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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 8999

Last change on this file since 8999 was 8316, checked in by bensch, 18 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 31.5 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
[7193]20#include "util/loading/load_param.h"
[4761]21#include "class_list.h"
22
[6078]23#include <algorithm>
[3860]24#include "compiler.h"
[3608]25#include "debug.h"
26
[6054]27#include "glincl.h"
[5406]28#include "color.h"
[3246]29
[6341]30#include "synchronizeable.h"
31
[3246]32/**
[6048]33 * @brief standard constructor
[6078]34 * @param parent the Parent of this Node. __NULL__ if __No Parent__ requested, PNode::getNullParent(), if connected to NullParent directly (default)
[6299]35 * @param nodeFlags all flags to set. THIS_WILL_OVERWRITE Default_Values.
[5420]36 */
[6078]37PNode::PNode (PNode* parent, long nodeFlags)
[8316]38  : BaseObject(), Synchronizeable()
[3365]39{
[6074]40  this->setClassID(CL_PARENT_NODE, "PNode");
[3365]41
[6074]42  this->bRelCoorChanged = true;
43  this->bRelDirChanged = true;
44  this->parent = NULL;
[6078]45  this->parentMode = nodeFlags;
[6074]46  this->bActive = true;
[4993]47
[6074]48  // smooth-movers
49  this->toCoordinate = NULL;
50  this->toDirection = NULL;
51  this->bias = 1.0;
[6078]52
53  if (parent != NULL)
54    parent->addChild(this);
[7954]55
56  this->relCoordinate_handle = this->registerVarId( new SynchronizeableVector( &relCoordinate, &relCoordinate_write, "coordinate" ) );
57  this->relDirection_handle = this->registerVarId( new SynchronizeableQuaternion( &relDirection, &relDirection_write, "direction" ) );
[3365]58}
59
[6074]60// NullParent Reference
61PNode* PNode::nullParent = NULL;
[6073]62
[3365]63/**
[6048]64 * @brief standard deconstructor
[5296]65 *
66 * There are two general ways to delete a PNode
67 * 1. delete instance;
68 *   -> result
69 *    delete this Node and all its children and children's children...
70 *    (danger if you still need the children's instance somewhere else!!)
71 *
[6073]72 * 2. instance->removeNode(); delete instance;
[5296]73 *   -> result:
74 *    moves its children to the NullParent
75 *    then deletes the Element.
76 */
[4570]77PNode::~PNode ()
[3365]78{
[7126]79  PRINTF(4)("delete %s::%s\n", this->getClassName(), this->getName());
[6073]80  // remove the Node, delete it's children (if required).
81  std::list<PNode*>::iterator deleteNode;
[7126]82  unsigned int size;
[6073]83  while(!this->children.empty())
[7126]84  {
[7129]85    deleteNode = this->children.begin();
86    size = this->children.size();
87    if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) ||
88        ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT))
[6073]89    {
[7129]90      if (this == PNode::nullParent && (*deleteNode)->parentMode & PNODE_REPARENT_TO_NULL)
[6073]91      {
[7129]92        PRINTF(4)("%s::%s deletes %s::%s\n",
93                  this->getClassName(), this->getName(),
94                  (*deleteNode)->getClassName(), (*deleteNode)->getName());
95        delete (*deleteNode);
[6073]96      }
97      else
[7125]98      {
[7129]99        PRINTF(4)("%s::%s reparents %s::%s\n",
100                  this->getClassName(), this->getName(),
101                  (*deleteNode)->getClassName(), (*deleteNode)->getName());
102        (*deleteNode)->reparent();
[7125]103      }
[6073]104    }
[7129]105    else
106    {
107      PRINTF(4)("%s::%s deletes PNode: %s::%s\n",
108                this->getClassName(), this->getName(),
109                (*deleteNode)->getClassName(), (*deleteNode)->getName());
110      delete (*deleteNode);
111    }
[7126]112  }
[6073]113
[6071]114  if (this->parent != NULL)
[7008]115  {
116    this->parent->eraseChild(this);
117    this->parent = NULL;
118  }
[6071]119
[5296]120  // remove all other allocated memory.
