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source: orxonox.OLD/trunk/src/lib/coord/p_node.cc @ 6103

Last change on this file since 6103 was 6078, checked in by bensch, 19 years ago

orxonox/trunk: PNode compiles again
PNode is now handled with the erase function of stl, rather than remove (which is totally the wrong way when iterating through a list and delete elements)

File size: 28.4 KB
Line 
1/*
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
13   co-programmer: Benjamin Grauer
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PNODE
17
18#include "p_node.h"
19
20#include "load_param.h"
21#include "class_list.h"
22
23#include <algorithm>
24#include "compiler.h"
25#include "debug.h"
26
27#include "glincl.h"
28#include "color.h"
29
30using namespace std;
31
32
33/**
34 * @brief standard constructor
35 * @param parent the Parent of this Node. __NULL__ if __No Parent__ requested, PNode::getNullParent(), if connected to NullParent directly (default)
36 * @param nodeFlags all flags to set. THIS_WILL_OVERWRITE Default_Values. look at creation of NullParent for more Info.
37 */
38PNode::PNode (PNode* parent, long nodeFlags)
39{
40  this->setClassID(CL_PARENT_NODE, "PNode");
41
42  this->bRelCoorChanged = true;
43  this->bRelDirChanged = true;
44  this->parent = NULL;
45  this->parentMode = nodeFlags;
46  this->bActive = true;
47
48  // smooth-movers
49  this->toCoordinate = NULL;
50  this->toDirection = NULL;
51  this->bias = 1.0;
52
53  if (parent != NULL)
54    parent->addChild(this);
55}
56
57// NullParent Reference
58PNode* PNode::nullParent = NULL;
59
60/**
61 * @brief standard deconstructor
62 *
63 * There are two general ways to delete a PNode
64 * 1. delete instance;
65 *   -> result
66 *    delete this Node and all its children and children's children...
67 *    (danger if you still need the children's instance somewhere else!!)
68 *
69 * 2. instance->removeNode(); delete instance;
70 *   -> result:
71 *    moves its children to the NullParent
72 *    then deletes the Element.
73 */
74PNode::~PNode ()
75{
76  // remove the Node, delete it's children (if required).
77  std::list<PNode*>::iterator tmp = this->children.begin();
78  std::list<PNode*>::iterator deleteNode;
79  while(!this->children.empty())
80    while (tmp != this->children.end())
81    {
82      deleteNode = tmp;
83      ++tmp;
84//      printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName());
85      if ((this->parentMode & PNODE_PROHIBIT_CHILD_DELETE) ||
86          ((*deleteNode)->parentMode & PNODE_PROHIBIT_DELETE_WITH_PARENT))
87      {
88        if (this == PNode::nullParent && (*deleteNode)->parentMode & PNODE_REPARENT_TO_NULL)
89          delete (*deleteNode);
90        else
91          (*deleteNode)->reparent();
92      }
93      else
94        delete (*deleteNode);
95    }
96
97  if (this->parent != NULL)
98   {
99     this->parent->eraseChild(this);
100     this->parent = NULL;
101   }
102
103  // remove all other allocated memory.
