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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 5876

Last change on this file since 5876 was 5819, checked in by bensch, 19 years ago

orxonox/trunk: merged branches world_entities to trunk again
merged with command
svn merge -r5795:HEAD branches/world_entities/ trunk/
no conflicts (what a wonder)

File size: 24.6 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
[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;
[5819]336
[3675]337  this->bRelCoorChanged = true;
338}
339
[3365]340/**
[4771]341 * @see void PNode::setRelDir (const Quaternion& relDir)
342 * @param x the x direction
343 * @param y the y direction
344 * @param z the z direction
345 *
346 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
347 */
348void PNode::setRelDir (float x, float y, float z)
349{
350  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
351}
352
[4990]353
[4771]354/**
[4990]355 * sets the Relative Direction of this node to its parent in a Smoothed way
356 * @param relDirSoft the direction to iterate to smoothely.
[4992]357 * @param bias how fast to iterate to the new Direction
[4990]358 */
[4992]359void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
[4990]360{
361  if (likely(this->toDirection == NULL))
362    this->toDirection = new Quaternion();
363
364  *this->toDirection = relDirSoft;
[4992]365  this->bias = bias;
[5819]366  this->bRelDirChanged = true;
[4990]367}
368
369/**
370 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
371 * @param x the x direction
372 * @param y the y direction
373 * @param z the z direction
374 *
375 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
376 */
[4992]377void PNode::setRelDirSoft(float x, float y, float z, float bias)
[4990]378{
[4992]379  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
[4990]380}
381
382/**
[5091]383 *  sets the absolute direction
[4836]384 * @param absDir absolute coordinates
[5091]385 */
[3810]386void PNode::setAbsDir (const Quaternion& absDir)
[3675]387{
[5113]388  if (this->toDirection!= NULL)
389  {
390    delete this->toDirection;
391    this->toDirection = NULL;
392  }
393
[5001]394  if (likely(this->parent != NULL))
395    this->relDirection = absDir / this->parent->getAbsDir();
[4996]396  else
[5001]397   this->relDirection = absDir;
[4993]398
399  this->bRelDirChanged = true;
[3675]400}
401
402/**
[4771]403 * @see void PNode::setAbsDir (const Quaternion& relDir)
404 * @param x the x direction
405 * @param y the y direction
406 * @param z the z direction
407 *
408 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
409 */
410void PNode::setAbsDir (float x, float y, float z)
411{
412  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
413}
414
415/**
[5420]416 * sets the absolute direction
[5414]417 * @param absDir absolute coordinates
418 */
419void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
420{
421  if (this->toDirection == NULL)
422    this->toDirection = new Quaternion();
423
424  if (likely(this->parent != NULL))
425    *this->toDirection = absDirSoft / this->parent->getAbsDir();
426  else
427   *this->toDirection = absDirSoft;
428
429  this->bias = bias;
430}
431
432/**
433 * @see void PNode::setAbsDir (const Quaternion& relDir)
434 * @param x the x direction
435 * @param y the y direction
436 * @param z the z direction
437 *
438 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
439 */
440void PNode::setAbsDirSoft (float x, float y, float z, float bias)
441{
442  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
443}
444
445
446/**
[5091]447 * shift Direction
448 * @param shift the direction around which to shift.
449 */
[3802]450void PNode::shiftDir (const Quaternion& shift)
451{
[4993]452  this->relDirection = this->relDirection * shift;
[3802]453  this->bRelDirChanged = true;
454}
[3365]455
[3683]456/**
[4836]457 *  adds a child and makes this node to a parent
[5091]458 * @param child child reference
[4993]459 * use this to add a child to this node.
[5420]460 */
[5382]461void PNode::addChild (PNode* child)
[3365]462{
[4993]463  if( likely(child->parent != NULL))
[3521]464    {
[5255]465      PRINTF(5)("PNode::addChild() - reparenting node: removing it and adding it again\n");
[5770]466      child->parent->children.remove(child);
[3521]467    }
[4993]468  child->parent = this;
[5397]469  if (unlikely(this != NULL))
[5770]470    this->children.push_back(child);
[4993]471  child->parentCoorChanged();
[3365]472}
473
474/**
[5091]475 * @see PNode::addChild(PNode* child);
[4765]476 * @param childName the name of the child to add to this PNode
477 */
478void PNode::addChild (const char* childName)
479{
480  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
481  if (childNode != NULL)
482    this->addChild(childNode);
483}
484
485/**
[4836]486 *  removes a child from the node
[5091]487 * @param child the child to remove from this pNode.