[5088]121  if (this->toCoordinate != NULL)
122    delete this->toCoordinate;
123  if (this->toDirection != NULL)
124    delete this->toDirection;
[6075]125
126  if (this == PNode::nullParent)
127    PNode::nullParent = NULL;
[3365]128}
[3246]129
[5296]130
[4448]131/**
[6048]132 * @brief loads parameters of the PNode
[4836]133 * @param root the XML-element to load the properties of
[5420]134 */
[4436]135void PNode::loadParams(const TiXmlElement* root)
136{
[6512]137  BaseObject::loadParams(root);
[4610]138
[5671]139  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
[7008]140  .describe("Sets The relative position of the Node to its parent.");
[4771]141
[5671]142  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
[7008]143  .describe("Sets The absolute Position of the Node.");
[4610]144
[5671]145  LoadParam(root, "rel-dir", this, PNode, setRelDir)
[7008]146  .describe("Sets The relative rotation of the Node to its parent.");
[4761]147
[5671]148  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
[7008]149  .describe("Sets The absolute rotation of the Node.");
[4771]150
[5671]151  LoadParam(root, "parent", this, PNode, setParent)
[7008]152  .describe("the Name of the Parent to set for this PNode");
[4765]153
[5671]154  LoadParam(root, "parent-mode", this, PNode, setParentMode)
[7008]155  .describe("the mode to connect this node to its parent ()");
[4765]156
157  // cycling properties
[4785]158  if (root != NULL)
[4765]159  {
[5654]160    LOAD_PARAM_START_CYCLE(root, element);
[4785]161    {
[6074]162      LoadParam_CYCLE(element, "child", this, PNode, addChild)
[7008]163      .describe("adds a new Child to the current Node.");
[4765]164
[4785]165    }
[5654]166    LOAD_PARAM_END_CYCLE(element);
[4765]167  }
[4436]168}
[3365]169
[6424]170
[3365]171/**
[6424]172 *  init the pnode to a well definied state
173 *
174 * this function actualy only updates the PNode tree
175 */
176void PNode::init()
177{
178  /* just update all aboslute positions via timestep 0.001ms */
179  this->updateNode(0.001f);
180  this->updateNode(0.001f);
181}
182
183
184/**
[6048]185 * @brief set relative coordinates
[4836]186 * @param relCoord relative coordinates to its parent
[5420]187 *
188 *
189 * it is very importand, that you use this function, if you want to update the
190 * relCoordinates. If you don't use this, the PNode won't recognize, that something
191 * has changed and won't update the children Nodes.
192 */
[3810]193void PNode::setRelCoor (const Vector& relCoord)
[3675]194{
[5113]195  if (this->toCoordinate!= NULL)
196  {
197    delete this->toCoordinate;
198    this->toCoordinate = NULL;
199  }
200
[4993]201  this->relCoordinate = relCoord;
[3675]202  this->bRelCoorChanged = true;
203}
204
205/**
[6048]206 * @brief set relative coordinates
[4836]207 * @param x x-relative coordinates to its parent
208 * @param y y-relative coordinates to its parent
209 * @param z z-relative coordinates to its parent
[4993]210 * @see  void PNode::setRelCoor (const Vector& relCoord)
[5420]211 */
[4610]212void PNode::setRelCoor (float x, float y, float z)
213{
214  this->setRelCoor(Vector(x, y, z));
215}
216
[4992]217/**
[6048]218 * @brief sets a new relative position smoothely
[4992]219 * @param relCoordSoft the new Position to iterate to
220 * @param bias how fast to iterate to this position
221 */
222void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
[4987]223{
[4993]224  if (likely(this->toCoordinate == NULL))
225    this->toCoordinate = new Vector();
[4987]226
[4993]227  *this->toCoordinate = relCoordSoft;
[4992]228  this->bias = bias;
[4987]229}
230
[4990]231
[4610]232/**
[6048]233 * @brief set relative coordinates smoothely
[4990]234 * @param x x-relative coordinates to its parent
235 * @param y y-relative coordinates to its parent
236 * @param z z-relative coordinates to its parent
[4993]237 * @see  void PNode::setRelCoorSoft (const Vector&, float)
[4990]238 */
[4992]239void PNode::setRelCoorSoft (float x, float y, float z, float bias)
[4990]240{
[4992]241  this->setRelCoorSoft(Vector(x, y, z), bias);
[4990]242}
243
[5382]244
[4990]245/**
[4836]246 * @param absCoord set absolute coordinate
[5091]247 */
[3809]248void PNode::setAbsCoor (const Vector& absCoord)
[3675]249{
[5113]250  if (this->toCoordinate!= NULL)
251  {
252    delete this->toCoordinate;
253    this->toCoordinate = NULL;
254  }
255
[4993]256  if( likely(this->parentMode & PNODE_MOVEMENT))
257  {
[7008]258    /* if you have set the absolute coordinates this overrides all other changes */
[4993]259    if (likely(this->parent != NULL))
260      this->relCoordinate = absCoord - parent->getAbsCoor ();
261    else
262      this->relCoordinate = absCoord;
263  }
264  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
265  {
266    if (likely(this->parent != NULL))
267      this->relCoordinate = absCoord - parent->getAbsCoor ();
268    else
269      this->relCoordinate = absCoord;
270  }
271
272  this->bRelCoorChanged = true;
[7008]273  //  this->absCoordinate = absCoord;
[3675]274}
275
[5382]276
[3675]277/**
[4836]278 * @param x x-coordinate.
279 * @param y y-coordinate.
280 * @param z z-coordinate.
