNode::addChild() - reparenting node: removing it and adding it again\n");
[5770]464      child->parent->children.remove(child);
[3521]465    }
[4993]466  child->parent = this;
[5397]467  if (unlikely(this != NULL))
[5770]468    this->children.push_back(child);
[4993]469  child->parentCoorChanged();
[3365]470}
471
472/**
[5091]473 * @see PNode::addChild(PNode* child);
[4765]474 * @param childName the name of the child to add to this PNode
475 */
476void PNode::addChild (const char* childName)
477{
478  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
479  if (childNode != NULL)
480    this->addChild(childNode);
481}
482
483/**
[4836]484 *  removes a child from the node
[5091]485 * @param child the child to remove from this pNode.
[4993]486 *
487 * Children from pNode will not be lost, they are referenced to NullPointer
[5420]488 */
[4993]489void PNode::removeChild (PNode* child)
[3365]490{
[5214]491  if (child != NULL)
492  {
[5769]493   child->removeNode();
[5214]494//   this->children->remove(child);
495//   child->parent = NULL;
496  }
[3365]497}
498
499/**
[4836]500 *  remove this pnode from the tree and adds all following to NullParent
[5420]501 *
502 * this can be the case, if an entity in the world is being destroyed.
503 */
[5769]504void PNode::removeNode()
[3537]505{
[5770]506  list<PNode*>::iterator child;
507  for (child = this->children.begin(); child != this->children.end(); child ++)
508    NullParent::getInstance()->addChild(*child);
[4570]509
[5214]510  if (this->parent != NULL)
[5770]511    this->parent->children.remove(this);
[3537]512}
513
514/**
[4993]515 * sets the parent of this PNode
[4836]516 * @param parent the Parent to set
[5420]517 */
[3365]518void PNode::setParent (PNode* parent)
519{
[3511]520  parent->addChild(this);
[3365]521}
522
[4761]523/**
524 * @see PNode::setParent(PNode* parent);
525 * @param parentName the name of the Parent to set to this PNode
526 */
527void PNode::setParent (const char* parentName)
528{
529  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
530  if (parentNode != NULL)
531    parentNode->addChild(this);
532}
533
[4990]534/**
535 * does the reparenting in a very smooth way
536 * @param parentNode the new Node to connect this node to.
[4993]537 * @param bias the speed to iterate to this new Positions
[4990]538 */
[5382]539void PNode::setParentSoft(PNode* parentNode, float bias)
[4987]540{
[5382]541  // return if the new parent and the old one match
[4992]542  if (this->parent == parentNode)
543    return;
544
[5382]545  // store the Valures to iterate to.
[4993]546  if (likely(this->toCoordinate == NULL))
[4989]547  {
[4993]548    this->toCoordinate = new Vector();
549    *this->toCoordinate = this->getRelCoor();
[4989]550  }
[4990]551  if (likely(this->toDirection == NULL))
552  {
553    this->toDirection = new Quaternion();
554    *this->toDirection = this->getRelDir();
555  }
[4992]556  this->bias = bias;
[4987]557
558
[4990]559  Vector tmpV = this->getAbsCoor();
560  Quaternion tmpQ = this->getAbsDir();
[4987]561
562  parentNode->addChild(this);
563
[5382]564 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
565   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
[5000]566 else
[5382]567   this->relCoordinate = tmpV - parentNode->getAbsCoor();
[4991]568
[5382]569 this->relDirection = tmpQ / parentNode->getAbsDir();
[4987]570}
571
[4993]572/**
573 * does the reparenting in a very smooth way
574 * @param parentName the name of the Parent to reconnect to
575 * @param bias the speed to iterate to this new Positions
576 */
[5382]577void PNode::setParentSoft(const char* parentName, float bias)
[4987]578{
579  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
580  if (parentNode != NULL)
[5382]581    this->setParentSoft(parentNode, bias);
[4987]582}
583
[3365]584/**
[4836]585 *  sets the mode of this parent manually
[4765]586 * @param parentMode a String representing this parentingMode
587 */
588void PNode::setParentMode (const char* parentingMode)
589{
[4993]590  this->setParentMode(PNode::charToParentingMode(parentingMode));
[4765]591}
[3537]592
[3365]593/**
[4836]594 *  updates the absCoordinate/absDirection
595 * @param dt The time passed since the last update
[5420]596 *
597 * this is used to go through the parent-tree to update all the absolute coordinates
598 * and directions. this update should be done by the engine, so you don't have to
599 * worry, normaly...
