/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: Benjamin Grauer */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE #include "p_node.h" #include "load_param.h" #include "class_list.h" #include #include "compiler.h" #include "debug.h" #include "glincl.h" #include "color.h" using namespace std; /** * @brief standard constructor * @param parent the Parent of this Node. __NULL__ if __No Parent__ requested, PNode::getNullParent(), if connected to NullParent directly (default) * @param nodeFlags all flags to set. THIS_WILL_OVERWRITE Default_Values. look at creation of NullParent for more Info. */ PNode::PNode (PNode* parent, long nodeFlags) { this->setClassID(CL_PARENT_NODE, "PNode"); this->bRelCoorChanged = true; this->bRelDirChanged = true; this->parent = NULL; this->parentMode = nodeFlags; this->bActive = true; // smooth-movers this->toCoordinate = NULL; this->toDirection = NULL; this->bias = 1.0; if (parent != NULL) parent->addChild(this); } // NullParent Reference PNode* PNode::nullParent = NULL; /** * @brief standard deconstructor * * There are two general ways to delete a PNode * 1. delete instance; * -> result * delete this Node and all its children and children's children... * (danger if you still need the children's instance somewhere else!!) * * 2. instance->removeNode(); delete instance; * -> result: * moves its children to the NullParent * then deletes the Element. */ PNode::~PNode () { // remove the Node, delete it's children (if required). std::list::iterator tmp = this->children.begin(); std::list::iterator deleteNode; while(!this->children.empty()) while (tmp != this->children.end()) { deleteNode = tmp; ++tmp; // printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName()); if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) || ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT)) { if (this == PNode::nullParent && (*deleteNode)->parentMode & PNODE_REPARENT_TO_NULL) delete (*deleteNode); else (*deleteNode)->reparent(); } else delete (*deleteNode); } if (this->parent != NULL) { this->parent->eraseChild(this); this->parent = NULL; } // remove all other allocated memory. if (this->toCoordinate != NULL) delete this->toCoordinate; if (this->toDirection != NULL) delete this->toDirection; if (this == PNode::nullParent) PNode::nullParent = NULL; } /** * @brief loads parameters of the PNode * @param root the XML-element to load the properties of */ void PNode::loadParams(const TiXmlElement* root) { static_cast(this)->loadParams(root); LoadParam(root, "rel-coor", this, PNode, setRelCoor) .describe("Sets The relative position of the Node to its parent."); LoadParam(root, "abs-coor", this, PNode, setAbsCoor) .describe("Sets The absolute Position of the Node."); LoadParam(root, "rel-dir", this, PNode, setRelDir) .describe("Sets The relative rotation of the Node to its parent."); LoadParam(root, "abs-dir", this, PNode, setAbsDir) .describe("Sets The absolute rotation of the Node."); LoadParam(root, "parent", this, PNode, setParent) .describe("the Name of the Parent of this PNode"); LoadParam(root, "parent-mode", this, PNode, setParentMode) .describe("the mode to connect this node to its parent ()"); // cycling properties if (root != NULL) { LOAD_PARAM_START_CYCLE(root, element); { LoadParam_CYCLE(element, "child", this, PNode, addChild) .describe("adds a new Child to the current Node."); } LOAD_PARAM_END_CYCLE(element); } } /** * @brief set relative coordinates * @param relCoord relative coordinates to its parent * * * it is very importand, that you use this function, if you want to update the * relCoordinates. If you don't use this, the PNode won't recognize, that something * has changed and won't update the children Nodes. */ void PNode::setRelCoor (const Vector& relCoord) { if (this->toCoordinate!