[4987]281 * @see void PNode::setAbsCoor (const Vector& absCoord)
[4610]282 */
283void PNode::setAbsCoor(float x, float y, float z)
284{
285  this->setAbsCoor(Vector(x, y, z));
286}
287
[6054]288
[4610]289/**
[5406]290 * @param absCoord set absolute coordinate
291 * @todo check off
292 */
293void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
294{
295  if (this->toCoordinate == NULL)
296    this->toCoordinate = new Vector;
297
298  if( likely(this->parentMode & PNODE_MOVEMENT))
299  {
[7008]300    /* if you have set the absolute coordinates this overrides all other changes */
[5406]301    if (likely(this->parent != NULL))
302      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
303    else
304      *this->toCoordinate = absCoordSoft;
305  }
306  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
307  {
308    if (likely(this->parent != NULL))
309      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
310    else
311      *this->toCoordinate = absCoordSoft;
312  }
313}
314
315
316/**
[6048]317 * @brief shift coordinate relative
[4836]318 * @param shift shift vector
[4987]319 *
[5420]320 * this function shifts the current coordinates about the vector shift. this is
321 * usefull because from some place else you can:
322 * PNode* someNode = ...;
323 * Vector objectMovement = calculateShift();
324 * someNode->shiftCoor(objectMovement);
325 *
326 * this is the internal method of:
327 * PNode* someNode = ...;
328 * Vector objectMovement = calculateShift();
329 * Vector currentCoor = someNode->getRelCoor();
330 * Vector newCoor = currentCoor + objectMovement;
331 * someNode->setRelCoor(newCoor);
332 *
[5382]333 */
[3809]334void PNode::shiftCoor (const Vector& shift)
[3683]335{
[4993]336  this->relCoordinate += shift;
337  this->bRelCoorChanged = true;
[3683]338}
339
[6054]340
[3683]341/**
[6048]342 * @brief set relative direction
[4836]343 * @param relDir to its parent
[5091]344 */
[3810]345void PNode::setRelDir (const Quaternion& relDir)
[3675]346{
[5113]347  if (this->toDirection!= NULL)
348  {
349    delete this->toDirection;
350    this->toDirection = NULL;
351  }
[4993]352  this->relDirection = relDir;
[5819]353
[3675]354  this->bRelCoorChanged = true;
355}
356
[6054]357
[3365]358/**
[4771]359 * @see void PNode::setRelDir (const Quaternion& relDir)
360 * @param x the x direction
361 * @param y the y direction
362 * @param z the z direction
363 *
364 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
365 */
[6873]366void PNode::setRelDir (float angle, float x, float y, float z)
[4771]367{
[6873]368  this->setRelDir(Quaternion(angle, Vector(x,y,z)));
[4771]369}
370
[4990]371
[4771]372/**
[6048]373 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
[4990]374 * @param relDirSoft the direction to iterate to smoothely.
[4992]375 * @param bias how fast to iterate to the new Direction
[4990]376 */
[4992]377void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
[4990]378{
379  if (likely(this->toDirection == NULL))
380    this->toDirection = new Quaternion();
381
382  *this->toDirection = relDirSoft;
[4992]383  this->bias = bias;
[5819]384  this->bRelDirChanged = true;
[4990]385}
386
[6054]387
[4990]388/**
389 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
390 * @param x the x direction
391 * @param y the y direction
392 * @param z the z direction
393 *
394 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
395 */
[6873]396void PNode::setRelDirSoft(float angle, float x, float y, float z, float bias)
[4990]397{
[6873]398  this->setRelDirSoft(Quaternion(angle, Vector(x,y,z)), bias);
[4990]399}
400
[6054]401
[4990]402/**
[6048]403 * @brief sets the absolute direction
[4836]404 * @param absDir absolute coordinates
[5091]405 */
[3810]406void PNode::setAbsDir (const Quaternion& absDir)
[3675]407{
[5113]408  if (this->toDirection!= NULL)
409  {
410    delete this->toDirection;
411    this->toDirection = NULL;
412  }
413
[5001]414  if (likely(this->parent != NULL))
415    this->relDirection = absDir / this->parent->getAbsDir();
[4996]416  else
[7008]417    this->relDirection = absDir;
[4993]418
419  this->bRelDirChanged = true;
[3675]420}
421
[6054]422
[3675]423/**
[4771]424 * @see void PNode::setAbsDir (const Quaternion& relDir)
425 * @param x the x direction
426 * @param y the y direction
427 * @param z the z direction
428 *
429 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
430 */
[6873]431void PNode::setAbsDir (float angle, float x, float y, float z)
[4771]432{
[6873]433  this->setAbsDir(Quaternion(angle, Vector(x,y,z)));
[4771]434}
435
[6054]436
[4771]437/**
[6048]438 * @brief sets the absolute direction
[5414]439 * @param absDir absolute coordinates
[6048]440 * @param bias how fast to iterator to the new Position
[5414]441 */
442void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
443{
444  if (this->toDirection == NULL)
445    this->toDirection = new Quaternion();
446
447  if (likely(this->parent != NULL))
448    *this->toDirection = absDirSoft / this->parent->getAbsDir();
449  else
[7008]450    *this->toDirection = absDirSoft;
[5414]451
452  this->bias = bias;
[5915]453  this->bRelDirChanged = true;
[5414]454}
455
[6054]456
[5414]457/**
458 * @see void PNode::setAbsDir (const Quaternion& relDir)
459 * @param x the x direction
460 * @param y the y direction
461 * @param z the z direction
462 *
463 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
464 */
[6873]465void PNode::setAbsDirSoft (float angle, float x, float y, float z, float bias)
[5414]466{
[6873]467  this->setAbsDirSoft(Quaternion(angle, Vector(x,y,z)), bias);
[5414]468}
469
470
471/**
[6048]472 * @brief shift Direction
[5091]473 * @param shift the direction around which to shift.
