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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.cc @ 5371

Last change on this file since 5371 was 5354, checked in by bensch, 19 years ago

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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: Benjamin Grauer
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
17
18#include "element_2d.h"
19#include "render_2d.h"
20
21#include "graphics_engine.h"
22#include "p_node.h"
23#include "load_param.h"
24#include "tinyxml.h"
25#include "class_list.h"
26#include "list.h"
27#include "color.h"
28
29using namespace std;
30
31/**
32 * standard constructor
33 */
34Element2D::Element2D()
35{
36  this->init();
37  this->setParent2D(NullElement2D::getInstance());
38}
39
40/**
41 * standard constructor
42 * @param parent the parent to set for this Element2D
43 *
44 * NullElement2D needs this constructor with parameter NULL to initialize
45 * itself. Otherwise it would result in an endless Loop.
46 */
47Element2D::Element2D (Element2D* parent)
48{
49  this->init();
50
51  // check Parenting, and if ok parent the stuff
52  if (this->parent != NULL)
53    this->setParent2D(parent);
54  else if (NullElement2D::isInstanciated())
55    this->setParent2D(NullElement2D::getInstance());
56}
57
58/**
59 * standard deconstructor
60 *
61 * There are two general ways to delete an Element2D
62 * 1. delete instance;
63 *   -> result
64 *    delete this Node and all its children and children's children...
65 *    (danger if you still want the instance!!)
66 *
67 * 2. instance->remove2D(); delete instance;
68 *   -> result:
69 *    moves its children to the NullParent
70 *    then deletes the Element.
71 */
72Element2D::~Element2D ()
73{
74  // delete what has to be deleted here
75  Render2D::getInstance()->unregisterElement2D(this);
76
77  // remove the Node, delete it's children.
78  tIterator<Element2D>* iterator = this->children->getIterator();
79  Element2D* child = iterator->firstElement();
80
81  while( child != NULL)
82  {
83    delete child;
84    child = iterator->nextElement();
85  }
86  delete iterator;
87
88  if (this->parent != NULL)
89  {
90    this->parent->children->remove(this);
91    this->parent = NULL;
92  }
93  delete this->children;
94
95  // remove all other allocated memory.
96  if (this->toCoordinate != NULL)
97    delete this->toCoordinate;
98  if (this->toDirection != NULL)
99    delete this->toDirection;
100}
101
102
103/**
104 * initializes a Element2D
105 */
106void Element2D::init()
107{
108  this->setClassID(CL_ELEMENT_2D, "Element2D");
109
110  this->setVisibility(true);
111  this->setActiveness(true);
112  this->setAlignment(E2D_ALIGN_NONE);
113  this->layer = E2D_TOP;
114  this->bindNode = NULL;
115
116  this->setParentMode2D(E2D_PARENT_ALL);
117  this->parent = NULL;
118  this->children = new tList<Element2D>;
119  this->absDirection = 0.0;
120  this->relDirection = 0.0;
121  this->bRelCoorChanged = true;
122  this->bRelDirChanged = true;
123  this->toCoordinate = NULL;
124  this->toDirection = NULL;
125
126  Render2D::getInstance()->registerElement2D(this);
127}
128
129/**
130 * Loads the Parameters of an Element2D from...