= NULL) { delete this->toCoordinate; this->toCoordinate = NULL; } this->relCoordinate = relCoord; this->bRelCoorChanged = true; } /** * @brief set relative coordinates * @param x x-relative coordinates to its parent * @param y y-relative coordinates to its parent * @param z z-relative coordinates to its parent * @see void PNode::setRelCoor (const Vector& relCoord) */ void PNode::setRelCoor (float x, float y, float z) { this->setRelCoor(Vector(x, y, z)); } /** * @brief sets a new relative position smoothely * @param relCoordSoft the new Position to iterate to * @param bias how fast to iterate to this position */ void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias) { if (likely(this->toCoordinate == NULL)) this->toCoordinate = new Vector(); *this->toCoordinate = relCoordSoft; this->bias = bias; } /** * @brief set relative coordinates smoothely * @param x x-relative coordinates to its parent * @param y y-relative coordinates to its parent * @param z z-relative coordinates to its parent * @see void PNode::setRelCoorSoft (const Vector&, float) */ void PNode::setRelCoorSoft (float x, float y, float z, float bias) { this->setRelCoorSoft(Vector(x, y, z), bias); } /** * @param absCoord set absolute coordinate */ void PNode::setAbsCoor (const Vector& absCoord) { if (this->toCoordinate!= NULL) { delete this->toCoordinate; this->toCoordinate = NULL; } if( likely(this->parentMode & PNODE_MOVEMENT)) { /* if you have set the absolute coordinates this overrides all other changes */ if (likely(this->parent != NULL)) this->relCoordinate = absCoord - parent->getAbsCoor (); else this->relCoordinate = absCoord; } if( this->parentMode & PNODE_ROTATE_MOVEMENT) { if (likely(this->parent != NULL)) this->relCoordinate = absCoord - parent->getAbsCoor (); else this->relCoordinate = absCoord; } this->bRelCoorChanged = true; // this->absCoordinate = absCoord; } /** * @param x x-coordinate. * @param y y-coordinate. * @param z z-coordinate. * @see void PNode::setAbsCoor (const Vector& absCoord) */ void PNode::setAbsCoor(float x, float y, float z) { this->setAbsCoor(Vector(x, y, z)); } /** * @param absCoord set absolute coordinate * @todo check off */ void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias) { if (this->toCoordinate == NULL) this->toCoordinate = new Vector; if( likely(this->parentMode & PNODE_MOVEMENT)) { /* if you have set the absolute coordinates this overrides all other changes */ if (likely(this->parent != NULL)) *this->toCoordinate = absCoordSoft - parent->getAbsCoor (); else *this->toCoordinate = absCoordSoft; } if( this->parentMode & PNODE_ROTATE_MOVEMENT) { if (likely(this->parent != NULL)) *this->toCoordinate = absCoordSoft - parent->getAbsCoor (); else *this->toCoordinate = absCoordSoft; } } /** * @brief shift coordinate relative * @param shift shift vector * * this function shifts the current coordinates about the vector shift. this is * usefull because from some place else you can: * PNode* someNode = ...; * Vector objectMovement = calculateShift(); * someNode->shiftCoor(objectMovement); * * this is the internal method of: * PNode* someNode = ...; * Vector objectMovement = calculateShift(); * Vector currentCoor = someNode->getRelCoor(); * Vector newCoor = currentCoor + objectMovement; * someNode->setRelCoor(newCoor); * */ void PNode::shiftCoor (const Vector& shift) { this->relCoordinate += shift; this->bRelCoorChanged = true; } /** * @brief set relative direction * @param relDir to its parent */ void PNode::setRelDir (const Quaternion& relDir) { if (this->toDirection!= NULL) { delete this->toDirection; this->toDirection = NULL; } this->relDirection = relDir; this->bRelCoorChanged = true; } /** * @see void PNode::setRelDir (const Quaternion& relDir) * @param x the x direction * @param y the y direction * @param z the z direction * * main difference is, that here you give a directional vector, that will be translated into a Quaternion */ void PNode::setRelDir (float x, float y, float z) { this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0))); } /** * @brief sets the Relative Direction of this node to its parent in a Smoothed way * @param relDirSoft the direction to iterate to smoothely. * @param bias how fast to iterate to the new Direction */ void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias) { if (likely(this->toDirection == NULL)) this->toDirection = new Quaternion(); *this->toDirection = relDirSoft; this->bias = bias; this->bRelDirChanged = true; } /** * @see void PNode::setRelDirSoft (const Quaternion& relDir) * @param x the x direction * @param y the y direction * @param z the z direction * * main difference is, that here you give a directional vector, that will be translated into a Quaternion */ void PNode::setRelDirSoft(float x, float y, float z, float bias) { this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias); } /** * @brief sets the absolute direction * @param absDir absolute coordinates */ void PNode::setAbsDir (const Quaternion& absDir) { if (this->toDirection!