[4993]488 *
489 * Children from pNode will not be lost, they are referenced to NullPointer
[5420]490 */
[4993]491void PNode::removeChild (PNode* child)
[3365]492{
[5214]493  if (child != NULL)
494  {
[5769]495   child->removeNode();
[5214]496//   this->children->remove(child);
497//   child->parent = NULL;
498  }
[3365]499}
500
501/**
[4836]502 *  remove this pnode from the tree and adds all following to NullParent
[5420]503 *
504 * this can be the case, if an entity in the world is being destroyed.
505 */
[5769]506void PNode::removeNode()
[3537]507{
[5770]508  list<PNode*>::iterator child;
509  for (child = this->children.begin(); child != this->children.end(); child ++)
510    NullParent::getInstance()->addChild(*child);
[4570]511
[5214]512  if (this->parent != NULL)
[5770]513    this->parent->children.remove(this);
[3537]514}
515
516/**
[4993]517 * sets the parent of this PNode
[4836]518 * @param parent the Parent to set
[5420]519 */
[3365]520void PNode::setParent (PNode* parent)
521{
[3511]522  parent->addChild(this);
[3365]523}
524
[4761]525/**
526 * @see PNode::setParent(PNode* parent);
527 * @param parentName the name of the Parent to set to this PNode
528 */
529void PNode::setParent (const char* parentName)
530{
531  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
532  if (parentNode != NULL)
533    parentNode->addChild(this);
534}
535
[4990]536/**
537 * does the reparenting in a very smooth way
538 * @param parentNode the new Node to connect this node to.
[4993]539 * @param bias the speed to iterate to this new Positions
[4990]540 */
[5382]541void PNode::setParentSoft(PNode* parentNode, float bias)
[4987]542{
[5382]543  // return if the new parent and the old one match
[4992]544  if (this->parent == parentNode)
545    return;
546
[5382]547  // store the Valures to iterate to.
[4993]548  if (likely(this->toCoordinate == NULL))
[4989]549  {
[4993]550    this->toCoordinate = new Vector();
551    *this->toCoordinate = this->getRelCoor();
[4989]552  }
[4990]553  if (likely(this->toDirection == NULL))
554  {
555    this->toDirection = new Quaternion();
556    *this->toDirection = this->getRelDir();
557  }
[4992]558  this->bias = bias;
[4987]559
560
[4990]561  Vector tmpV = this->getAbsCoor();
562  Quaternion tmpQ = this->getAbsDir();
[4987]563
564  parentNode->addChild(this);
565
[5382]566 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
567   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
[5000]568 else
[5382]569   this->relCoordinate = tmpV - parentNode->getAbsCoor();
[4991]570
[5382]571 this->relDirection = tmpQ / parentNode->getAbsDir();
[4987]572}
573
[4993]574/**
575 * does the reparenting in a very smooth way
576 * @param parentName the name of the Parent to reconnect to
577 * @param bias the speed to iterate to this new Positions
578 */
[5382]579void PNode::setParentSoft(const char* parentName, float bias)
[4987]580{
581  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
582  if (parentNode != NULL)
[5382]583    this->setParentSoft(parentNode, bias);
[4987]584}
585
[3365]586/**
[4836]587 *  sets the mode of this parent manually
[4765]588 * @param parentMode a String representing this parentingMode
589 */
590void PNode::setParentMode (const char* parentingMode)
591{
[4993]592  this->setParentMode(PNode::charToParentingMode(parentingMode));
[4765]593}
[3537]594
[3365]595/**
[4836]596 *  updates the absCoordinate/absDirection
597 * @param dt The time passed since the last update
[5420]598 *
599 * this is used to go through the parent-tree to update all the absolute coordinates
600 * and directions. this update should be done by the engine, so you don't have to
601 * worry, normaly...