131 * @param root The XML-element to load from
132 */
133void Element2D::loadParams(const TiXmlElement* root)
134{
135  LoadParam<Element2D>(root, "alignment", this, &Element2D::setAlignment)
136      .describe("loads the alignment: (either: center, left, right or screen-center)");
137
138  LoadParam<Element2D>(root, "layer", this, &Element2D::setLayer)
139      .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)");
140
141  LoadParam<Element2D>(root, "bind-node", this, &Element2D::setBindNode)
142      .describe("sets a node, this 2D-Element should be shown upon (name of the node)");
143
144  LoadParam<Element2D>(root, "visibility", this, &Element2D::setVisibility)
145      .describe("if the Element is visible or not");
146
147
148  // PNode-style:
149  LoadParam<Element2D>(root, "rel-coor", this, &Element2D::setRelCoor2D)
150      .describe("Sets The relative position of the Node to its parent.");
151
152  LoadParam<Element2D>(root, "abs-coor", this, &Element2D::setAbsCoor2D)
153      .describe("Sets The absolute Position of the Node.");
154
155  LoadParam<Element2D>(root, "rel-dir", this, &Element2D::setRelDir2D)
156      .describe("Sets The relative rotation of the Node to its parent.");
157
158  LoadParam<Element2D>(root, "abs-dir", this, &Element2D::setAbsDir2D)
159      .describe("Sets The absolute rotation of the Node.");
160
161  LoadParam<Element2D>(root, "parent", this, &Element2D::setParent2D)
162      .describe("the Name of the Parent of this Element2D");
163
164  LoadParam<Element2D>(root, "parent-mode", this, &Element2D::setParentMode2D)
165      .describe("the mode to connect this node to its parent ()");
166
167  // cycling properties
168  if (root != NULL)
169  {
170    const TiXmlElement* element = root->FirstChildElement();
171    while (element != NULL)
172    {
173      LoadParam<Element2D>(root, "parent", this, &Element2D::addChild2D, true)
174          .describe("adds a new Child to the current Node.");
175
176      element = element->NextSiblingElement();
177    }
178  }
179}
180
181/**
182 * sets the alignment of the 2D-element in form of a String
183 * @param alignment the alignment @see loadParams
184*/
185void Element2D::setAlignment(const char* alignment)
186{
187  if (!strcmp(alignment, "center"))
188    this->setAlignment(E2D_ALIGN_CENTER);
189  else if (!strcmp(alignment, "left"))
190    this->setAlignment(E2D_ALIGN_LEFT);
191  else if (!strcmp(alignment, "right"))
192    this->setAlignment(E2D_ALIGN_RIGHT);
193  else if (!strcmp(alignment, "screen-center"))
194    this->setAlignment(E2D_ALIGN_SCREEN_CENTER);
195}
196
197
198/**
199 * moves a Element to another layer
200 * @param layer the Layer this is drawn on
201 */
202void Element2D::setLayer(E2D_LAYER layer)
203{
204  Render2D::getInstance()->moveToLayer(this, layer);
205  this->layer = layer;
206}
207
208/**
209 * sets the layer onto which this 2D-element is projected to.
210 * @param layer the layer @see loadParams
211 */
212void Element2D::setLayer(const char* layer)
213{
214  if (!strcmp(layer, "top"))
215    this->setLayer(E2D_TOP);
216  else if (!strcmp(layer, "medium"))
217    this->setLayer(E2D_MEDIUM);
218  else if (!strcmp(layer, "bottom"))
219    this->setLayer(E2D_BOTTOM);
220  else if (!strcmp(layer, "below-all"))
221    this->setLayer(E2D_BELOW_ALL);
222}
223
224
225/**
226 * sets a node, this 2D-Element should be shown upon
227 * @param bindNode the name of the Node (should be existing)
228 */
229void Element2D::setBindNode(const char* bindNode)
230{
231  const PNode* tmpBindNode = dynamic_cast<const PNode*>(ClassList::getObject(bindNode, CL_PARENT_NODE));
232  if (tmpBindNode != NULL)
233    this->bindNode = tmpBindNode;
234}
235
236/**
237 * sets the relative coordinate of the Element2D to its parent
238 * @param relCoord the relative coordinate to the parent
239 */
240void Element2D::setRelCoor2D (const Vector& relCoord)
241{
242  if (this->toCoordinate!= NULL)
243  {
244    delete this->toCoordinate;
245    this->toCoordinate = NULL;
246  }
247  this->relCoordinate = relCoord;
248  this->bRelCoorChanged = true;
249}
250
251
252/**
253 * sets the relative coordinate of the Element2D to its Parent
254 * @param x the x coordinate
255 * @param y the y coordinate
256 * @param z the z coordinate
257 */
258void Element2D::setRelCoor2D (float x, float y, float z)
259{
260  this->setRelCoor2D(Vector(x,y,z));
261}
262
263/**
264 * sets the Relative coordinate to the parent in Pixels
265 * @param x the relCoord X
266 * @param y the relCoord Y
267 */
268void Element2D::setRelCoor2Dpx (int x, int y)
269{
270  this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
271                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
272                     0
273                           ));
274}
275
276/**