474 */
[3802]475void PNode::shiftDir (const Quaternion& shift)
476{
[4993]477  this->relDirection = this->relDirection * shift;
[3802]478  this->bRelDirChanged = true;
479}
[3365]480
[6048]481
[3683]482/**
[6048]483 * @brief adds a child and makes this node to a parent
[5091]484 * @param child child reference
[4993]485 * use this to add a child to this node.
[5420]486 */
[5382]487void PNode::addChild (PNode* child)
[3365]488{
[4993]489  if( likely(child->parent != NULL))
[7008]490    child->parent->eraseChild(child);
[6075]491  if (this->checkIntegrity(child))
492  {
493    child->parent = this;
494    if (unlikely(this != NULL))
495      this->children.push_back(child);
496    child->parentCoorChanged();
[6695]497
[7008]498    //     if(this->getUniqueID() == NET_UID_UNASSIGNED)
499    //     {
500    //       PRINTF(1)("Adding to an UNASSIGNED PNode - looking for next assigned Node\n");
501    //       PNode* node = this->seekNextAssignedPNode(this);
502    //       if( node == NULL)
503    //         PRINTF(1)("    Got NULL - Is this the NULLParent - uid %i\n", this->getUniqueID());
504    //       else
505    //         PRINTF(1)("    Found next assigned node: %i\n", node->getUniqueID());
506    //     }
[6075]507  }
508  else
509  {
510    PRINTF(1)("Tried to reparent to own child '%s::%s' to '%s::%s'.\n",
511              this->getClassName(), this->getName(), child->getClassName(), child->getName());
512    child->parent = NULL;
[6142]513    child->parentCoorChanged();
[6075]514  }
[3365]515}
516
[6048]517
[6695]518PNode* PNode::seekNextAssignedPNode(PNode* node) const
519{
520  PNode* tmpNode = node->parent;
521  printf("entering seek PNode loop for name: %s, uid: %i\n", node->getName(), node->getUniqueID());
522  if(tmpNode)
523    printf("  @node name: %s, uid: %d\n", tmpNode->getName(), tmpNode->getUniqueID());
524  while( tmpNode != NULL && tmpNode->getUniqueID() == NET_UID_UNASSIGNED)
525  {
526    printf("  @node name: %s, uid: %d\n", tmpNode->getName(), tmpNode->getUniqueID());
527    tmpNode = tmpNode->parent;
528  }
529  printf("leaving PNode loop\n\n");
530
531  return tmpNode;
532}
533
534
[3365]535/**
[5091]536 * @see PNode::addChild(PNode* child);
[4765]537 * @param childName the name of the child to add to this PNode
538 */
[7221]539void PNode::addChild (const std::string& childName)
[4765]540{
541  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
[7008]542  //  PRINTF(0)("Adding the Child: %s to: %s\n", childName, this->getName());
543  //  assert( childNode != NULL );
[4765]544  if (childNode != NULL)
[6634]545  {
[4765]546    this->addChild(childNode);
[6634]547  }
[4765]548}
549
[6048]550
[4765]551/**
[6048]552 * @brief removes a child from the node
[5091]553 * @param child the child to remove from this pNode.
[4993]554 *
[6054]555 * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode
[5420]556 */
[4993]557void PNode::removeChild (PNode* child)
[3365]558{
[5214]559  if (child != NULL)
[7008]560    child->removeNode();
[3365]561}
562
[6054]563
[3365]564/**
[6075]565 * !! PRIVATE FUNCTION
[6299]566 * @brief reparents a node (happens on Parents Node delete or remove and Flags are set.)
[6075]567 */
568void PNode::reparent()
569{
[6078]570  if (this->parentMode & PNODE_REPARENT_TO_NULL)
571    this->setParent((PNode*)NULL);
[6075]572  else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
573    this->setParent(this->parent->getParent());
[6078]574  else
575    this->setParent(PNode::getNullParent());
[6075]576}
577
[6299]578/**
579 * ereases child from the nodes children
580 * @param chuld the child to remove
581 */
[6078]582void PNode::eraseChild(PNode* child)
583{
584  std::list<PNode*>::iterator childRemover = std::find(this->children.begin(), this->children.end(), child);
585  if(childRemover != this->children.end())
586    this->children.erase(childRemover);
587}
[6075]588
[6078]589
[6075]590/**
[6048]591 * @brief remove this pnode from the tree and adds all following to NullParent
[5420]592 *
593 * this can be the case, if an entity in the world is being destroyed.