600 */
[5769]601void PNode::updateNode (float dt)
[3365]602{
[4440]603  if( likely(this->parent != NULL))
604    {
[4987]605      // movement for nodes with smoothMove enabled
[4993]606      if (unlikely(this->toCoordinate != NULL))
[4987]607      {
[5382]608        Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
[5006]609        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
[4987]610        {
611          this->shiftCoor(moveVect);
612        }
613        else
614        {
[4993]615          delete this->toCoordinate;
616          this->toCoordinate = NULL;
[4988]617          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
[4987]618        }
619      }
[4990]620      if (unlikely(this->toDirection != NULL))
621      {
[5419]622        Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
623        if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
[4990]624        {
[5419]625          this->relDirection = rotQuat;
626          this->bRelDirChanged;
[4990]627        }
[4998]628        else
[4990]629        {
[5000]630          delete this->toDirection;
631          this->toDirection = NULL;
[5041]632          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
[4998]633        }
[4990]634      }
635
[4993]636      // MAIN UPDATE /////////////////////////////////////
[4440]637      this->lastAbsCoordinate = this->absCoordinate;
[4145]638
[4987]639      PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[3800]640
[4570]641
[4993]642      if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
643      {
644        /* update the current absDirection - remember * means rotation around sth.*/
[5050]645        this->prevRelCoordinate = this->relCoordinate;
[5001]646        this->absDirection = this->relDirection * parent->getAbsDir();;
[4993]647      }
[4570]648
[5089]649      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
[4993]650      {
651        /* update the current absCoordinate */
[5050]652        this->prevRelCoordinate = this->relCoordinate;
[5007]653        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
654      }
[5089]655      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
[5007]656      {
657        /* update the current absCoordinate */
[5083]658        this->prevRelCoordinate = this->relCoordinate;
[4993]659        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
660      }
661      /////////////////////////////////////////////////
662   }
[4440]663  else
664    {
665      PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[4993]666      if (this->bRelCoorChanged)
[5118]667      {
668        this->prevRelCoordinate = this->relCoordinate;
[4993]669        this->absCoordinate = this->relCoordinate;
[5118]670      }
[4993]671      if (this->bRelDirChanged)
[5118]672      {
673        this->prevRelDirection = this->relDirection;
[4993]674        this->absDirection = this->getAbsDir () * this->relDirection;
[5118]675      }
[4993]676    }
[3365]677
[5770]678    if(this->children.size() > 0)
[4993]679    {
[5770]680      list<PNode*>::iterator child;
681      for (child = this->children.begin(); child != this->children.end(); child ++)
[4574]682      {
683        /* if this node has changed, make sure, that all children are updated also */
[4993]684        if( likely(this->bRelCoorChanged))
[5770]685          (*child)->parentCoorChanged ();
[4993]686        if( likely(this->bRelDirChanged))
[5770]687          (*child)->parentDirChanged ();
[4993]688
[5770]689        (*child)->updateNode(dt);
[4993]690      }
[4440]691    }
[4993]692    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
693    this->bRelCoorChanged = false;
694    this->bRelDirChanged = false;
[3365]695}
696
[5769]697
698void PNode::countChildNodes(int& nodes) const
699{
700  nodes++;
[5770]701  list<PNode*>::const_iterator child;
702  for (child = this->children.begin(); child != this->children.end(); child ++)
703    (*child)->countChildNodes(nodes);
[5769]704}
705
706
[3450]707/**
[4836]708 *  displays some information about this pNode
709 * @param depth The deph into which to debug the children of this PNode to.
[5383]710 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
711 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
[5420]712 */
[5769]713void PNode::debugNode(unsigned int depth, unsigned int level) const
[3365]714{
[4574]715  for (unsigned int i = 0; i < level; i++)
[4575]716    PRINT(0)(" |");
[5770]717  if (this->children.size() > 0)
[4575]718    PRINT(0)(" +");
719  else
720    PRINT(0)(" -");
[5769]721
722  int childNodeCount = 0;
723  this->countChildNodes(childNodeCount);
724
725  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 - %d childs\n",
[4574]726           this->getClassName(),
727           this->getName(),
728           this->absCoordinate.x,
729           this->absCoordinate.y,
730           this->absCoordinate.z,
731           this->relCoordinate.x,
732           this->relCoordinate.y,
[4993]733           this->relCoordinate.z,
[4996]734           this->getAbsDirV().x,
735           this->getAbsDirV().y,
736           this->getAbsDirV().z,
[5769]737           this->parentingModeToChar(parentMode),
738           childNodeCount);
[4574]739  if (depth >= 2 || depth == 0)
740  {
[5770]741    list<PNode*>::const_iterator child;
742    for (child = this->children.begin(); child != this->children.end(); child ++)
[4574]743    {
744      if (depth == 0)
[5770]745        (*child)->debugNode(0, level + 1);
[4574]746      else
[5770]747        (*child)->debugNode(depth - 1, level +1);
[4574]748    }
749  }
[3365]750}
751
[4570]752/**
[5383]753 * displays the PNode at its position with its rotation as a cube.
754 * @param  depth The deph into which to debug the children of this PNode to.
755 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
756 * @param size the Size of the Box to draw.
757 * @param color the color of the Box to display.