277 * sets a new relative position smoothely
278 * @param relCoordSoft the new Position to iterate to
279 * @param bias how fast to iterate to this position
280 */
281void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias)
282{
283  if (likely(this->toCoordinate == NULL))
284    this->toCoordinate = new Vector();
285
286  *this->toCoordinate = relCoordSoft;
287  this->bias = bias;
288}
289
290/**
291 * sets a new relative position smoothely
292 * @param x the new x-coordinate in Pixels of the Position to iterate to
293 * @param y the new y-coordinate in Pixels of the Position to iterate to
294 * @param bias how fast to iterate to this position
295 */
296void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
297{
298  this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
299                         (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
300                         0),
301                         bias);
302}
303
304/**
305 * set relative coordinates smoothely
306 * @param x x-relative coordinates to its parent
307 * @param y y-relative coordinates to its parent
308 * @param z z-relative coordinates to its parent
309 * @see  void PNode::setRelCoorSoft (const Vector&, float)
310 */
311void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias)
312{
313  this->setRelCoorSoft2D(Vector(x, y, depth), bias);
314}
315
316/**
317 * @param absCoord set absolute coordinate
318 */
319void Element2D::setAbsCoor2D (const Vector& absCoord)
320{
321  if (this->toCoordinate!= NULL)
322  {
323    delete this->toCoordinate;
324    this->toCoordinate = NULL;
325  }
326
327  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
328  {
329    /* if you have set the absolute coordinates this overrides all other changes */
330    if (likely(this->parent != NULL))
331      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
332    else
333      this->relCoordinate = absCoord;
334  }
335  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
336  {
337    if (likely(this->parent != NULL))
338      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
339    else
340      this->relCoordinate = absCoord;
341  }
342
343  this->bRelCoorChanged = true;
344}
345
346/**
347 * @param x x-coordinate.
348 * @param y y-coordinate.
349 * @param z z-coordinate.
350 * @see void PNode::setAbsCoor (const Vector& absCoord)
351 */
352void Element2D::setAbsCoor2D (float x, float y, float depth)
353{
354  this->setAbsCoor2D(Vector(x, y, depth));
355}
356
357/**
358 * @param x x-coordinate in Pixels
359 * @param y y-coordinate in Pixels
360 * @see void PNode::setAbsCoor (const Vector& absCoord)
361 */
362void Element2D::setAbsCoor2Dpx (int x, int y)
363{
364  this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
365                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
366                     0
367                           ));
368}
369
370/**
371 *  shift coordinate ralative
372 * @param shift shift vector
373 *
374 * This simply adds the shift-Vector to the relative Coordinate
375 */
376void Element2D::shiftCoor2D (const Vector& shift)
377{
378  this->relCoordinate += shift;
379  this->bRelCoorChanged = true;
380
381}
382
383/**
384 * shifts in PixelSpace
385 * @param x the pixels to shift in X
386 * @param y the pixels to shift in Y
387 */
388void Element2D::shiftCoor2Dpx (int x, int y)
389{
390  this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
391                    (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
392                     0));
393}
394
395/**
396 *  set relative direction
397 * @param relDir to its parent
398 */
399void Element2D::setRelDir2D (float relDir)
400{
401  if (this->toDirection!= NULL)
402  {
403    delete this->toDirection;
404    this->toDirection = NULL;
405  }
406
407  this->relDirection = relDir;
408  this->bRelDirChanged = true;
409}
410
411/**
412 * sets the Relative Direction of this node to its parent in a Smoothed way
413 * @param relDirSoft the direction to iterate to smoothely.
414 * @param bias how fast to iterate to the new Direction
415 */
416void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
417{
418  if (likely(this->toDirection == NULL))
419    this->toDirection = new float;
420
421  *this->toDirection = relDirSoft;
422  this->bias = bias;
423}
424
425/**
426 *  sets the absolute direction
427 * @param absDir absolute coordinates
428 */
429void Element2D::setAbsDir2D (float absDir)
430{
431  if (this->toDirection!= NULL)
432  {
433    delete this->toDirection;
434    this->toDirection = NULL;
435  }
436
437  if (likely(this->parent != NULL))
438    this->relDirection = absDir - this->parent->getAbsDir2D();
439  else
440    this->relDirection = absDir;
441
442  this->bRelDirChanged = true;
443}
444
445/**
446 * shift Direction
447 * @param shift the direction around which to shift.
