diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-07-04 12:14:50 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-07-04 12:14:50 +0400 |
commit | 70d239ef7d2eb3d3c92fc4f1441f4a41815370cb (patch) | |
tree | 2e2ff8e027fe1c15eb55911dbc4055e21c318cef /source/gameengine/GameLogic | |
parent | bd74679a397efa82ac81386bf8da5877bd32dded (diff) |
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r-- | source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp | 76 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ActuatorEventManager.h | 52 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ActuatorSensor.cpp | 196 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ActuatorSensor.h | 74 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_EventManager.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_EventManager.h | 4 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_IObject.cpp | 34 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ISensor.cpp | 1 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_ISensor.h | 3 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_JoystickSensor.cpp | 8 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_KeyboardSensor.cpp | 17 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_LogicManager.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_MouseSensor.cpp | 12 | ||||
-rw-r--r-- | source/gameengine/GameLogic/SCA_PropertySensor.cpp | 7 |
14 files changed, 460 insertions, 32 deletions
diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp new file mode 100644 index 00000000000..28ca1fd673f --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp @@ -0,0 +1,76 @@ +/** + * $Id$ + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "SCA_ISensor.h" +#include "SCA_ActuatorEventManager.h" +#include "SCA_ActuatorSensor.h" + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + + +SCA_ActuatorEventManager::SCA_ActuatorEventManager(class SCA_LogicManager* logicmgr) + : SCA_EventManager(ACTUATOR_EVENTMGR), + m_logicmgr(logicmgr) +{ +} + + + +SCA_ActuatorEventManager::~SCA_ActuatorEventManager() +{ + +} + + + +void SCA_ActuatorEventManager::RegisterSensor(SCA_ISensor* sensor) +{ + m_sensors.push_back(sensor); +} + + + +void SCA_ActuatorEventManager::NextFrame() +{ + // check for changed actuator + for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++) + { + (*it)->Activate(m_logicmgr,NULL); + } +} + +void SCA_ActuatorEventManager::UpdateFrame() +{ + // update the state of actuator before executing them + for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++) + { + ((SCA_ActuatorSensor*)(*it))->Update(); + } +}
\ No newline at end of file diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.h b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h new file mode 100644 index 00000000000..b5108764197 --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h @@ -0,0 +1,52 @@ +/** + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ +#ifndef __KX_ACTUATOREVENTMANAGER +#define __KX_ACTUATOREVENTMANAGER + +#include "SCA_EventManager.h" + +#include <vector> + +using namespace std; + +class SCA_ActuatorEventManager : public SCA_EventManager +{ + class SCA_LogicManager* m_logicmgr; + +public: + SCA_ActuatorEventManager(class SCA_LogicManager* logicmgr); + virtual ~SCA_ActuatorEventManager(); + virtual void NextFrame(); + virtual void UpdateFrame(); + virtual void RegisterSensor(SCA_ISensor* sensor); + //SCA_LogicManager* GetLogicManager() { return m_logicmgr;} +}; + +#endif //__KX_ACTUATOREVENTMANAGER + diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp new file mode 100644 index 00000000000..9645bfbed4a --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp @@ -0,0 +1,196 @@ +/** + * Actuator sensor + * + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <iostream> +#include "SCA_ActuatorSensor.h" +#include "SCA_EventManager.h" +#include "SCA_LogicManager.h" + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +SCA_ActuatorSensor::SCA_ActuatorSensor(SCA_EventManager* eventmgr, + SCA_IObject* gameobj, + const STR_String& actname, + PyTypeObject* T ) + : SCA_ISensor(gameobj,eventmgr,T), + m_checkactname(actname) +{ + m_actuator = GetParent()->FindActuator(m_checkactname); + Init(); +} + +void SCA_ActuatorSensor::Init() +{ + m_lastresult = m_invert?true:false; + m_midresult = m_lastresult; + m_reset = true; +} + +CValue* SCA_ActuatorSensor::GetReplica() +{ + SCA_ActuatorSensor* replica = new SCA_ActuatorSensor(*this); + // m_range_expr must be recalculated on replica! + CValue::AddDataToReplica(replica); + replica->Init(); + + return replica; +} + +void SCA_ActuatorSensor::ReParent(SCA_IObject* parent) +{ + m_actuator = parent->FindActuator(m_checkactname); + SCA_ISensor::ReParent(parent); +} + +bool SCA_ActuatorSensor::IsPositiveTrigger() +{ + bool result = m_lastresult; + if (m_invert) + result = !result; + + return result; +} + + + +SCA_ActuatorSensor::~SCA_ActuatorSensor() +{ +} + + + +bool SCA_ActuatorSensor::Evaluate(CValue* event) +{ + if (m_actuator) + { + bool result = m_actuator->IsActive(); + bool reset = m_reset && m_level; + + m_reset = false; + if (m_lastresult != result || m_midresult != result) + { + m_lastresult = m_midresult = result; + return true; + } + return (reset) ? true : false; + } + return false; +} + +void SCA_ActuatorSensor::Update() +{ + if (m_actuator) + { + m_midresult = m_actuator->IsActive(); + } +} + + +/* ------------------------------------------------------------------------- */ +/* Python functions */ +/* ------------------------------------------------------------------------- */ + +/* Integration hooks ------------------------------------------------------- */ +PyTypeObject SCA_ActuatorSensor::Type = { + PyObject_HEAD_INIT(&PyType_Type) + 0, + "SCA_ActuatorSensor", + sizeof(SCA_ActuatorSensor), + 0, + PyDestructor, + 0, + __getattr, + __setattr, + 0, //&MyPyCompare, + __repr, + 0, //&cvalue_as_number, + 0, + 0, + 0, + 0 +}; + +PyParentObject SCA_ActuatorSensor::Parents[] = { + &SCA_ActuatorSensor::Type, + &SCA_ISensor::Type, + &SCA_ILogicBrick::Type, + &CValue::Type, + NULL +}; + +PyMethodDef SCA_ActuatorSensor::Methods[] = { + {"getActuator", (PyCFunction) SCA_ActuatorSensor::sPyGetActuator, METH_VARARGS, GetActuator_doc}, + {"setActuator", (PyCFunction) SCA_ActuatorSensor::sPySetActuator, METH_VARARGS, SetActuator_doc}, + {NULL,NULL} //Sentinel +}; + +PyObject* SCA_ActuatorSensor::_getattr(const STR_String& attr) { + _getattr_up(SCA_ISensor); /* implicit return! */ +} + +/* 3. getActuator */ +char SCA_ActuatorSensor::GetActuator_doc[] = +"getActuator()\n" +"\tReturn the Actuator with which the sensor operates.\n"; +PyObject* SCA_ActuatorSensor::PyGetActuator(PyObject* self, PyObject* args, PyObject* kwds) +{ + return PyString_FromString(m_checkactname); +} + +/* 4. setActuator */ +char SCA_ActuatorSensor::SetActuator_doc[] = +"setActuator(name)\n" +"\t- name: string\n" +"\tSets the Actuator with which to operate. If there is no Actuator\n" +"\tof this name, the call is ignored.