104  if (this->toCoordinate != NULL)
105    delete this->toCoordinate;
106  if (this->toDirection != NULL)
107    delete this->toDirection;
108
109  if (this == PNode::nullParent)
110    PNode::nullParent = NULL;
111}
112
113
114/**
115 * @brief loads parameters of the PNode
116 * @param root the XML-element to load the properties of
117 */
118void PNode::loadParams(const TiXmlElement* root)
119{
120  static_cast<BaseObject*>(this)->loadParams(root);
121
122  LoadParam(root, "rel-coor", this, PNode, setRelCoor)
123      .describe("Sets The relative position of the Node to its parent.");
124
125  LoadParam(root, "abs-coor", this, PNode, setAbsCoor)
126      .describe("Sets The absolute Position of the Node.");
127
128  LoadParam(root, "rel-dir", this, PNode, setRelDir)
129      .describe("Sets The relative rotation of the Node to its parent.");
130
131  LoadParam(root, "abs-dir", this, PNode, setAbsDir)
132      .describe("Sets The absolute rotation of the Node.");
133
134  LoadParam(root, "parent", this, PNode, setParent)
135      .describe("the Name of the Parent of this PNode");
136
137  LoadParam(root, "parent-mode", this, PNode, setParentMode)
138      .describe("the mode to connect this node to its parent ()");
139
140  // cycling properties
141  if (root != NULL)
142  {
143    LOAD_PARAM_START_CYCLE(root, element);
144    {
145      LoadParam_CYCLE(element, "child", this, PNode, addChild)
146          .describe("adds a new Child to the current Node.");
147
148    }
149    LOAD_PARAM_END_CYCLE(element);
150  }
151}
152
153/**
154 * @brief set relative coordinates
155 * @param relCoord relative coordinates to its parent
156 *
157 *
158 * it is very importand, that you use this function, if you want to update the
159 * relCoordinates. If you don't use this, the PNode won't recognize, that something
160 * has changed and won't update the children Nodes.
161 */
162void PNode::setRelCoor (const Vector& relCoord)
163{
164  if (this->toCoordinate!= NULL)
165  {
166    delete this->toCoordinate;
167    this->toCoordinate = NULL;
168  }
169
170  this->relCoordinate = relCoord;
171  this->bRelCoorChanged = true;
172}
173
174/**
175 * @brief set relative coordinates
176 * @param x x-relative coordinates to its parent
177 * @param y y-relative coordinates to its parent
178 * @param z z-relative coordinates to its parent
179 * @see  void PNode::setRelCoor (const Vector& relCoord)
180 */
181void PNode::setRelCoor (float x, float y, float z)
182{
183  this->setRelCoor(Vector(x, y, z));
184}
185
186/**
187 * @brief sets a new relative position smoothely
188 * @param relCoordSoft the new Position to iterate to
189 * @param bias how fast to iterate to this position
190 */
191void PNode::setRelCoorSoft(const Vector& relCoordSoft, float bias)
192{
193  if (likely(this->toCoordinate == NULL))
194    this->toCoordinate = new Vector();
195
196  *this->toCoordinate = relCoordSoft;
197  this->bias = bias;
198}
199
200
201/**
202 * @brief set relative coordinates smoothely
203 * @param x x-relative coordinates to its parent
204 * @param y y-relative coordinates to its parent
205 * @param z z-relative coordinates to its parent
206 * @see  void PNode::setRelCoorSoft (const Vector&, float)
207 */
208void PNode::setRelCoorSoft (float x, float y, float z, float bias)
209{
210  this->setRelCoorSoft(Vector(x, y, z), bias);
211}
212
213
214/**
215 * @param absCoord set absolute coordinate
216 */
217void PNode::setAbsCoor (const Vector& absCoord)
218{
219  if (this->toCoordinate!= NULL)
220  {
221    delete this->toCoordinate;
222    this->toCoordinate = NULL;
223  }
224
225  if( likely(this->parentMode & PNODE_MOVEMENT))
226  {
227      /* if you have set the absolute coordinates this overrides all other changes */
228    if (likely(this->parent != NULL))
229      this->relCoordinate = absCoord - parent->getAbsCoor ();
230    else
231      this->relCoordinate = absCoord;
232  }
233  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
234  {
235    if (likely(this->parent != NULL))
236      this->relCoordinate = absCoord - parent->getAbsCoor ();
237    else
238      this->relCoordinate = absCoord;
239  }
240
241  this->bRelCoorChanged = true;
242//  this->absCoordinate = absCoord;
243}
244
245
246/**
247 * @param x x-coordinate.
248 * @param y y-coordinate.
249 * @param z z-coordinate.