594 */
[5769]595void PNode::removeNode()
[3537]596{
[7725]597  std::list<PNode*>::iterator child = this->children.begin();
598  std::list<PNode*>::iterator reparenter;
[6078]599  while (child != this->children.end())
[6054]600  {
[6078]601    reparenter = child;
602    child++;
603    if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE ||
604        (*reparenter)->parentMode & PNODE_REPARENT_ON_PARENTS_REMOVE)
[6142]605    {
606      printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName());
[6054]607      (*reparenter)->reparent();
[6078]608      printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent()->getClassName(),(*reparenter)->getParent()->getName());
[6054]609    }
610  }
[5214]611  if (this->parent != NULL)
[6142]612  {
[6078]613    this->parent->eraseChild(this);
[6142]614    this->parent = NULL;
615  }
[3537]616}
617
[3365]618
[4761]619/**
620 * @see PNode::setParent(PNode* parent);
621 * @param parentName the name of the Parent to set to this PNode
622 */
[7221]623void PNode::setParent (const std::string& parentName)
[4761]624{
625  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
626  if (parentNode != NULL)
627    parentNode->addChild(this);
[6075]628  else
629    PRINTF(2)("Not Found PNode's (%s::%s) new Parent by Name: %s\n",
[7221]630        this->getClassName(), this->getName(), parentName.c_str());
[4761]631}
632
[6054]633
[4990]634/**
[6048]635 * @brief does the reparenting in a very smooth way
[4990]636 * @param parentNode the new Node to connect this node to.
[4993]637 * @param bias the speed to iterate to this new Positions
[4990]638 */
[5382]639void PNode::setParentSoft(PNode* parentNode, float bias)
[4987]640{
[5382]641  // return if the new parent and the old one match
[6075]642  if (this->parent == parentNode )
[4992]643    return;
[6075]644  if (parentNode == NULL)
645    parentNode = PNode::getNullParent();
[4992]646
[5382]647  // store the Valures to iterate to.
[4993]648  if (likely(this->toCoordinate == NULL))
[4989]649  {
[4993]650    this->toCoordinate = new Vector();
651    *this->toCoordinate = this->getRelCoor();
[4989]652  }
[4990]653  if (likely(this->toDirection == NULL))
654  {
655    this->toDirection = new Quaternion();
656    *this->toDirection = this->getRelDir();
657  }
[4992]658  this->bias = bias;
[4987]659
[4990]660  Vector tmpV = this->getAbsCoor();
661  Quaternion tmpQ = this->getAbsDir();
[4987]662
663  parentNode->addChild(this);
664
[7008]665  if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
666    this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
667  else
668    this->relCoordinate = tmpV - parentNode->getAbsCoor();
[4991]669
[7008]670  this->relDirection = tmpQ / parentNode->getAbsDir();
[4987]671}
672
[6054]673
[4993]674/**
[6048]675 * @brief does the reparenting in a very smooth way
[4993]676 * @param parentName the name of the Parent to reconnect to
677 * @param bias the speed to iterate to this new Positions
678 */
[7221]679void PNode::setParentSoft(const std::string& parentName, float bias)
[4987]680{
681  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
682  if (parentNode != NULL)
[5382]683    this->setParentSoft(parentNode, bias);
[4987]684}
685
[6054]686/**
687 * @param parentMode sets the parentingMode of this Node
688 */
689void PNode::setParentMode(PARENT_MODE parentMode)
690{
[6307]691  this->parentMode = ((this->parentMode & 0xfff0) | parentMode);
[6054]692}
[6048]693
[3365]694/**
[6048]695 * @brief sets the mode of this parent manually
[4765]696 * @param parentMode a String representing this parentingMode
697 */
[7221]698void PNode::setParentMode (const std::string& parentingMode)
[4765]699{
[7221]700  this->setParentMode(PNode::stringToParentingMode(parentingMode));
[4765]701}
[3537]702
[3365]703/**
[6075]704 * @brief adds special mode Flags to this PNode
705 * @see PARENT_MODE
706 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
[6054]707 */
[6078]708void PNode::addNodeFlags(unsigned short nodeFlags)
[6054]709{
710  this->parentMode |= nodeFlags;
711}
712
[6075]713/**
714 * @brief removes special mode Flags to this PNode
715 * @see PARENT_MODE
716 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
717 */
[6078]718void PNode::removeNodeFlags(unsigned short nodeFlags)
[6054]719{
720  this->parentMode &= !nodeFlags;
721}
722
[6078]723/**
724 * @returns the NullParent (and if needed creates it)
725 */
726PNode* PNode::createNullParent()
727{
728  if (likely(PNode::nullParent == NULL))
729  {
730    PNode::nullParent = new PNode(NULL, PNODE_PARENT_MODE_DEFAULT | PNODE_REPARENT_TO_NULL);
[6695]731    PNode::nullParent->setClassID(CL_NULL_PARENT, "NullParent");
[6078]732    PNode::nullParent->setName("NullParent");
[6695]733    PNode::nullParent->setSynchronized(true);
[6078]734  }
735  return PNode::nullParent;
736}
[6054]737
[6078]738
[6054]739/**
[6075]740 * !! PRIVATE FUNCTION
741 * @brief checks the upward integrity (e.g if PNode is somewhere up the Node tree.)