602 */
[5769]603void PNode::updateNode (float dt)
[3365]604{
[4440]605  if( likely(this->parent != NULL))
606    {
[4987]607      // movement for nodes with smoothMove enabled
[4993]608      if (unlikely(this->toCoordinate != NULL))
[4987]609      {
[5382]610        Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
[5006]611        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
[4987]612        {
613          this->shiftCoor(moveVect);
614        }
615        else
616        {
[4993]617          delete this->toCoordinate;
618          this->toCoordinate = NULL;
[4988]619          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
[4987]620        }
621      }
[4990]622      if (unlikely(this->toDirection != NULL))
623      {
[5419]624        Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
625        if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
[4990]626        {
[5419]627          this->relDirection = rotQuat;
628          this->bRelDirChanged;
[4990]629        }
[4998]630        else
[4990]631        {
[5000]632          delete this->toDirection;
633          this->toDirection = NULL;
[5041]634          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
[4998]635        }
[4990]636      }
637
[4993]638      // MAIN UPDATE /////////////////////////////////////
[4440]639      this->lastAbsCoordinate = this->absCoordinate;
[4145]640
[4987]641      PRINTF(5)("PNode::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[3800]642
[4570]643
[4993]644      if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
645      {
646        /* update the current absDirection - remember * means rotation around sth.*/
[5050]647        this->prevRelCoordinate = this->relCoordinate;
[5001]648        this->absDirection = this->relDirection * parent->getAbsDir();;
[4993]649      }
[4570]650
[5089]651      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
[4993]652      {
653        /* update the current absCoordinate */
[5050]654        this->prevRelCoordinate = this->relCoordinate;
[5007]655        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
656      }
[5089]657      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
[5007]658      {
659        /* update the current absCoordinate */
[5083]660        this->prevRelCoordinate = this->relCoordinate;
[4993]661        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
662      }
663      /////////////////////////////////////////////////
664   }
[4440]665  else
666    {
667      PRINTF(4)("NullParent::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[4993]668      if (this->bRelCoorChanged)
[5118]669      {
670        this->prevRelCoordinate = this->relCoordinate;
[4993]671        this->absCoordinate = this->relCoordinate;
[5118]672      }
[4993]673      if (this->bRelDirChanged)
[5118]674      {
675        this->prevRelDirection = this->relDirection;
[4993]676        this->absDirection = this->getAbsDir () * this->relDirection;
[5118]677      }
[4993]678    }
[3365]679
[5770]680    if(this->children.size() > 0)
[4993]681    {
[5770]682      list<PNode*>::iterator child;
683      for (child = this->children.begin(); child != this->children.end(); child ++)
[4574]684      {
685        /* if this node has changed, make sure, that all children are updated also */
[4993]686        if( likely(this->bRelCoorChanged))
[5770]687          (*child)->parentCoorChanged ();
[4993]688        if( likely(this->bRelDirChanged))
[5770]689          (*child)->parentDirChanged ();
[4993]690
[5770]691        (*child)->updateNode(dt);
[4993]692      }
[4440]693    }
[4993]694    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
695    this->bRelCoorChanged = false;
696    this->bRelDirChanged = false;
[3365]697}
698
[5769]699
700void PNode::countChildNodes(int& nodes) const
701{
702  nodes++;
[5770]703  list<PNode*>::const_iterator child;
704  for (child = this->children.begin(); child != this->children.end(); child ++)
705    (*child)->countChildNodes(nodes);
[5769]706}
707
708
[3450]709/**
[4836]710 *  displays some information about this pNode
711 * @param depth The deph into which to debug the children of this PNode to.
[5383]712 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
713 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
[5420]714 */
[5769]715void PNode::debugNode(unsigned int depth, unsigned int level) const
[3365]716{
[4574]717  for (unsigned int i = 0; i < level; i++)
[4575]718    PRINT(0)(" |");
[5770]719  if (this->children.size() > 0)
[4575]720    PRINT(0)(" +");
721  else
722    PRINT(0)(" -");
[5769]723
724  int childNodeCount = 0;
725  this->countChildNodes(childNodeCount);
726
727  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]728           this->getClassName(),
729           this->getName(),
730           this->absCoordinate.x,
731           this->absCoordinate.y,
732           this->absCoordinate.z,
733           this->relCoordinate.x,
734           this->relCoordinate.y,
[4993]735           this->relCoordinate.z,
[4996]736           this->getAbsDirV().x,
737           this->getAbsDirV().y,
738           this->getAbsDirV().z,
[5769]739           this->parentingModeToChar(parentMode),
740           childNodeCount);
[4574]741  if (depth >= 2 || depth == 0)
742  {
[5770]743    list<PNode*>::const_iterator child;
744    for (child = this->children.begin(); child != this->children.end(); child ++)
[4574]745    {
746      if (depth == 0)
[5770]747        (*child)->debugNode(0, level + 1);
[4574]748      else
[5770]749        (*child)->debugNode(depth - 1, level +1);
[4574]750    }
751  }
[3365]752}
753
[4570]754/**
[5383]755 * displays the PNode at its position with its rotation as a cube.
756 * @param  depth The deph into which to debug the children of this PNode to.
757 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
758 * @param size the Size of the Box to draw.
759 * @param color the color of the Box to display.