250 * @see void PNode::setAbsCoor (const Vector& absCoord)
251 */
252void PNode::setAbsCoor(float x, float y, float z)
253{
254  this->setAbsCoor(Vector(x, y, z));
255}
256
257
258/**
259 * @param absCoord set absolute coordinate
260 * @todo check off
261 */
262void PNode::setAbsCoorSoft (const Vector& absCoordSoft, float bias)
263{
264  if (this->toCoordinate == NULL)
265    this->toCoordinate = new Vector;
266
267  if( likely(this->parentMode & PNODE_MOVEMENT))
268  {
269      /* if you have set the absolute coordinates this overrides all other changes */
270    if (likely(this->parent != NULL))
271      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
272    else
273      *this->toCoordinate = absCoordSoft;
274  }
275  if( this->parentMode & PNODE_ROTATE_MOVEMENT)
276  {
277    if (likely(this->parent != NULL))
278      *this->toCoordinate = absCoordSoft - parent->getAbsCoor ();
279    else
280      *this->toCoordinate = absCoordSoft;
281  }
282}
283
284
285/**
286 * @brief shift coordinate relative
287 * @param shift shift vector
288 *
289 * this function shifts the current coordinates about the vector shift. this is
290 * usefull because from some place else you can:
291 * PNode* someNode = ...;
292 * Vector objectMovement = calculateShift();
293 * someNode->shiftCoor(objectMovement);
294 *
295 * this is the internal method of:
296 * PNode* someNode = ...;
297 * Vector objectMovement = calculateShift();
298 * Vector currentCoor = someNode->getRelCoor();
299 * Vector newCoor = currentCoor + objectMovement;
300 * someNode->setRelCoor(newCoor);
301 *
302 */
303void PNode::shiftCoor (const Vector& shift)
304{
305  this->relCoordinate += shift;
306  this->bRelCoorChanged = true;
307}
308
309
310/**
311 * @brief set relative direction
312 * @param relDir to its parent
313 */
314void PNode::setRelDir (const Quaternion& relDir)
315{
316  if (this->toDirection!= NULL)
317  {
318    delete this->toDirection;
319    this->toDirection = NULL;
320  }
321  this->relDirection = relDir;
322
323  this->bRelCoorChanged = true;
324}
325
326
327/**
328 * @see void PNode::setRelDir (const Quaternion& relDir)
329 * @param x the x direction
330 * @param y the y direction
331 * @param z the z direction
332 *
333 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
334 */
335void PNode::setRelDir (float x, float y, float z)
336{
337  this->setRelDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
338}
339
340
341/**
342 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
343 * @param relDirSoft the direction to iterate to smoothely.
344 * @param bias how fast to iterate to the new Direction
345 */
346void PNode::setRelDirSoft(const Quaternion& relDirSoft, float bias)
347{
348  if (likely(this->toDirection == NULL))
349    this->toDirection = new Quaternion();
350
351  *this->toDirection = relDirSoft;
352  this->bias = bias;
353  this->bRelDirChanged = true;
354}
355
356
357/**
358 * @see void PNode::setRelDirSoft (const Quaternion& relDir)
359 * @param x the x direction
360 * @param y the y direction
361 * @param z the z direction
362 *
363 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
364 */
365void PNode::setRelDirSoft(float x, float y, float z, float bias)
366{
367  this->setRelDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
368}
369
370
371/**
372 * @brief sets the absolute direction
373 * @param absDir absolute coordinates
374 */
375void PNode::setAbsDir (const Quaternion& absDir)
376{
377  if (this->toDirection!= NULL)
378  {
379    delete this->toDirection;
380    this->toDirection = NULL;
381  }
382
383  if (likely(this->parent != NULL))
384    this->relDirection = absDir / this->parent->getAbsDir();
385  else
386   this->relDirection = absDir;
387
388  this->bRelDirChanged = true;
389}
390
391
392/**
393 * @see void PNode::setAbsDir (const Quaternion& relDir)
394 * @param x the x direction
395 * @param y the y direction
396 * @param z the z direction
397 *
398 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
399 */
400void PNode::setAbsDir (float x, float y, float z)
401{
402  this->setAbsDir(Quaternion(Vector(x,y,z), Vector(0,1,0)));
403}
404
405
406/**
407 * @brief sets the absolute direction
408 * @param absDir absolute coordinates
409 * @param bias how fast to iterator to the new Position
410 */
411void PNode::setAbsDirSoft (const Quaternion& absDirSoft, float bias)
412{
413  if (this->toDirection == NULL)
414    this->toDirection = new Quaternion();
415
416  if (likely(this->parent != NULL))
417    *this->toDirection = absDirSoft / this->parent->getAbsDir();
418  else
419   *this->toDirection = absDirSoft;
420
421  this->bias = bias;
422  this->bRelDirChanged = true;
423}
424
425
426/**
427 * @see void PNode::setAbsDir (const Quaternion& relDir)
428 * @param x the x direction
429 * @param y the y direction
430 * @param z the z direction
431 *
432 * main difference is, that here you give a directional vector, that will be translated into a Quaternion
433 */
434void PNode::setAbsDirSoft (float x, float y, float z, float bias)
435{
436  this->setAbsDirSoft(Quaternion(Vector(x,y,z), Vector(0,1,0)), bias);
437}
438
439
440/**
441 * @brief shift Direction
442 * @param shift the direction around which to shift.