448 */
449void Element2D::shiftDir2D (float shiftDir)
450{
451  this->relDirection = this->relDirection + shiftDir;
452  this->bRelDirChanged = true;
453}
454
455/**
456 *  adds a child and makes this node to a parent
457 * @param child child reference
458 * @param parentMode on which changes the child should also change ist state
459 *
460 * use this to add a child to this node.
461 */
462void Element2D::addChild2D (Element2D* child, int parentingMode)
463{
464  if( likely(child->parent != NULL))
465  {
466    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
467    child->parent->children->remove(child);
468  }
469  if (parentingMode != E2D_PARENT_NONE)
470    child->parentMode = parentingMode;
471  child->parent = this;
472  this->children->add(child);
473  child->parentCoorChanged();
474}
475
476/**
477 * @see Element2D::addChild(Element2D* child);
478 * @param childName the name of the child to add to this PNode
479 */
480void Element2D::addChild2D (const char* childName)
481{
482  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
483  if (childNode != NULL)
484    this->addChild2D(childNode);
485}
486
487/**
488 * removes a child from the node
489 * @param child the child to remove from this Node..
490 *
491 * Children from nodes will not be lost, they are referenced to NullPointer
492 */
493void Element2D::removeChild2D (Element2D* child)
494{
495  if (child != NULL)
496  {
497    child->remove2D();
498//    this->children->remove(child);
499//    child->parent = NULL;
500  }
501}
502
503/**
504 * remove this Element from the tree and adds all children to NullElement2D
505 *
506 * afterwards this Node is free, and can be reattached, or deleted freely.
507 */
508void Element2D::remove2D()
509{
510  tIterator<Element2D>* iterator = this->children->getIterator();
511  Element2D* pn = iterator->firstElement();
512
513  while( pn != NULL)
514  {
515    NullElement2D::getInstance()->addChild2D(pn, pn->getParentMode2D());
516    pn = iterator->nextElement();
517  }
518  delete iterator;
519
520  delete this->children;
521  this->children = new tList<Element2D>;
522
523  if (this->parent != NULL)
524  {
525    this->parent->children->remove(this);
526    this->parent = NULL;
527  }
528}
529
530/**
531 * sets the parent of this Element2D
532 * @param parent the Parent to set
533 */
534void Element2D::setParent2D (Element2D* parent)
535{
536  parent->addChild2D(this);
537}
538
539/**
540 * @see Element2D::setParent(Element2D* parent);
541 * @param parentName the name of the Parent to set to this Element2D
542 */
543void Element2D::setParent2D (const char* parentName)
544{
545  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
546  if (parentNode != NULL)
547    parentNode->addChild2D(this);
548
549}
550
551/**
552 * does the reparenting in a very smooth way
553 * @param parentNode the new Node to connect this node to.
554 * @param bias the speed to iterate to this new Positions
555 */
556void Element2D::softReparent2D(Element2D* parentNode, float bias)
557{
558  if (this->parent == parentNode)
559    return;
560
561  if (likely(this->toCoordinate == NULL))
562  {
563    this->toCoordinate = new Vector();
564    *this->toCoordinate = this->getRelCoor2D();
565  }
566  if (likely(this->toDirection == NULL))
567  {
568    this->toDirection = new float;
569    *this->toDirection = this->getRelDir2D();
570  }
571  this->bias = bias;
572
573
574  Vector tmpV = this->getAbsCoor2D();
575  float tmpQ = this->getAbsDir2D();
576
577  parentNode->addChild2D(this);
578
579  if (this->parentMode & PNODE_ROTATE_MOVEMENT)
580    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
581  else
582    this->setRelCoor2D(tmpV - parentNode->getAbsCoor2D());
583
584  this->setRelDir2D(tmpQ - parentNode->getAbsDir2D());
585}
586
587/**
588 * does the reparenting in a very smooth way
589 * @param parentName the name of the Parent to reconnect to
590 * @param bias the speed to iterate to this new Positions
591 */
592void Element2D::softReparent2D(const char* parentName, float bias)
593{
594  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
595  if (parentNode != NULL)
596    this->softReparent2D(parentNode, bias);
597}
598
599/**
600 *  sets the mode of this parent manually
601 * @param parentMode a String representing this parentingMode
602 */
603void Element2D::setParentMode2D (const char* parentingMode)
604{
605  this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode));
606}
607
608/**
609 *  updates the absCoordinate/absDirection
610 * @param dt The time passed since the last update
611
612   this is used to go through the parent-tree to update all the absolute coordinates
613   and directions. this update should be done by the engine, so you don't have to
614   worry, normaly...