760 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
761 */
762void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
[4570]763{
[5432]764  // if this is the first Element we draw
[5383]765  if (level == 0)
766  {
[5432]767    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
768    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
[5383]769
[5432]770    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
771    glDisable(GL_BLEND);         // ''
772    glDisable(GL_TEXTURE_2D);    // ''
[5438]773    glDisable(GL_DEPTH_TEST);    // ''
[5383]774  }
775
[5432]776  glPushMatrix();                // repush the Matrix-stack
[4570]777  /* translate */
778  glTranslatef (this->getAbsCoor ().x,
779                this->getAbsCoor ().y,
780                this->getAbsCoor ().z);
[4998]781//  this->getAbsDir ().matrix (matrix);
782
[5432]783  /* rotate */
[4998]784  Vector tmpRot = this->getAbsDir().getSpacialAxis();
[5432]785  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
786  /* set the new Color */
[5008]787  glColor3f(color.x, color.y, color.z);
[5432]788  { /* draw a cube of size size */
[4570]789    glBegin(GL_LINE_STRIP);
[4995]790    glVertex3f(-.5*size, -.5*size,  -.5*size);
791    glVertex3f(+.5*size, -.5*size,  -.5*size);
792    glVertex3f(+.5*size, -.5*size,  +.5*size);
793    glVertex3f(-.5*size, -.5*size,  +.5*size);
794    glVertex3f(-.5*size, -.5*size,  -.5*size);
[4570]795    glEnd();
796    glBegin(GL_LINE_STRIP);
[4995]797    glVertex3f(-.5*size, +.5*size,  -.5*size);
798    glVertex3f(+.5*size, +.5*size,  -.5*size);
799    glVertex3f(+.5*size, +.5*size,  +.5*size);
800    glVertex3f(-.5*size, +.5*size,  +.5*size);
801    glVertex3f(-.5*size, +.5*size,  -.5*size);
[4570]802    glEnd();
[4995]803
[4570]804    glBegin(GL_LINES);
[4995]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);
811    glVertex3f(-.5*size, -.5*size,  +.5*size);
812    glVertex3f(-.5*size, +.5*size,  +.5*size);
[4570]813    glEnd();
814  }
815
816  glPopMatrix();
[5007]817  if (depth >= 2 || depth == 0)
818  {
[5432]819    /* rotate the current color in HSV space around 20 degree */
[5115]820    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[5770]821    list<PNode*>::const_iterator child;
822    for (child = this->children.begin(); child != this->children.end(); child ++)
[5007]823    {
[5394]824      // drawing the Dependency graph
[5406]825     if (this != NullParent::getInstance())
[5394]826      {
827       glBegin(GL_LINES);
828       glColor3f(color.x, color.y, color.z);
829       glVertex3f(this->getAbsCoor ().x,
830                  this->getAbsCoor ().y,
831                  this->getAbsCoor ().z);
832        glColor3f(childColor.x, childColor.y, childColor.z);
[5770]833        glVertex3f((*child)->getAbsCoor ().x,
834                   (*child)->getAbsCoor ().y,
835                   (*child)->getAbsCoor ().z);
[5394]836        glEnd();
837      }
[5432]838      /* if we want to draw the children too */
839      if (depth == 0) /* -> all of them */
[5770]840        (*child)->debugDraw(0, size, childColor, level+1);
[5432]841      else            /* -> only the Next one */
[5770]842        (*child)->debugDraw(depth - 1, size, childColor, level +1);
[5007]843    }
844  }
[5383]845  if (level == 0)
[5432]846    glPopAttrib(); /* pop the saved attributes back out */
[4570]847}
[4993]848
849
850
851/////////////////////
852// HELPER_FUCTIONS //
853/////////////////////
854
855/**
856 * converts a parentingMode into a string that is the name of it
857 * @param parentingMode the ParentingMode to convert
858 * @return the converted string
859 */
860const char* PNode::parentingModeToChar(int parentingMode)
861{
862  if (parentingMode == PNODE_LOCAL_ROTATE)
863    return "local-rotate";
864  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
865    return "rotate-movement";
866  else if (parentingMode == PNODE_MOVEMENT)
867    return "movement";
868  else if (parentingMode == PNODE_ALL)
869    return "all";
870  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
871    return "rotate-and-move";
872}
873
874/**
875 * converts a parenting-mode-string into a int
876 * @param parentingMode the string naming the parentingMode
877 * @return the int corresponding to the named parentingMode
878 */
879PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
880{
881  if (!strcmp(parentingMode, "local-rotate"))
882    return (PNODE_LOCAL_ROTATE);
883  else  if (!strcmp(parentingMode, "rotate-movement"))
884    return (PNODE_ROTATE_MOVEMENT);
885  else  if (!strcmp(parentingMode, "movement"))
886    return (PNODE_MOVEMENT);
887  else  if (!strcmp(parentingMode, "all"))
888    return (PNODE_ALL);
889  else  if (!strcmp(parentingMode, "rotate-and-move"))
890    return (PNODE_ROTATE_AND_MOVE);
891}
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