443 */
444void PNode::shiftDir (const Quaternion& shift)
445{
446  this->relDirection = this->relDirection * shift;
447  this->bRelDirChanged = true;
448}
449
450
451/**
452 * @brief adds a child and makes this node to a parent
453 * @param child child reference
454 * use this to add a child to this node.
455 */
456void PNode::addChild (PNode* child)
457{
458  if( likely(child->parent != NULL))
459      child->parent->eraseChild(child);
460  if (this->checkIntegrity(child))
461  {
462    child->parent = this;
463    if (unlikely(this != NULL))
464      this->children.push_back(child);
465    child->parentCoorChanged();
466  }
467  else
468  {
469    PRINTF(1)("Tried to reparent to own child '%s::%s' to '%s::%s'.\n",
470              this->getClassName(), this->getName(), child->getClassName(), child->getName());
471    child->parent = NULL;
472  }
473}
474
475
476/**
477 * @see PNode::addChild(PNode* child);
478 * @param childName the name of the child to add to this PNode
479 */
480void PNode::addChild (const char* childName)
481{
482  PNode* childNode = dynamic_cast<PNode*>(ClassList::getObject(childName, CL_PARENT_NODE));
483  if (childNode != NULL)
484    this->addChild(childNode);
485}
486
487
488/**
489 * @brief removes a child from the node
490 * @param child the child to remove from this pNode.
491 *
492 * Children from pNode will not be lost, they are Reparented by the rules of the ParentMode
493 */
494void PNode::removeChild (PNode* child)
495{
496  if (child != NULL)
497   child->removeNode();
498}
499
500
501/**
502 * !! PRIVATE FUNCTION
503 * @brief reparents a node (happens on Parents Node delete or remove if Flags are set.)
504 */
505void PNode::reparent()
506{
507  if (this->parentMode & PNODE_REPARENT_TO_NULL)
508    this->setParent((PNode*)NULL);
509  else if (this->parentMode & PNODE_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
510    this->setParent(this->parent->getParent());
511  else
512    this->setParent(PNode::getNullParent());
513}
514
515void PNode::eraseChild(PNode* child)
516{
517  std::list<PNode*>::iterator childRemover = std::find(this->children.begin(), this->children.end(), child);
518  if(childRemover != this->children.end())
519    this->children.erase(childRemover);
520}
521
522
523/**
524 * @brief remove this pnode from the tree and adds all following to NullParent
525 *
526 * this can be the case, if an entity in the world is being destroyed.