758 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
759 */
760void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
[4570]761{
[5432]762  // if this is the first Element we draw
[5383]763  if (level == 0)
764  {
[5432]765    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
766    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
[5383]767
[5432]768    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
769    glDisable(GL_BLEND);         // ''
770    glDisable(GL_TEXTURE_2D);    // ''
[5438]771    glDisable(GL_DEPTH_TEST);    // ''
[5383]772  }
773
[5432]774  glPushMatrix();                // repush the Matrix-stack
[4570]775  /* translate */
776  glTranslatef (this->getAbsCoor ().x,
777                this->getAbsCoor ().y,
778                this->getAbsCoor ().z);
[4998]779//  this->getAbsDir ().matrix (matrix);
780
[5432]781  /* rotate */
[4998]782  Vector tmpRot = this->getAbsDir().getSpacialAxis();
[5432]783  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
784  /* set the new Color */
[5008]785  glColor3f(color.x, color.y, color.z);
[5432]786  { /* draw a cube of size size */
[4570]787    glBegin(GL_LINE_STRIP);
[4995]788    glVertex3f(-.5*size, -.5*size,  -.5*size);
789    glVertex3f(+.5*size, -.5*size,  -.5*size);
790    glVertex3f(+.5*size, -.5*size,  +.5*size);
791    glVertex3f(-.5*size, -.5*size,  +.5*size);
792    glVertex3f(-.5*size, -.5*size,  -.5*size);
[4570]793    glEnd();
794    glBegin(GL_LINE_STRIP);
[4995]795    glVertex3f(-.5*size, +.5*size,  -.5*size);
796    glVertex3f(+.5*size, +.5*size,  -.5*size);
797    glVertex3f(+.5*size, +.5*size,  +.5*size);
798    glVertex3f(-.5*size, +.5*size,  +.5*size);
799    glVertex3f(-.5*size, +.5*size,  -.5*size);
[4570]800    glEnd();
[4995]801
[4570]802    glBegin(GL_LINES);
[4995]803    glVertex3f(-.5*size, -.5*size,  -.5*size);
804    glVertex3f(-.5*size, +.5*size,  -.5*size);
805    glVertex3f(+.5*size, -.5*size,  -.5*size);
806    glVertex3f(+.5*size, +.5*size,  -.5*size);
807    glVertex3f(+.5*size, -.5*size,  +.5*size);
808    glVertex3f(+.5*size, +.5*size,  +.5*size);
809    glVertex3f(-.5*size, -.5*size,  +.5*size);
810    glVertex3f(-.5*size, +.5*size,  +.5*size);
[4570]811    glEnd();
812  }
813
814  glPopMatrix();
[5007]815  if (depth >= 2 || depth == 0)
816  {
[5432]817    /* rotate the current color in HSV space around 20 degree */
[5115]818    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[5770]819    list<PNode*>::const_iterator child;
820    for (child = this->children.begin(); child != this->children.end(); child ++)
[5007]821    {
[5394]822      // drawing the Dependency graph
[5406]823     if (this != NullParent::getInstance())
[5394]824      {
825       glBegin(GL_LINES);
826       glColor3f(color.x, color.y, color.z);
827       glVertex3f(this->getAbsCoor ().x,
828                  this->getAbsCoor ().y,
829                  this->getAbsCoor ().z);
830        glColor3f(childColor.x, childColor.y, childColor.z);
[5770]831        glVertex3f((*child)->getAbsCoor ().x,
832                   (*child)->getAbsCoor ().y,
833                   (*child)->getAbsCoor ().z);
[5394]834        glEnd();
835      }
[5432]836      /* if we want to draw the children too */
837      if (depth == 0) /* -> all of them */
[5770]838        (*child)->debugDraw(0, size, childColor, level+1);
[5432]839      else            /* -> only the Next one */
[5770]840        (*child)->debugDraw(depth - 1, size, childColor, level +1);
[5007]841    }
842  }
[5383]843  if (level == 0)
[5432]844    glPopAttrib(); /* pop the saved attributes back out */
[4570]845}
[4993]846
847
848
849/////////////////////
850// HELPER_FUCTIONS //
851/////////////////////
852
853/**
854 * converts a parentingMode into a string that is the name of it
855 * @param parentingMode the ParentingMode to convert
856 * @return the converted string
857 */
858const char* PNode::parentingModeToChar(int parentingMode)
859{
860  if (parentingMode == PNODE_LOCAL_ROTATE)
861    return "local-rotate";
862  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
863    return "rotate-movement";
864  else if (parentingMode == PNODE_MOVEMENT)
865    return "movement";
866  else if (parentingMode == PNODE_ALL)
867    return "all";
868  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
869    return "rotate-and-move";
870}
871
872/**
873 * converts a parenting-mode-string into a int
874 * @param parentingMode the string naming the parentingMode
875 * @return the int corresponding to the named parentingMode
876 */
877PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
878{
879  if (!strcmp(parentingMode, "local-rotate"))
880    return (PNODE_LOCAL_ROTATE);
881  else  if (!strcmp(parentingMode, "rotate-movement"))
882    return (PNODE_ROTATE_MOVEMENT);
883  else  if (!strcmp(parentingMode, "movement"))
884    return (PNODE_MOVEMENT);
885  else  if (!strcmp(parentingMode, "all"))
886    return (PNODE_ALL);
887  else  if (!strcmp(parentingMode, "rotate-and-move"))
888    return (PNODE_ROTATE_AND_MOVE);
889}
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