742 * @param checkParent the Parent to check.
743 * @returns true if the integrity-check succeeds, false otherwise.
744 *
745 * If there is a second occurence of checkParent before NULL, then a loop could get
746 * into the Tree, and we do not want this.
747 */
748bool PNode::checkIntegrity(const PNode* checkParent) const
749{
750  const PNode* parent = this;
751  while ( (parent = parent->getParent()) != NULL)
752    if (unlikely(parent == checkParent))
753      return false;
754  return true;
755}
756
757
758/**
[6048]759 * @brief updates the absCoordinate/absDirection
[4836]760 * @param dt The time passed since the last update
[5420]761 *
762 * this is used to go through the parent-tree to update all the absolute coordinates
763 * and directions. this update should be done by the engine, so you don't have to
764 * worry, normaly...
765 */
[5769]766void PNode::updateNode (float dt)
[3365]767{
[6075]768  if (!(this->parentMode & PNODE_STATIC_NODE))
769  {
770    if( likely(this->parent != NULL))
[4440]771    {
[7008]772      // movement for nodes with smoothMove enabled
773      if (unlikely(this->toCoordinate != NULL))
774      {
775        float shiftLen = fabsf(dt)*bias;
[7192]776        if (unlikely(shiftLen >= 1.0))
[7008]777          shiftLen = 1.0;
778        Vector moveVect = (*this->toCoordinate - this->relCoordinate) * shiftLen;
779        if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
[4987]780        {
[7008]781          this->shiftCoor(moveVect);
[4987]782        }
[7008]783        else
[4987]784        {
[7008]785          delete this->toCoordinate;
786          this->toCoordinate = NULL;
787          PRINTF(5)("SmoothMove of %s finished\n", this->getName());
[4987]788        }
[7008]789      }
790      if (unlikely(this->toDirection != NULL))
791      {
792        float shiftLen = fabsf(dt)*bias;
[7192]793        if (unlikely (shiftLen >= 1.0))
[7008]794          shiftLen = 1.0;
795        //printf("%s::%s %f\n", this->getClassName(), this->getName(), this->toStep );
796        Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, shiftLen);
797        if (this->relDirection.distance(rotQuat) > PNODE_ITERATION_DELTA)
798        {
799          this->relDirection = rotQuat;
[8316]800          this->bRelDirChanged = true;
[7008]801        }
802        else
803        {
804          delete this->toDirection;
805          this->toDirection = NULL;
806          PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
[8316]807          this->bRelDirChanged = true;
[7008]808        }
809      }
[4990]810
[7008]811      // MAIN UPDATE /////////////////////////////////////
812      this->lastAbsCoordinate = this->absCoordinate;
[4145]813
[7008]814      PRINTF(5)("PNode::update - '%s::%s' - (%f, %f, %f)\n", this->getClassName(), this->getName(),
815                this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[3800]816
[4570]817
[7008]818      if(this->bRelDirChanged && this->parentMode & PNODE_LOCAL_ROTATE )
819      {
820        /* update the current absDirection - remember * means rotation around sth.*/
821        this->prevRelCoordinate = this->relCoordinate;
822        this->absDirection = parent->getAbsDir() * this->relDirection;
823      }
[4570]824
[7008]825      if(likely(this->bRelCoorChanged && this->parentMode & PNODE_MOVEMENT))
826      {
[6075]827        /* update the current absCoordinate */
[7008]828        this->prevRelCoordinate = this->relCoordinate;
829        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
[5007]830      }
[7008]831      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && (this->bRelCoorChanged || this->bRelDirChanged))
832      {
833        /* update the current absCoordinate */
834        this->prevRelCoordinate = this->relCoordinate;
835        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
836      }
837      /////////////////////////////////////////////////
838    }
[6075]839
[7008]840    else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT
[4440]841    {
[6075]842      PRINTF(4)("update ParentLess Node (%s::%s) - (%f, %f, %f)\n", this->getClassName(), this->getName(),
843                this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[7008]844      if (this->bRelCoorChanged)
845      {
846        this->prevRelCoordinate = this->relCoordinate;
847        this->absCoordinate = this->relCoordinate;
[5118]848      }
[7008]849      if (this->bRelDirChanged)
850      {
851        this->prevRelDirection = this->relDirection;
852        this->absDirection = this->getAbsDir () * this->relDirection;
853      }
[4993]854    }
[7008]855  }
[3365]856
[7008]857  if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE ))
858  {
[7725]859    std::list<PNode*>::iterator child;
[7008]860    for (child = this->children.begin(); child != this->children.end(); child ++)
[4993]861    {
[7008]862      /* if this node has changed, make sure, that all children are updated also */
863      if( likely(this->bRelCoorChanged))
864        (*child)->parentCoorChanged ();
865      if( likely(this->bRelDirChanged))
866        (*child)->parentDirChanged ();
[4993]867
[7008]868      (*child)->updateNode(dt);
[4440]869    }
[7008]870  }
871  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
872  this->bRelCoorChanged = false;
873  this->bRelDirChanged = false;
[3365]874}
875
[5769]876
[6075]877
878
879
880/*************
881 * DEBUGGING *
882 *************/
[6048]883/**
884 * @brief counts total amount the children walking through the entire tree.