527 */
528void PNode::removeNode()
529{
530  list<PNode*>::iterator child = this->children.begin();
531  list<PNode*>::iterator reparenter;
532  while (child != this->children.end())
533  {
534    reparenter = child;
535    child++;
536    if (this->parentMode & PNODE_REPARENT_CHILDREN_ON_REMOVE ||
537        (*reparenter)->parentMode & PNODE_REPARENT_ON_PARENTS_REMOVE)
538    {      printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName());
539      (*reparenter)->reparent();
540      printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent()->getClassName(),(*reparenter)->getParent()->getName());
541    }
542  }
543  if (this->parent != NULL)
544    this->parent->eraseChild(this);
545}
546
547
548/**
549 * @see PNode::setParent(PNode* parent);
550 * @param parentName the name of the Parent to set to this PNode
551 */
552void PNode::setParent (const char* parentName)
553{
554  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
555  if (parentNode != NULL)
556    parentNode->addChild(this);
557  else
558    PRINTF(2)("Not Found PNode's (%s::%s) new Parent by Name: %s\n",
559              this->getClassName(), this->getName(), parentName);
560}
561
562
563/**
564 * @brief does the reparenting in a very smooth way
565 * @param parentNode the new Node to connect this node to.
566 * @param bias the speed to iterate to this new Positions
567 */
568void PNode::setParentSoft(PNode* parentNode, float bias)
569{
570  // return if the new parent and the old one match
571  if (this->parent == parentNode )
572    return;
573  if (parentNode == NULL)
574    parentNode = PNode::getNullParent();
575
576  // store the Valures to iterate to.
577  if (likely(this->toCoordinate == NULL))
578  {
579    this->toCoordinate = new Vector();
580    *this->toCoordinate = this->getRelCoor();
581  }
582  if (likely(this->toDirection == NULL))
583  {
584    this->toDirection = new Quaternion();
585    *this->toDirection = this->getRelDir();
586  }
587  this->bias = bias;
588
589
590  Vector tmpV = this->getAbsCoor();
591  Quaternion tmpQ = this->getAbsDir();
592
593  parentNode->addChild(this);
594
595 if (this->parentMode & PNODE_ROTATE_MOVEMENT && this->parent != NULL)
596   this->relCoordinate = this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor());
597 else
598   this->relCoordinate = tmpV - parentNode->getAbsCoor();
599
600 this->relDirection = tmpQ / parentNode->getAbsDir();
601}
602
603
604/**
605 * @brief does the reparenting in a very smooth way
606 * @param parentName the name of the Parent to reconnect to
607 * @param bias the speed to iterate to this new Positions
608 */
609void PNode::setParentSoft(const char* parentName, float bias)
610{
611  PNode* parentNode = dynamic_cast<PNode*>(ClassList::getObject(parentName, CL_PARENT_NODE));
612  if (parentNode != NULL)
613    this->setParentSoft(parentNode, bias);
614}
615
616/**
617 * @param parentMode sets the parentingMode of this Node
618 */
619void PNode::setParentMode(PARENT_MODE parentMode)
620{
621  this->parentMode &= (0xfff0 | parentMode);
622}
623
624/**
625 * @brief sets the mode of this parent manually
626 * @param parentMode a String representing this parentingMode
627 */
628void PNode::setParentMode (const char* parentingMode)
629{
630  this->setParentMode(PNode::charToParentingMode(parentingMode));
631}
632
633/**
634 * @brief adds special mode Flags to this PNode
635 * @see PARENT_MODE
636 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
637 */
638void PNode::addNodeFlags(unsigned short nodeFlags)
639{
640  this->parentMode |= nodeFlags;
641}
642
643/**
644 * @brief removes special mode Flags to this PNode
645 * @see PARENT_MODE
646 * @param nodeFlags a compsition of PARENT_MODE-flags, split by the '|' (or) operator.
647 */
648void PNode::removeNodeFlags(unsigned short nodeFlags)
649{
650  this->parentMode &= !nodeFlags;
651}
652
653/**
654 * @returns the NullParent (and if needed creates it)
655 */
656PNode* PNode::createNullParent()
657{
658  if (likely(PNode::nullParent == NULL))
659  {
660    PNode::nullParent = new PNode(NULL, PNODE_PARENT_MODE_DEFAULT | PNODE_REPARENT_TO_NULL);
661    PNode::nullParent->setName("NullParent");
662  }
663  return PNode::nullParent;
664}
665
666
667/**
668 * !! PRIVATE FUNCTION
669 * @brief checks the upward integrity (e.g if PNode is somewhere up the Node tree.)
670 * @param checkParent the Parent to check.
