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# CollisionNode.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * コリジョンノード実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "LampBasic.h"
    00026 #include "Collision/System/CollisionNode.h"
    00027 #include "Collision/System/CollisionScene.h"
    00028
    00029 namespace Lamp{
    00030
    00031 //------------------------------------------------------------------------------
    00032 // 生成、破棄
    00033 //------------------------------------------------------------------------------
    00034 // コンストラクタ
    00035 CollisionNode::CollisionNode(const String& name, CollisionScene* scene) :
    00036     CollisionObject(name, scene), worldMatrix_(Matrix34::unit),
    00037     globalScaled_(false){
    00038     setGlobalEnabled(true);
    00039 }
    00040 //------------------------------------------------------------------------------
    00041 // デストラクタ
    00042 CollisionNode::~CollisionNode(){
    00043 }
    00044 //------------------------------------------------------------------------------
    00045 // コピー
    00046 //------------------------------------------------------------------------------
    00047 // コリジョンノードのコピー
    00048 CollisionNode* CollisionNode::copyCollisionNode() const{
    00049     CollisionNode* destination =
    00050         getScene()->createCollisionNode(getScene()->renameNode(getName()));
    00051     // コリジョンオブジェクトの値をコピー
    00052     copyCollisionObjectValue(destination);
    00053     // メンバのコピー
    00054     destination->axis_ = axis_;
    00055     // 子供のコピー
    00056     int childCount = getChildCount();
    00057     for(int i = 0; i < childCount; i++){
    00058         destination->addChild(getChild(i)->copy());
    00059     }
    00060     return destination;
    00061 }
    00062 //------------------------------------------------------------------------------
    00063 // 再帰的破棄
    00064 int CollisionNode::recursiveDestroy(CollisionNode* collisionNode){
    00065     CollisionScene* scene = collisionNode->getScene();
    00066     Assert(collisionNode != scene->getRootNode());
    00067     int result = recursiveDestroyChildren(collisionNode);
    00068     // 親から削除
    00069     CollisionNode* parent = collisionNode->getParent();
    00070     if(parent != NULL){ parent->removeChild(collisionNode); }
    00071     // 引数の破棄
    00072     scene->destroyNode(collisionNode);
    00073     result++;
    00074     return result;
    00075 }
    00076 //------------------------------------------------------------------------------
    00077 // 子の再帰的破棄
    00078 int CollisionNode::recursiveDestroyChildren(CollisionNode* collisionNode){
    00079     Assert(collisionNode != NULL);
    00080     int result = 0;
    00081     // 子の破棄
    00082     int childCount = collisionNode->getChildCount();
    00083     for(int i = childCount - 1; i >= 0; i--){
    00084         result += CollisionObject::recursiveDestroy(collisionNode->getChild(i));
    00085     }
    00086     return result;
    00087 }
    00088 //------------------------------------------------------------------------------
    00089 // 走査
    00090 //------------------------------------------------------------------------------
    00091 // 走査
    00092 void CollisionNode::traverseImplement(const Matrix34& parentMatrix,
    00093     bool parentEnabled, bool parentScaled, bool parentChanged){
    00094     // グローバル有効フラグ設定
    00095     bool preGlobalEnabled = isGlobalEnabled();
    00096     bool globalEnabled = (parentEnabled && isEnabled());
    00097     setGlobalEnabled(globalEnabled);
    00098     // 前回がdisabledでdisabledのままならトラバースしない
    00099     if((!preGlobalEnabled) && (!globalEnabled)){ return; }
    00100
    00101     // 変更フラグ
    00102     bool globalChanged = (isChanged() || parentChanged);
    00103     setGlobalChanged(globalChanged);
    00104     // 変更フラグのリセット
    00105     setChanged(false);
    00106
    00107     // グローバルスケールフラグ設定
    00108     bool globalScaled = (parentScaled || isScaled());
    00109     setGlobalScaled(globalScaled);
    00110
    00111     // 行列の計算、ここでaxis_のchangedはリセットされる
    00112     axis_.buildMatrix();
    00113     if(globalChanged){
    00114         worldMatrix_ = parentMatrix * getLocalMatrix();
    00115     }else{
    00116         Assert((parentMatrix * getLocalMatrix()).epsilonEquals(
    00117             worldMatrix_, 0.0001f));
    00118     }
    00119
    00120     // 子供を呼ぶ
    00121     int childCount = getChildCount();
    00122     for(int i = 0; i < childCount; i++){
    00123         getChild(i)->traverseImplement(worldMatrix_,
    00124             globalEnabled, globalScaled, globalChanged);
    00125     }
    00126 }
    00127 //------------------------------------------------------------------------------
    00128 } // End of namespace Lamp
    00129 //------------------------------------------------------------------------------