885 * @param nodes the counter
886 */
[5769]887void PNode::countChildNodes(int& nodes) const
888{
889  nodes++;
[7725]890  std::list<PNode*>::const_iterator child;
[5770]891  for (child = this->children.begin(); child != this->children.end(); child ++)
892    (*child)->countChildNodes(nodes);
[5769]893}
894
895
[3450]896/**
[6048]897 * @brief displays some information about this pNode
[4836]898 * @param depth The deph into which to debug the children of this PNode to.
[5383]899 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
900 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
[5420]901 */
[5769]902void PNode::debugNode(unsigned int depth, unsigned int level) const
[3365]903{
[4574]904  for (unsigned int i = 0; i < level; i++)
[4575]905    PRINT(0)(" |");
[5770]906  if (this->children.size() > 0)
[4575]907    PRINT(0)(" +");
908  else
909    PRINT(0)(" -");
[5769]910
911  int childNodeCount = 0;
912  this->countChildNodes(childNodeCount);
913
914  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]915           this->getClassName(),
916           this->getName(),
917           this->absCoordinate.x,
918           this->absCoordinate.y,
919           this->absCoordinate.z,
920           this->relCoordinate.x,
921           this->relCoordinate.y,
[4993]922           this->relCoordinate.z,
[4996]923           this->getAbsDirV().x,
924           this->getAbsDirV().y,
925           this->getAbsDirV().z,
[7221]926           this->parentingModeToString(parentMode),
[5769]927           childNodeCount);
[4574]928  if (depth >= 2 || depth == 0)
929  {
[7725]930    std::list<PNode*>::const_iterator child;
[5770]931    for (child = this->children.begin(); child != this->children.end(); child ++)
[4574]932    {
933      if (depth == 0)
[5770]934        (*child)->debugNode(0, level + 1);
[4574]935      else
[5770]936        (*child)->debugNode(depth - 1, level +1);
[4574]937    }
938  }
[3365]939}
940
[4570]941/**
[6048]942 * @brief displays the PNode at its position with its rotation as a cube.
[5383]943 * @param  depth The deph into which to debug the children of this PNode to.
944 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
945 * @param size the Size of the Box to draw.
946 * @param color the color of the Box to display.
947 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
948 */
949void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
[4570]950{
[5432]951  // if this is the first Element we draw
[5383]952  if (level == 0)
953  {
[5432]954    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
955    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
[5383]956
[5432]957    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
958    glDisable(GL_BLEND);         // ''
959    glDisable(GL_TEXTURE_2D);    // ''
[5438]960    glDisable(GL_DEPTH_TEST);    // ''
[5383]961  }
962
[5432]963  glPushMatrix();                // repush the Matrix-stack
[4570]964  /* translate */
965  glTranslatef (this->getAbsCoor ().x,
966                this->getAbsCoor ().y,
967                this->getAbsCoor ().z);
[7008]968  //  this->getAbsDir ().matrix (matrix);
[4998]969
[5432]970  /* rotate */
[4998]971  Vector tmpRot = this->getAbsDir().getSpacialAxis();
[5432]972  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
973  /* set the new Color */
[5008]974  glColor3f(color.x, color.y, color.z);
[5432]975  { /* draw a cube of size size */
[4570]976    glBegin(GL_LINE_STRIP);
[4995]977    glVertex3f(-.5*size, -.5*size,  -.5*size);
978    glVertex3f(+.5*size, -.5*size,  -.5*size);
979    glVertex3f(+.5*size, -.5*size,  +.5*size);
980    glVertex3f(-.5*size, -.5*size,  +.5*size);
981    glVertex3f(-.5*size, -.5*size,  -.5*size);
[4570]982    glEnd();
983    glBegin(GL_LINE_STRIP);
[4995]984    glVertex3f(-.5*size, +.5*size,  -.5*size);
985    glVertex3f(+.5*size, +.5*size,  -.5*size);
986    glVertex3f(+.5*size, +.5*size,  +.5*size);
987    glVertex3f(-.5*size, +.5*size,  +.5*size);
988    glVertex3f(-.5*size, +.5*size,  -.5*size);
[4570]989    glEnd();
[4995]990
[4570]991    glBegin(GL_LINES);
[4995]992    glVertex3f(-.5*size, -.5*size,  -.5*size);