\n"; +PyObject* SCA_ActuatorSensor::PySetActuator(PyObject* self, PyObject* args, PyObject* kwds) +{ + /* We should query whether the name exists. Or should we create a prop */ + /* on the fly? */ + char *actNameArg = NULL; + + if (!PyArg_ParseTuple(args, "s", &actNameArg)) { + return NULL; + } + + SCA_IActuator* act = GetParent()->FindActuator(STR_String(actNameArg)); + if (act) { + m_checkactname = actNameArg; + m_actuator = act; + } else { + ; /* error: bad actuator name */ + } + Py_Return; +} + +/* eof */ diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.h b/source/gameengine/GameLogic/SCA_ActuatorSensor.h new file mode 100644 index 00000000000..6086c5bfce0 --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.h @@ -0,0 +1,74 @@ +/** + * Actuator sensor + * + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef __KX_ACTUATORSENSOR +#define __KX_ACTUATORSENSOR + +#include "SCA_ISensor.h" +#include "SCA_IActuator.h" + +class SCA_ActuatorSensor : public SCA_ISensor +{ + Py_Header; + STR_String m_checkactname; + bool m_lastresult; + bool m_midresult; + protected: + SCA_IActuator* m_actuator; +public: + SCA_ActuatorSensor(class SCA_EventManager* eventmgr, + SCA_IObject* gameobj, + const STR_String& actname, + PyTypeObject* T=&Type ); + + virtual ~SCA_ActuatorSensor(); + virtual CValue* GetReplica(); + virtual void Init(); + virtual bool Evaluate(CValue* event); + virtual bool IsPositiveTrigger(); + virtual void ReParent(SCA_IObject* parent); + void Update(); + + /* --------------------------------------------------------------------- */ + /* Python interface ---------------------------------------------------- */ + /* --------------------------------------------------------------------- */ + + virtual PyObject* _getattr(const STR_String& attr); + + /* 3. setProperty */ + KX_PYMETHOD_DOC(SCA_ActuatorSensor,SetActuator); + /* 4. getProperty */ + KX_PYMETHOD_DOC(SCA_ActuatorSensor,GetActuator); + +}; + +#endif + diff --git a/source/gameengine/GameLogic/SCA_EventManager.cpp b/source/gameengine/GameLogic/SCA_EventManager.cpp index 1ca88182ddc..0169864a133 100644 --- a/source/gameengine/GameLogic/SCA_EventManager.cpp +++ b/source/gameengine/GameLogic/SCA_EventManager.cpp @@ -72,7 +72,9 @@ void SCA_EventManager::EndFrame() { } - +void SCA_EventManager::UpdateFrame() +{ +} int SCA_EventManager::GetType() { diff --git a/source/gameengine/GameLogic/SCA_EventManager.h b/source/gameengine/GameLogic/SCA_EventManager.h index 89731497f6f..9cc1718cd1e 100644 --- a/source/gameengine/GameLogic/SCA_EventManager.h +++ b/source/gameengine/GameLogic/SCA_EventManager.h @@ -49,7 +49,8 @@ public: RAY_EVENTMGR, RADAR_EVENTMGR, NETWORK_EVENTMGR, - JOY_EVENTMGR + JOY_EVENTMGR, + ACTUATOR_EVENTMGR }; SCA_EventManager(EVENT_MANAGER_TYPE mgrtype); @@ -58,6 +59,7 @@ public: virtual void RemoveSensor(class SCA_ISensor* sensor); virtual void NextFrame(double curtime, double fixedtime); virtual void NextFrame(); + virtual void UpdateFrame(); virtual void EndFrame(); virtual void RegisterSensor(class SCA_ISensor* sensor)=0; int GetType(); diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp index 826e7bbdf0e..27e7d5faada 100644 --- a/source/gameengine/GameLogic/SCA_IObject.cpp +++ b/source/gameengine/GameLogic/SCA_IObject.cpp @@ -157,15 +157,15 @@ bool SCA_IObject::GetIgnoreActivityCulling() void SCA_IObject::ReParentLogic() { - SCA_SensorList& oldsensors = GetSensors(); - - int sen = 0; - SCA_SensorList::iterator its; - for (its = oldsensors.begin(); !(its==oldsensors.end()); ++its) + SCA_ActuatorList& oldactuators = GetActuators(); + int act = 0; + SCA_ActuatorList::iterator ita; + for (ita = oldactuators.begin(); !(ita==oldactuators.end()); ++ita) { - SCA_ISensor* newsensor = (SCA_ISensor*)(*its)->GetReplica(); - newsensor->ReParent(this); - oldsensors[sen++] = newsensor; + SCA_IActuator* newactuator = (SCA_IActuator*) (*ita)->GetReplica(); + newactuator->ReParent(this); + newactuator->SetActive(false); + oldactuators[act++] = newactuator; } SCA_ControllerList& oldcontrollers = GetControllers(); @@ -178,17 +178,17 @@ void SCA_IObject::ReParentLogic() oldcontrollers[con++]=newcontroller; } - SCA_ActuatorList& oldactuators = GetActuators(); - - int act = 0; - SCA_ActuatorList::iterator ita; - for (ita = oldactuators.begin(); !