615 */
616void Element2D::update2D (float dt)
617{
618  // setting the Position of this 2D-Element.
619  if( likely(this->parent != NULL))
620  {
621      // movement for nodes with smoothMove enabled
622    if (unlikely(this->toCoordinate != NULL))
623    {
624      Vector moveVect = (*this->toCoordinate - this->getRelCoor2D()) *fabsf(dt)*bias;
625
626      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
627      {
628        this->shiftCoor2D(moveVect);
629      }
630      else
631      {
632        delete this->toCoordinate;
633        this->toCoordinate = NULL;
634        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
635      }
636    }
637    if (unlikely(this->toDirection != NULL))
638    {
639      float rotFlot = (*this->toDirection - this->getRelDir2D()) *fabsf(dt)*bias;
640      if (likely(rotFlot >= .001))//PNODE_ITERATION_DELTA))
641      {
642        this->shiftDir2D(rotFlot);
643      }
644      else
645      {
646        delete this->toDirection;
647        this->toDirection = NULL;
648        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
649      }
650    }
651
652    // MAIN UPDATE /////////////////////////////////////
653    this->lastAbsCoordinate = this->absCoordinate;
654
655    PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
656
657
658    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
659    {
660      /* update the current absDirection - remember * means rotation around sth.*/
661      this->prevRelDirection = this->relDirection;
662      this->absDirection = this->relDirection + parent->getAbsDir2D();;
663    }
664
665
666    if (this->alignment == E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged)
667    {
668      this->prevRelCoordinate = this->relCoordinate;
669      this->absCoordinate.x = .5 + this->relCoordinate.x;
670      this->absCoordinate.y = .5 + this->relCoordinate.y;
671      this->absCoordinate.z = 0.0;
672    }
673    else if (this->bindNode)
674    {
675      GLdouble projectPos[3];
676      gluProject(this->bindNode->getAbsCoor().x,
677                 this->bindNode->getAbsCoor().y,
678                 this->bindNode->getAbsCoor().z,
679                 GraphicsEngine::modMat,
680                 GraphicsEngine::projMat,
681                 GraphicsEngine::viewPort,
682                 projectPos,
683                 projectPos+1,
684                 projectPos+2);
685      this->absCoordinate.x = projectPos[0]/(float)GraphicsEngine::getInstance()->getResolutionX() + this->relCoordinate.x;
686      this->absCoordinate.y = projectPos[1]/(float)GraphicsEngine::getInstance()->getResolutionY() + this->relCoordinate.y;
687      this->absCoordinate.z = projectPos[2] + this->relCoordinate.z;
688    }
689    else
690    {
691      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
692      {
693        /* update the current absCoordinate */
694        this->prevRelCoordinate = this->relCoordinate;
695        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
696      }
697      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
698      {
699        /* update the current absCoordinate */
700        this->prevRelCoordinate = this->relCoordinate;
701        float sine = sin(this->parent->getAbsDir2D());
702        float cose = cos(this->parent->getAbsDir2D());
703//        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
704//        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
705
706        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
707        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
708
709      }
710    }
711    /////////////////////////////////////////////////
712  }
713  else
714  {
715    PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
716    if (this->bRelCoorChanged)
717    {
718      this->prevRelCoordinate = this->relCoordinate;
719      this->absCoordinate = this->relCoordinate;
720    }
721    if (this->bRelDirChanged)
722    {
723      this->prevRelDirection = this->relDirection;
724      this->absDirection = this->getAbsDir2D() * this->relDirection;
725    }
726  }
727
728
729  // UPDATE CHILDREN
730  if(this->children->getSize() > 0)
731  {
732    tIterator<Element2D>* iterator = this->children->getIterator();
733    Element2D* pn = iterator->firstElement();
734    while( pn != NULL)
735    {
736      /* if this node has changed, make sure, that all children are updated also */
737      if( likely(this->bRelCoorChanged))
738        pn->parentCoorChanged ();
739      if( likely(this->bRelDirChanged))
740        pn->parentDirChanged ();
741
742      pn->update2D(dt);
743      pn = iterator->nextElement();
744    }
745    delete iterator;
746  }
747
748  // FINISHING PROCESS
749  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
750  this->bRelCoorChanged = false;
751  this->bRelDirChanged = false;
752}
753
754/**
755 *  displays some information about this pNode
756 * @param depth The deph into which to debug the children of this Element2D to.