671 * @returns true if the integrity-check succeeds, false otherwise.
672 *
673 * If there is a second occurence of checkParent before NULL, then a loop could get
674 * into the Tree, and we do not want this.
675 */
676bool PNode::checkIntegrity(const PNode* checkParent) const
677{
678  const PNode* parent = this;
679  while ( (parent = parent->getParent()) != NULL)
680    if (unlikely(parent == checkParent))
681      return false;
682  return true;
683}
684
685
686/**
687 * @brief updates the absCoordinate/absDirection
688 * @param dt The time passed since the last update
689 *
690 * this is used to go through the parent-tree to update all the absolute coordinates
691 * and directions. this update should be done by the engine, so you don't have to
692 * worry, normaly...
693 */
694void PNode::updateNode (float dt)
695{
696  if (!(this->parentMode & PNODE_STATIC_NODE))
697  {
698    if( likely(this->parent != NULL))
699    {
700        // movement for nodes with smoothMove enabled
701        if (unlikely(this->toCoordinate != NULL))
702        {
703          Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
704          if (likely(moveVect.len() >= PNODE_ITERATION_DELTA))
705          {
706            this->shiftCoor(moveVect);
707          }
708          else
709          {
710            delete this->toCoordinate;
711            this->toCoordinate = NULL;
712            PRINTF(5)("SmoothMove of %s finished\n", this->getName());
713          }
714        }
715        if (unlikely(this->toDirection != NULL))
716        {
717          Quaternion rotQuat = Quaternion::quatSlerp(this->relDirection,*this->toDirection, fabsf(dt)*this->bias);
718          if (this->relDirection.distance(rotQuat) >PNODE_ITERATION_DELTA)
719          {
720            this->relDirection = rotQuat;
721            this->bRelDirChanged;
722          }
723          else
724          {
725            delete this->toDirection;
726            this->toDirection = NULL;
727            PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
728          }
729        }
730
731        // MAIN UPDATE /////////////////////////////////////
732        this->lastAbsCoordinate = this->absCoordinate;
733
734        PRINTF(5)("PNode::update - '%s::%s' - (%f, %f, %f)\n", this->getClassName(), this->getName(),
735                      this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
736
737
738        if( this->parentMode & PNODE_LOCAL_ROTATE && this->bRelDirChanged)
739        {
740          /* update the current absDirection - remember * means rotation around sth.*/
741          this->prevRelCoordinate = this->relCoordinate;
742          this->absDirection = this->relDirection * parent->getAbsDir();;
743        }
744
745        if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
746        {
747        /* update the current absCoordinate */
748        this->prevRelCoordinate = this->relCoordinate;
749        this->absCoordinate = this->parent->getAbsCoor() + this->relCoordinate;
750        }
751        else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
752        {
753          /* update the current absCoordinate */
754        this->prevRelCoordinate = this->relCoordinate;
755        this->absCoordinate = this->parent->getAbsCoor() + parent->getAbsDir().apply(this->relCoordinate);
756        }
757        /////////////////////////////////////////////////
758      }
759
760  else // Nodes without a Parent are handled faster :: MOST LIKELY THE NULLPARENT
761    {
762      PRINTF(4)("update ParentLess Node (%s::%s) - (%f, %f, %f)\n", this->getClassName(), this->getName(),
763                this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
764        if (this->bRelCoorChanged)
765        {
766          this->prevRelCoordinate = this->relCoordinate;
767          this->absCoordinate = this->relCoordinate;
768        }
769        if (this->bRelDirChanged)
770        {
771          this->prevRelDirection = this->relDirection;
772          this->absDirection = this->getAbsDir () * this->relDirection;
773        }
774      }
775    }
776
777    if(!this->children.empty() && (this->bActive || this->parentMode & PNODE_UPDATE_CHILDREN_IF_INACTIVE ))
778    {
779      list<PNode*>::iterator child;
780      for (child = this->children.begin(); child != this->children.end(); child ++)
781      {
782        /* if this node has changed, make sure, that all children are updated also */
783        if( likely(this->bRelCoorChanged))
784          (*child)->parentCoorChanged ();
785        if( likely(this->bRelDirChanged))
786          (*child)->parentDirChanged ();
787
788        (*child)->updateNode(dt);
789      }
790    }
791    this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
792    this->bRelCoorChanged = false;
793    this->bRelDirChanged = false;
794}
795
796
797
798
799
800/*************
801 * DEBUGGING *
802 *************/
803/**
804 * @brief counts total amount the children walking through the entire tree.