= NULL) { delete this->toDirection; this->toDirection = NULL; } if (likely(this->parent != NULL)) this->relDirection = absDir / this->parent->getAbsDir(); else this->relDirection = absDir; this->bRelDirChanged = true; } /** * @see void PNode::setAbsDir (const Quaternion& relDir) * @param x the x direction * @param y the y direction * @param z the z direction * * main difference is, that here you give a directional vector, that will be translated into a Quaternion */ void PNode::setAbsDir (float x, float y, float z) { this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0))); } /** * @brief sets the absolute direction * @param absDir absolute coordinates * @param bias how fast to iterator to the new Position */ void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias) { if (this->toDirection == NULL) this->toDirection = new Quaternion(); if (likely(this->parent != NULL)) *this->toDirection = absDirSoft / this->parent->getAbsDir(); else *this->toDirection = absDirSoft; this->bias = bias; this->bRelDirChanged = true; } /** * @see void PNode::setAbsDir (const Quaternion& relDir) * @param x the x direction * @param y the y direction * @param z the z direction * * main difference is, that here you give a directional vector, that will be translated into a Quaternion */ void PNode::setAbsDirSoft (float x, float y, float z, float bias) { this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias); } /** * @brief shift Direction * @param shift the direction around which to shift. */ void PNode::shiftDir (const Quaternion& shift) { this->relDirection = this->relDirection * shift; this->bRelDirChanged = true; } /** * @brief adds a child and makes this node to a parent * @param child child reference * use this to add a child to this node. */ void PNode::addChild (PNode* child) { if( likely(child->parent != NULL)) child->parent->eraseChild(child); if (this->checkIntegrity(child)) { child->parent = this; if (unlikely(this != NULL)) this->children.push_back(child); child->parentCoorChanged(); } else { PRINTF(1)("Tried to reparent to own child '%s::%s' to '%s::%s'.\n", this->getClassName(), this->getName(), child->getClassName(), child->getName()); child->parent = NULL; } } /** * @see PNode::addChild(PNode* child); * @param childName the name of the child to add to this PNode */ void PNode::addChild (const char* childName) { PNode* childNode = dynamic_cast(ClassList::getObject(childName, CL_PARENT_NODE)); if (childNode != NULL) this->addChild(childNode); } /** * @brief removes a child from the node * @param child the child to remove from this pNode. * * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode */ void PNode::removeChild (PNode* child) { if (child != NULL) child->removeNode(); } /** * !! PRIVATE FUNCTION * @brief reparents a node (happens on Parents Node delete or remove if Flags are set.) */ void PNode::reparent() { if (this->parentMode & PNODE_REPARENT_TO_NULL) this->setParent((PNode*)NULL); else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL) this->setParent(this->parent->getParent()); else this->setParent(PNode::getNullParent()); } void PNode::eraseChild(PNode* child) { std::list::iterator childRemover = std::find(this->children.begin(), this->children.end(), child); if(childRemover != this->children.end()) this->children.erase(childRemover); } /** * @brief remove this pnode from the tree and adds all following to NullParent * * this can be the case, if an entity in the world is being destroyed. */ void PNode::removeNode() { list::iterator child = this->children.begin(); list::iterator reparenter; while (child != this->children.end()) { reparenter = child; child++; if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE || (*reparenter)->parentMode & PNODE_REPARENT_ON_PARENTS_REMOVE) { printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName()); (*reparenter)->reparent(); printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent()->getClassName(),(*reparenter)->getParent()->getName()); } } if (this->parent != NULL) this->parent->eraseChild(this); } /** * @see PNode::setParent(PNode* parent); * @param parentName the name of the Parent to set to this PNode */ void PNode::setParent (const char* parentName) { PNode* parentNode = dynamic_cast(ClassList::getObject(parentName, CL_PARENT_NODE)); if (parentNode != NULL) parentNode->addChild(this); else PRINTF(2)("Not Found PNode's (%s::%s) new Parent by Name: %s\n", this->getClassName(), this->getName(), parentName); } /** * @brief does the reparenting in a very smooth way * @param parentNode the new Node to connect this node to. * @param bias the speed to iterate to this new Positions */ void PNode::setParentSoft(PNode* parentNode, float bias) { // return if the new parent and the old one match if (this->parent == parentNode ) return; if (parentNode == NULL) parentNode = PNode::getNullParent(); // store the Valures to iterate to. if (likely(this->toCoordinate == NULL)) { this->toCoordinate = new Vector(); *this->toCoordinate = this->getRelCoor(); } if (likely(this->toDirection == NULL)) { this->toDirection = new Quaternion(); *this->toDirection = this->getRelDir(); } this->bias = bias; Vector tmpV = this->getAbsCoor(); Quaternion tmpQ = this->getAbsDir(); parentNode->addChild(this); if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL) this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()); else this->relCoordinate = tmpV - parentNode->getAbsCoor(); this->relDirection = tmpQ / parentNode->getAbsDir(); } /** * @brief does the reparenting in a very smooth way * @param parentName the name of the Parent to reconnect to * @param bias the speed to iterate to this new Positions */ void PNode::setParentSoft(const char* parentName, float bias) { PNode* parentNode = dynamic_cast(ClassList::getObject(parentName, CL_PARENT_NODE)); if (parentNode != NULL) this->setParentSoft(parentNode, bias); } /** * @param parentMode sets the parentingMode of this Node */ void PNode::setParentMode(PARENT_MODE parentMode) { this->parentMode &= (0xfff0 | parentMode); } /** * @brief sets the mode of this parent manually * @param parentMode a String representing this parentingMode */ void PNode::setParentMode (const char* parentingMode) { this->setParentMode(PNode::charToParentingMode(parentingMode)); } /** * @brief adds special mode Flags to this PNode * @see PARENT_MODE * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator. */ void PNode::addNodeFlags(unsigned short nodeFlags) { this->parentMode |= nodeFlags; } /** * @brief removes special mode Flags to this PNode * @see PARENT_MODE * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator. */ void PNode::removeNodeFlags(unsigned short nodeFlags) { this->parentMode &= !nodeFlags; } /** * @returns the NullParent (and if needed creates it) */ PNode* PNode::createNullParent() { if (likely(PNode::nullParent == NULL)) { PNode::nullParent = new PNode(NULL, PNODE_PARENT_MODE_DEFAULT | PNODE_REPARENT_TO_NULL); PNode::nullParent->setName("NullParent"); } return PNode::nullParent; } /** * !! PRIVATE FUNCTION * @brief checks the upward integrity (e.g if PNode is somewhere up the Node tree.) * @param checkParent the Parent to check. * @returns true if the integrity-check succeeds, false otherwise. * * If there is a second occurence of checkParent before NULL, then a loop could get * into the Tree, and we do not want this. */ bool PNode::checkIntegrity(const PNode* checkParent) const { const PNode* parent = this; while ( (parent = parent->getParent()) != NULL) if (unlikely(parent == checkParent)) return false; return true; } /** * @brief updates the absCoordinate/absDirection * @param dt The time passed since the last update * * this is used to go through the parent-tree to update all the absolute coordinates * and directions. this update should be done by the engine, so you don't have to * worry, normaly... */ void PNode::updateNode (float dt) { if (!