(ita==oldactuators.end()); ++ita) + // convert sensors last so that actuators are already available for Actuator sensor + SCA_SensorList& oldsensors = GetSensors(); + int sen = 0; + SCA_SensorList::iterator its; + for (its = oldsensors.begin(); !(its==oldsensors.end()); ++its) { - SCA_IActuator* newactuator = (SCA_IActuator*) (*ita)->GetReplica(); - newactuator->ReParent(this); - newactuator->SetActive(false); - oldactuators[act++] = newactuator; + SCA_ISensor* newsensor = (SCA_ISensor*)(*its)->GetReplica(); + newsensor->ReParent(this); + oldsensors[sen++] = newsensor; } + // a new object cannot be client of any actuator m_registeredActuators.clear(); diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp index 1b163deb7bb..68341b57435 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.cpp +++ b/source/gameengine/GameLogic/SCA_ISensor.cpp @@ -56,6 +56,7 @@ SCA_ISensor::SCA_ISensor(SCA_IObject* gameobj, m_suspended = false; m_invert = false; m_level = false; + m_reset = false; m_pos_ticks = 0; m_neg_ticks = 0; m_pos_pulsemode = false; diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h index 3527b87ebdb..f2ed6a803c2 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.h +++ b/source/gameengine/GameLogic/SCA_ISensor.h @@ -64,6 +64,9 @@ class SCA_ISensor : public SCA_ILogicBrick /** detect level instead of edge*/ bool m_level; + /** sensor has been reset */ + bool m_reset; + /** Sensor must ignore updates? */ bool m_suspended; diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp index 8668c22f044..3fb439eb25b 100644 --- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp +++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp @@ -70,6 +70,7 @@ std::cout << " hat flag " << m_hatf << std::endl; void SCA_JoystickSensor::Init() { m_istrig=(m_invert)?1:0; + m_reset = true; } SCA_JoystickSensor::~SCA_JoystickSensor() @@ -79,9 +80,10 @@ SCA_JoystickSensor::~SCA_JoystickSensor() CValue* SCA_JoystickSensor::GetReplica() { - CValue* replica = new SCA_JoystickSensor(*this); + SCA_JoystickSensor* replica = new SCA_JoystickSensor(*this); // this will copy properties and so on... CValue::AddDataToReplica(replica); + replica->Init(); return replica; } @@ -99,7 +101,9 @@ bool SCA_JoystickSensor::Evaluate(CValue* event) { SCA_Joystick *js = m_pJoystickMgr->GetJoystickDevice(); bool result = false; + bool reset = m_reset && m_level; + m_reset = false; switch(m_joymode) { case KX_JOYSENSORMODE_AXIS: @@ -240,6 +244,8 @@ bool SCA_JoystickSensor::Evaluate(CValue* event) if(!js->IsTrig()){ m_istrig = 0; } + if (reset) + result = true; return result; } diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp index 43ce25f94df..a7a6fa93db4 100644 --- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp +++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp @@ -78,14 +78,15 @@ void SCA_KeyboardSensor::Init() // However, if the target key is pressed when the sensor is reactivated, it // will not generated an event (see remark in Evaluate()). m_val = (m_invert)?1:0; + m_reset = true; } CValue* SCA_KeyboardSensor::GetReplica() { - CValue* replica = new SCA_KeyboardSensor(*this); + SCA_KeyboardSensor* replica = new SCA_KeyboardSensor(*this); // this will copy properties and so on... CValue::AddDataToReplica(replica); - + replica->Init(); return replica; } @@ -120,8 +121,8 @@ bool SCA_KeyboardSensor::TriggerOnAllKeys() bool SCA_KeyboardSensor::Evaluate(CValue* eventval) { bool result = false; + bool reset = m_reset && m_level; SCA_IInputDevice* inputdev = m_pKeyboardMgr->GetInputDevice(); - // cerr << "SCA_KeyboardSensor::Eval event, sensing for "<< m_hotkey << " at device " << inputdev << "\n"; /* See if we need to do logging: togPropState exists and is @@ -134,7 +135,7 @@ bool SCA_KeyboardSensor::Evaluate(CValue* eventval) LogKeystrokes(); } - + m_reset = false; /* Now