805 * @param nodes the counter
806 */
807void PNode::countChildNodes(int& nodes) const
808{
809  nodes++;
810  list<PNode*>::const_iterator child;
811  for (child = this->children.begin(); child != this->children.end(); child ++)
812    (*child)->countChildNodes(nodes);
813}
814
815
816/**
817 * @brief displays some information about this pNode
818 * @param depth The deph into which to debug the children of this PNode to.
819 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children, ...)
820 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
821 */
822void PNode::debugNode(unsigned int depth, unsigned int level) const
823{
824  for (unsigned int i = 0; i < level; i++)
825    PRINT(0)(" |");
826  if (this->children.size() > 0)
827    PRINT(0)(" +");
828  else
829    PRINT(0)(" -");
830
831  int childNodeCount = 0;
832  this->countChildNodes(childNodeCount);
833
834  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",
835           this->getClassName(),
836           this->getName(),
837           this->absCoordinate.x,
838           this->absCoordinate.y,
839           this->absCoordinate.z,
840           this->relCoordinate.x,
841           this->relCoordinate.y,
842           this->relCoordinate.z,
843           this->getAbsDirV().x,
844           this->getAbsDirV().y,
845           this->getAbsDirV().z,
846           this->parentingModeToChar(parentMode),
847           childNodeCount);
848  if (depth >= 2 || depth == 0)
849  {
850    list<PNode*>::const_iterator child;
851    for (child = this->children.begin(); child != this->children.end(); child ++)
852    {
853      if (depth == 0)
854        (*child)->debugNode(0, level + 1);
855      else
856        (*child)->debugNode(depth - 1, level +1);
857    }
858  }
859}
860
861/**
862 * @brief displays the PNode at its position with its rotation as a cube.
863 * @param  depth The deph into which to debug the children of this PNode to.
864 * (0: all children will be displayed, 1: only this PNode, 2: this and direct children, ...)
865 * @param size the Size of the Box to draw.
866 * @param color the color of the Box to display.
867 * @param level !! INTERNAL !! The n-th level of the Node we draw (this is internal and only for nice output).
868 */
869void PNode::debugDraw(unsigned int depth, float size, const Vector& color, unsigned int level) const
870{
871  // if this is the first Element we draw
872  if (level == 0)
873  {
874    glPushAttrib(GL_ENABLE_BIT); // save the Enable-attributes
875    glMatrixMode(GL_MODELVIEW);  // goto the ModelView Matrix
876
877    glDisable(GL_LIGHTING);      // disable lighting (we do not need them for just lighting)
878    glDisable(GL_BLEND);         // ''
879    glDisable(GL_TEXTURE_2D);    // ''
880    glDisable(GL_DEPTH_TEST);    // ''
881  }
882
883  glPushMatrix();                // repush the Matrix-stack
884  /* translate */
885  glTranslatef (this->getAbsCoor ().x,
886                this->getAbsCoor ().y,
887                this->getAbsCoor ().z);
888//  this->getAbsDir ().matrix (matrix);
889
890  /* rotate */
891  Vector tmpRot = this->getAbsDir().getSpacialAxis();
892  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
893  /* set the new Color */
894  glColor3f(color.x, color.y, color.z);
895  { /* draw a cube of size size */
896    glBegin(GL_LINE_STRIP);
897    glVertex3f(-.5*size, -.5*size,  -.5*size);
898    glVertex3f(+.5*size, -.5*size,  -.5*size);
899    glVertex3f(+.5*size, -.5*size,  +.5*size);
900    glVertex3f(-.5*size, -.5*size,  +.5*size);
901    glVertex3f(-.5*size, -.5*size,  -.5*size);