757 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
758 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
759 */
760void Element2D::debug (unsigned int depth, unsigned int level) const
761{
762  for (unsigned int i = 0; i < level; i++)
763    PRINT(0)(" |");
764  if (this->children->getSize() > 0)
765    PRINT(0)(" +");
766  else
767    PRINT(0)(" -");
768  PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s\n",
769  this->getClassName(),
770  this->getName(),
771  this->absCoordinate.x,
772  this->absCoordinate.y,
773  this->relCoordinate.x,
774  this->relCoordinate.y,
775  this->getAbsDir2D(),
776  Element2D::parentingModeToChar2D(parentMode));
777  if (depth >= 2 || depth == 0)
778  {
779    tIterator<Element2D>* iterator = this->children->getIterator();
780    Element2D* pn = iterator->firstElement();
781    while( pn != NULL)
782    {
783      if (depth == 0)
784        pn->debug(0, level + 1);
785      else
786        pn->debug(depth - 1, level +1);
787      pn = iterator->nextElement();
788    }
789    delete iterator;
790  }
791}
792
793/**
794 * ticks the 2d-Element
795 * @param dt the time elapsed since the last tick
796 */
797void Element2D::tick(float dt)
798{
799
800}
801
802/**
803 * displays the Element2D at its position with its rotation as a Plane.
804 */
805void Element2D::debugDraw2D(unsigned int depth, float size, Vector color) const
806{
807
808}
809
810
811// helper functions //
812/**
813 * converts a parentingMode into a string that is the name of it
814 * @param parentingMode the ParentingMode to convert
815 * @return the converted string
816 */
817const char* Element2D::parentingModeToChar2D(int parentingMode)
818{
819  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
820    return "local-rotate";
821  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
822    return "rotate-movement";
823  else if (parentingMode == E2D_PARENT_MOVEMENT)
824    return "movement";
825  else if (parentingMode == E2D_PARENT_ALL)
826    return "all";
827  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
828    return "rotate-and-move";
829}
830
831/**
832 * converts a parenting-mode-string into a int
833 * @param parentingMode the string naming the parentingMode
834 * @return the int corresponding to the named parentingMode
835 */
836E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode)
837{
838  if (!strcmp(parentingMode, "local-rotate"))
839    return (E2D_PARENT_LOCAL_ROTATE);
840  else  if (!strcmp(parentingMode, "rotate-movement"))
841    return (E2D_PARENT_ROTATE_MOVEMENT);
842  else  if (!strcmp(parentingMode, "movement"))
843    return (E2D_PARENT_MOVEMENT);
844  else  if (!strcmp(parentingMode, "all"))
845    return (E2D_PARENT_ALL);
846  else  if (!strcmp(parentingMode, "rotate-and-move"))
847    return (E2D_PARENT_ROTATE_AND_MOVE);
848}
849
850
851
852
853
854///////////////////
855// NullElement2D //
856///////////////////
857NullElement2D* NullElement2D::singletonRef = 0;
858
859/**
860 *  creates the one and only NullElement2D
861 * @param absCoordinate the cordinate of the Parent (normally Vector(0,0,0))
862 */
863NullElement2D::NullElement2D () : Element2D(NULL)
864{
865  this->setClassID(CL_NULL_ELEMENT_2D, "NullElement2D");
866  this->setName("NullElement2D");
867
868  this->setParentMode2D(E2D_PARENT_ALL);
869  NullElement2D::singletonRef = this;
870}
871
872
873/**
874 *  standard deconstructor
875 */
876NullElement2D::~NullElement2D ()
877{
878  NullElement2D::singletonRef = NULL;
879}
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