993    glVertex3f(-.5*size, +.5*size,  -.5*size);
994    glVertex3f(+.5*size, -.5*size,  -.5*size);
995    glVertex3f(+.5*size, +.5*size,  -.5*size);
996    glVertex3f(+.5*size, -.5*size,  +.5*size);
997    glVertex3f(+.5*size, +.5*size,  +.5*size);
998    glVertex3f(-.5*size, -.5*size,  +.5*size);
999    glVertex3f(-.5*size, +.5*size,  +.5*size);
[4570]1000    glEnd();
1001  }
[6780]1002  glPopMatrix();
[4570]1003
[5007]1004  if (depth >= 2 || depth == 0)
1005  {
[5432]1006    /* rotate the current color in HSV space around 20 degree */
[5115]1007    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[7725]1008    std::list<PNode*>::const_iterator child;
[5770]1009    for (child = this->children.begin(); child != this->children.end(); child ++)
[5007]1010    {
[5394]1011      // drawing the Dependency graph
[7008]1012      if (this != PNode::getNullParent())
[5394]1013      {
[7008]1014        glBegin(GL_LINES);
1015        glColor3f(color.x, color.y, color.z);
1016        glVertex3f(this->getAbsCoor ().x,
1017                   this->getAbsCoor ().y,
1018                   this->getAbsCoor ().z);
[5394]1019        glColor3f(childColor.x, childColor.y, childColor.z);
[5770]1020        glVertex3f((*child)->getAbsCoor ().x,
1021                   (*child)->getAbsCoor ().y,
1022                   (*child)->getAbsCoor ().z);
[5394]1023        glEnd();
1024      }
[5915]1025
[5432]1026      /* if we want to draw the children too */
1027      if (depth == 0) /* -> all of them */
[5770]1028        (*child)->debugDraw(0, size, childColor, level+1);
[5432]1029      else            /* -> only the Next one */
[5770]1030        (*child)->debugDraw(depth - 1, size, childColor, level +1);
[5007]1031    }
1032  }
[5383]1033  if (level == 0)
[5432]1034    glPopAttrib(); /* pop the saved attributes back out */
[4570]1035}
[4993]1036
1037
1038
1039/////////////////////
1040// HELPER_FUCTIONS //
1041/////////////////////
1042
1043/**
[6048]1044 * @brief converts a parentingMode into a string that is the name of it
[4993]1045 * @param parentingMode the ParentingMode to convert
1046 * @return the converted string
1047 */
[7221]1048const char* PNode::parentingModeToString(int parentingMode)
[4993]1049{
1050  if (parentingMode == PNODE_LOCAL_ROTATE)
1051    return "local-rotate";
1052  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
1053    return "rotate-movement";
1054  else if (parentingMode == PNODE_MOVEMENT)
1055    return "movement";
1056  else if (parentingMode == PNODE_ALL)
1057    return "all";
1058  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
1059    return "rotate-and-move";
[8316]1060  else
1061    return "all";
[4993]1062}
1063
1064/**
[6048]1065 * @brief converts a parenting-mode-string into a int
[4993]1066 * @param parentingMode the string naming the parentingMode
1067 * @return the int corresponding to the named parentingMode
1068 */
[7221]1069PARENT_MODE PNode::stringToParentingMode(const std::string& parentingMode)
[4993]1070{
[7221]1071  if (parentingMode == "local-rotate")
[4993]1072    return (PNODE_LOCAL_ROTATE);
[7221]1073  else  if (parentingMode == "rotate-movement")
[4993]1074    return (PNODE_ROTATE_MOVEMENT);
[7221]1075  else  if (parentingMode == "movement")
[4993]1076    return (PNODE_MOVEMENT);
[7221]1077  else  if (parentingMode == "all")
[4993]1078    return (PNODE_ALL);
[7221]1079  else  if (parentingMode == "rotate-and-move")
[4993]1080    return (PNODE_ROTATE_AND_MOVE);
[8316]1081  else
1082    return PNODE_ALL;
[4993]1083}
[6341]1084
1085/**
[7954]1086 * handles changes in synchronizable variables
1087 * @param id id's which changed
[6341]1088 */
[7954]1089void PNode::varChangeHandler( std::list< int > & id )
[6341]1090{
[7954]1091  if ( std::find( id.begin(), id.end(), relCoordinate_handle ) != id.end() )
[6634]1092  {
[7954]1093    setRelCoor( relCoordinate_write );
[6634]1094  }
1095
[7954]1096  if ( std::find( id.begin(), id.end(), relDirection_handle ) != id.end() )
[6634]1097  {
[7954]1098    setRelDir( relDirection_write );
[6634]1099  }
1100}
1101
1102
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