see whether events must be bounced. */ if (m_bAllKeys) @@ -176,8 +177,8 @@ bool SCA_KeyboardSensor::Evaluate(CValue* eventval) { if (m_val == 0) { + m_val = 1; if (m_level) { - m_val = 1; result = true; } } @@ -229,9 +230,9 @@ bool SCA_KeyboardSensor::Evaluate(CValue* eventval) { if (m_val == 0) { + m_val = 1; if (m_level) { - m_val = 1; result = true; } } @@ -240,7 +241,9 @@ bool SCA_KeyboardSensor::Evaluate(CValue* eventval) } } } - + if (reset) + // force an event + result = true; return result; } diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp index fb1a2c29eb6..f50161cbecb 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.cpp +++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp @@ -271,6 +271,10 @@ void SCA_LogicManager::UpdateFrame(double curtime, bool frame) } m_removedActuators.clear(); + // About to run actuators, but before update the sensors for those which depends on actuators + for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++) + (*ie)->UpdateFrame(); + for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++) { //SCA_IActuator* actua = *ia; diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp index 42d35837489..2298ddb0743 100644 --- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp +++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp @@ -84,6 +84,7 @@ SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr, void SCA_MouseSensor::Init() { m_val = (m_invert)?1:0; /* stores the latest attribute */ + m_reset = true; } SCA_MouseSensor::~SCA_MouseSensor() @@ -95,9 +96,10 @@ SCA_MouseSensor::~SCA_MouseSensor() CValue* SCA_MouseSensor::GetReplica() { - CValue* replica = new SCA_MouseSensor(*this); + SCA_MouseSensor* replica = new SCA_MouseSensor(*this); // this will copy properties and so on... CValue::AddDataToReplica(replica); + replica->Init(); return replica; } @@ -132,6 +134,7 @@ SCA_IInputDevice::KX_EnumInputs SCA_MouseSensor::GetHotKey() bool SCA_MouseSensor::Evaluate(CValue* event) { bool result = false; + bool reset = m_reset && m_level; SCA_IInputDevice* mousedev = m_pMouseMgr->GetInputDevice(); @@ -143,7 +146,7 @@ bool SCA_MouseSensor::Evaluate(CValue* event) /* both MOUSEX and MOUSEY. Treat all of these as key-presses. */ /* So, treat KX_MOUSESENSORMODE_POSITION as */ /* KX_MOUSESENSORMODE_POSITIONX || KX_MOUSESENSORMODE_POSITIONY */ - + m_reset = false; switch (m_mousemode) { case KX_MOUSESENSORMODE_LEFTBUTTON: case KX_MOUSESENSORMODE_MIDDLEBUTTON: @@ -168,9 +171,9 @@ bool SCA_MouseSensor::Evaluate(CValue* event) { if (m_val == 0) { + m_val = 1; if (m_level) { - m_val = 1; result = true; } } @@ -222,6 +225,9 @@ bool SCA_MouseSensor::Evaluate(CValue* event) ; /* error */ } + if (reset) + // force an event + result = true; return result; } diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp index 655e9060238..c50c011cc63 100644 --- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp +++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp @@ -78,6 +78,7 @@ void SCA_PropertySensor::Init() { m_recentresult = false; m_lastresult = m_invert?true:false; + m_reset = true; } void SCA_PropertySensor::PrecalculateRangeExpression() @@ -111,6 +112,7 @@ CValue* SCA_PropertySensor::GetReplica() SCA_PropertySensor* replica = new SCA_PropertySensor(*this); // m_range_expr must be recalculated on replica! CValue::AddDataToReplica(replica); + replica->Init(); replica->m_range_expr = NULL; if (replica->m_checktype==KX_PROPSENSOR_INTERVAL) @@ -153,14 +155,15 @@ SCA_PropertySensor::~SCA_PropertySensor() bool SCA_PropertySensor::Evaluate(CValue* event) { bool result = CheckPropertyCondition(); + bool reset = m_reset && m_level; + m_reset = false; if (m_lastresult!=result) { m_lastresult = result; return true; } - - return false; + return (reset) ? true : false; } |