(this->parentMode & PNODE_STATIC_NODE)) { if( likely(this->parent != NULL)) { // movement for nodes with smoothMove enabled if (unlikely(this->toCoordinate != NULL)) { Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias; if (likely(moveVect.len() >= PNODE_ITERATION_DELTA)) { this->shiftCoor(moveVect); } else { delete this->toCoordinate; this->toCoordinate = NULL; PRINTF(5)("SmoothMove of %s finished\n", this->getName()); } } if (unlikely(this->toDirection != NULL)) { Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias); if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA) { this->relDirection = rotQuat; this->bRelDirChanged; } else { delete this->toDirection; this->toDirection = NULL; PRINTF(5)("SmoothRotate of %s finished\n", this->getName()); } } // MAIN UPDATE ///////////////////////////////////// this->lastAbsCoordinate = this->absCoordinate; PRINTF(5)("PNode::update - '%s::%s' - (%f, %f, %f)\n", this->getClassName(), this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged) { /* update the current absDirection - remember * means rotation around sth.*/ this->prevRelCoordinate = this->relCoordinate; this->absDirection = this->relDirection * parent->getAbsDir();; } if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged)) { /* update the current absCoordinate */ this->prevRelCoordinate = this->relCoordinate; this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate; } else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged) { /* update the current absCoordinate */ this->prevRelCoordinate = this->relCoordinate; this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate); } ///////////////////////////////////////////////// } else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT { PRINTF(4)("update ParentLess Node (%s::%s) - (%f, %f, %f)\n", this->getClassName(), this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); if (this->bRelCoorChanged) { this->prevRelCoordinate = this->relCoordinate; this->absCoordinate = this->relCoordinate; } if (this->bRelDirChanged) { this->prevRelDirection = this->relDirection; this->absDirection = this->getAbsDir () * this->relDirection; } } } if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE )) { list::iterator child; for (child = this->children.begin(); child != this->children.end(); child ++) { /* if this node has changed, make sure, that all children are updated also */ if( likely(this->bRelCoorChanged)) (*child)->parentCoorChanged (); if( likely(this->bRelDirChanged)) (*child)->parentDirChanged (); (*child)->updateNode(dt); } } this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt; this->bRelCoorChanged = false; this->bRelDirChanged = false; } /************* * DEBUGGING * *************/ /** * @brief counts total amount the children walking through the entire tree. * @param nodes the counter */ void PNode::countChildNodes(int& nodes) const { nodes++; list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child ++) (*child)->countChildNodes(nodes); } /** * @brief displays some information about this pNode * @param depth The deph into which to debug the children of this PNode to. * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...) * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output). */ void PNode::debugNode(unsigned int depth, unsigned int level) const { for (unsigned int i = 0; i < level; i++) PRINT(0)(" |"); if (this->children.size() > 0) PRINT(0)(" +"); else PRINT(0)(" -"); int childNodeCount = 0; this->countChildNodes(childNodeCount); 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", this->getClassName(), this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z, this->relCoordinate.x, this->relCoordinate.y, this->relCoordinate.z, this->getAbsDirV().x, this->getAbsDirV().y, this->getAbsDirV().z, this->parentingModeToChar(parentMode), childNodeCount); if (depth >= 2 || depth == 0) { list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child ++) { if (depth == 0) (*child)->debugNode(0, level + 1); else (*child)->debugNode(depth - 1, level +1); } } } /** * @brief