902    glEnd();
903    glBegin(GL_LINE_STRIP);
904    glVertex3f(-.5*size, +.5*size,  -.5*size);
905    glVertex3f(+.5*size, +.5*size,  -.5*size);
906    glVertex3f(+.5*size, +.5*size,  +.5*size);
907    glVertex3f(-.5*size, +.5*size,  +.5*size);
908    glVertex3f(-.5*size, +.5*size,  -.5*size);
909    glEnd();
910
911    glBegin(GL_LINES);
912    glVertex3f(-.5*size, -.5*size,  -.5*size);
913    glVertex3f(-.5*size, +.5*size,  -.5*size);
914    glVertex3f(+.5*size, -.5*size,  -.5*size);
915    glVertex3f(+.5*size, +.5*size,  -.5*size);
916    glVertex3f(+.5*size, -.5*size,  +.5*size);
917    glVertex3f(+.5*size, +.5*size,  +.5*size);
918    glVertex3f(-.5*size, -.5*size,  +.5*size);
919    glVertex3f(-.5*size, +.5*size,  +.5*size);
920    glEnd();
921  }
922
923  glPopMatrix();
924  if (depth >= 2 || depth == 0)
925  {
926    /* rotate the current color in HSV space around 20 degree */
927    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
928    list<PNode*>::const_iterator child;
929    for (child = this->children.begin(); child != this->children.end(); child ++)
930    {
931      // drawing the Dependency graph
932     if (this != PNode::getNullParent())
933      {
934       glBegin(GL_LINES);
935       glColor3f(color.x, color.y, color.z);
936       glVertex3f(this->getAbsCoor ().x,
937                  this->getAbsCoor ().y,
938                  this->getAbsCoor ().z);
939        glColor3f(childColor.x, childColor.y, childColor.z);
940        glVertex3f((*child)->getAbsCoor ().x,
941                   (*child)->getAbsCoor ().y,
942                   (*child)->getAbsCoor ().z);
943        glEnd();
944      }
945
946      /* if we want to draw the children too */
947      if (depth == 0) /* -> all of them */
948        (*child)->debugDraw(0, size, childColor, level+1);
949      else            /* -> only the Next one */
950        (*child)->debugDraw(depth - 1, size, childColor, level +1);
951    }
952  }
953  if (level == 0)
954    glPopAttrib(); /* pop the saved attributes back out */
955}
956
957
958
959/////////////////////
960// HELPER_FUCTIONS //
961/////////////////////
962
963/**
964 * @brief converts a parentingMode into a string that is the name of it
965 * @param parentingMode the ParentingMode to convert
966 * @return the converted string
967 */
968const char* PNode::parentingModeToChar(int parentingMode)
969{
970  if (parentingMode == PNODE_LOCAL_ROTATE)
971    return "local-rotate";
972  else if (parentingMode == PNODE_ROTATE_MOVEMENT)
973    return "rotate-movement";
974  else if (parentingMode == PNODE_MOVEMENT)
975    return "movement";
976  else if (parentingMode == PNODE_ALL)
977    return "all";
978  else if (parentingMode == PNODE_ROTATE_AND_MOVE)
979    return "rotate-and-move";
980}
981
982/**
983 * @brief converts a parenting-mode-string into a int
984 * @param parentingMode the string naming the parentingMode
985 * @return the int corresponding to the named parentingMode
986 */
987PARENT_MODE PNode::charToParentingMode(const char* parentingMode)
988{
989  if (!strcmp(parentingMode, "local-rotate"))
990    return (PNODE_LOCAL_ROTATE);
991  else  if (!strcmp(parentingMode, "rotate-movement"))
992    return (PNODE_ROTATE_MOVEMENT);
993  else  if (!strcmp(parentingMode, "movement"))
994    return (PNODE_MOVEMENT);
995  else  if (!strcmp(parentingMode, "all"))
996    return (PNODE_ALL);
997  else  if (!strcmp(parentingMode, "rotate-and-move"))
998    return (PNODE_ROTATE_AND_MOVE);
999}
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