displays the PNode at its position with its rotation as a cube. * @param depth The deph into which to debug the children of this PNode to. * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...) * @param size the Size of the Box to draw. * @param color the color of the Box to display. * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output). */ void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const { // if this is the first Element we draw if (level == 0) { glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes glMatrixMode(GL_MODELVIEW); // goto the ModelView Matrix glDisable(GL_LIGHTING); // disable lighting (we do not need them for just lighting) glDisable(GL_BLEND); // '' glDisable(GL_TEXTURE_2D); // '' glDisable(GL_DEPTH_TEST); // '' } glPushMatrix(); // repush the Matrix-stack /* translate */ glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); // this->getAbsDir ().matrix (matrix); /* rotate */ Vector tmpRot = this->getAbsDir().getSpacialAxis(); glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); /* set the new Color */ glColor3f(color.x, color.y, color.z); { /* draw a cube of size size */ glBegin(GL_LINE_STRIP); glVertex3f(-.5*size, -.5*size, -.5*size); glVertex3f(+.5*size, -.5*size, -.5*size); glVertex3f(+.5*size, -.5*size, +.5*size); glVertex3f(-.5*size, -.5*size, +.5*size); glVertex3f(-.5*size, -.5*size, -.5*size); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-.5*size, +.5*size, -.5*size); glVertex3f(+.5*size, +.5*size, -.5*size); glVertex3f(+.5*size, +.5*size, +.5*size); glVertex3f(-.5*size, +.5*size, +.5*size); glVertex3f(-.5*size, +.5*size, -.5*size); glEnd(); glBegin(GL_LINES); glVertex3f(-.5*size, -.5*size, -.5*size); glVertex3f(-.5*size, +.5*size, -.5*size); glVertex3f(+.5*size, -.5*size, -.5*size); glVertex3f(+.5*size, +.5*size, -.5*size); glVertex3f(+.5*size, -.5*size, +.5*size); glVertex3f(+.5*size, +.5*size, +.5*size); glVertex3f(-.5*size, -.5*size, +.5*size); glVertex3f(-.5*size, +.5*size, +.5*size); glEnd(); } glPopMatrix(); if (depth >= 2 || depth == 0) { /* rotate the current color in HSV space around 20 degree */ Vector childColor = Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0)); list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child ++) { // drawing the Dependency graph if (this != PNode::getNullParent()) { glBegin(GL_LINES); glColor3f(color.x, color.y, color.z); glVertex3f(this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); glColor3f(childColor.x, childColor.y, childColor.z); glVertex3f((*child)->getAbsCoor ().x, (*child)->getAbsCoor ().y, (*child)->getAbsCoor ().z); glEnd(); } /* if we want to draw the children too */ if (depth == 0) /* -> all of them */ (*child)->debugDraw(0, size, childColor, level+1); else /* -> only the Next one */ (*child)->debugDraw(depth - 1, size, childColor, level +1); } } if (level == 0) glPopAttrib(); /* pop the saved attributes back out */ } ///////////////////// // HELPER_FUCTIONS // ///////////////////// /** * @brief converts a parentingMode into a string that is the name of it * @param parentingMode the ParentingMode to convert * @return the converted string */ const char* PNode::parentingModeToChar(int parentingMode) { if (parentingMode == PNODE_LOCAL_ROTATE) return "local-rotate"; else if (parentingMode == PNODE_ROTATE_MOVEMENT) return "rotate-movement"; else if (parentingMode == PNODE_MOVEMENT) return "movement"; else if (parentingMode == PNODE_ALL) return "all"; else if (parentingMode == PNODE_ROTATE_AND_MOVE) return "rotate-and-move"; } /** * @brief converts a parenting-mode-string into a int * @param parentingMode the string naming the parentingMode * @return the int corresponding to the named parentingMode */ PARENT_MODE PNode::charToParentingMode(const char* parentingMode) { if (!strcmp(parentingMode, "local-rotate")) return (PNODE_LOCAL_ROTATE); else if (!strcmp(parentingMode, "rotate-movement")) return (PNODE_ROTATE_MOVEMENT); else if (!strcmp(parentingMode, "movement")) return (PNODE_MOVEMENT); else if (!strcmp(parentingMode, "all")) return (PNODE_ALL); else if (!strcmp(parentingMode, "rotate-and-move")) return (PNODE_ROTATE_AND_MOVE); }