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authorBenoit Bolsee <benoit.bolsee@online.be>2008-09-26 22:03:14 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-09-26 22:03:14 +0400
commit8e1cf42dbd23d99db8e06617f37abec9ab5a146b (patch)
tree3f6463a79bc30e15bc239efe561e4999375c2eea /source/gameengine/Ketsji/KX_ConstraintActuator.cpp
parent8b46e655fa96497c960f0a6b418d2770167eadf9 (diff)
BGE patch: local/global flag to distance contraint actuator.
Previously the distance constraint actuator was always working in local axis. The local flag allows to cast the ray along a world axis (when the flag is not selected). The N flag works differently in this case: only the object orientation is changed to be parallel to the normal at the hit point. The linear velocity is now changed so that the speed along the ray axis is null. This eliminates the need to compensate the gravity when casting along the Z axis.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp116
1 files changed, 75 insertions, 41 deletions
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index 11af4b9324b..49534ccbd4a 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -172,13 +172,15 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
KX_GameObject *obj = (KX_GameObject*) GetParent();
MT_Point3 position = obj->NodeGetWorldPosition();
MT_Point3 newposition;
- MT_Vector3 direction, refDirection;
+ MT_Vector3 normal, direction, refDirection;
MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation();
MT_Scalar filter, newdistance, cosangle;
int axis, sign;
if (m_posDampTime) {
filter = m_posDampTime/(1.0+m_posDampTime);
+ } else {
+ filter = 0.0;
}
switch (m_locrot) {
case KX_ACT_CONSTRAINT_ORIX:
@@ -238,12 +240,8 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
} else {
refDirection = m_refDirection;
}
- if (m_posDampTime) {
- // apply damping on the direction
- direction = filter*direction + (1.0-filter)*refDirection;
- } else {
- direction = refDirection;
- }
+ // apply damping on the direction
+ direction = filter*direction + (1.0-filter)*refDirection;
obj->AlignAxisToVect(direction, axis);
result = true;
goto CHECK_TIME;
@@ -255,49 +253,74 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
case KX_ACT_CONSTRAINT_DIRNZ:
switch (m_locrot) {
case KX_ACT_CONSTRAINT_DIRPX:
- direction[0] = rotation[0][0];
- direction[1] = rotation[1][0];
- direction[2] = rotation[2][0];
+ normal[0] = rotation[0][0];
+ normal[1] = rotation[1][0];
+ normal[2] = rotation[2][0];
axis = 0; // axis according to KX_GameObject::AlignAxisToVect()
- sign = 1; // X axis will be anti parrallel to normal
+ sign = 0; // X axis will be parrallel to direction of ray
break;
case KX_ACT_CONSTRAINT_DIRPY:
- direction[0] = rotation[0][1];
- direction[1] = rotation[1][1];
- direction[2] = rotation[2][1];
+ normal[0] = rotation[0][1];
+ normal[1] = rotation[1][1];
+ normal[2] = rotation[2][1];
axis = 1;
- sign = 1;
+ sign = 0;
break;
case KX_ACT_CONSTRAINT_DIRPZ:
- direction[0] = rotation[0][2];
- direction[1] = rotation[1][2];
- direction[2] = rotation[2][2];
+ normal[0] = rotation[0][2];
+ normal[1] = rotation[1][2];
+ normal[2] = rotation[2][2];
axis = 2;
- sign = 1;
+ sign = 0;
break;
case KX_ACT_CONSTRAINT_DIRNX:
- direction[0] = -rotation[0][0];
- direction[1] = -rotation[1][0];
- direction[2] = -rotation[2][0];
+ normal[0] = -rotation[0][0];
+ normal[1] = -rotation[1][0];
+ normal[2] = -rotation[2][0];
axis = 0;
- sign = 0;
+ sign = 1;
break;
case KX_ACT_CONSTRAINT_DIRNY:
- direction[0] = -rotation[0][1];
- direction[1] = -rotation[1][1];
- direction[2] = -rotation[2][1];
+ normal[0] = -rotation[0][1];
+ normal[1] = -rotation[1][1];
+ normal[2] = -rotation[2][1];
axis = 1;
- sign = 0;
+ sign = 1;
break;
case KX_ACT_CONSTRAINT_DIRNZ:
- direction[0] = -rotation[0][2];
- direction[1] = -rotation[1][2];
- direction[2] = -rotation[2][2];
+ normal[0] = -rotation[0][2];
+ normal[1] = -rotation[1][2];
+ normal[2] = -rotation[2][2];
axis = 2;
- sign = 0;
+ sign = 1;
break;
}
- direction.normalize();
+ normal.normalize();
+ if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
+ // direction of the ray is along the local axis
+ direction = normal;
+ } else {
+ switch (m_locrot) {
+ case KX_ACT_CONSTRAINT_DIRPX:
+ direction = MT_Vector3(1.0,0.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_DIRPY:
+ direction = MT_Vector3(0.0,1.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_DIRPZ:
+ direction = MT_Vector3(0.0,0.0,1.0);
+ break;
+ case KX_ACT_CONSTRAINT_DIRNX:
+ direction = MT_Vector3(-1.0,0.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_DIRNY:
+ direction = MT_Vector3(0.0,-1.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_DIRNZ:
+ direction = MT_Vector3(0.0,0.0,-1.0);
+ break;
+ }
+ }
{
MT_Point3 topoint = position + (m_maximumBound) * direction;
PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
@@ -326,18 +349,19 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
goto CHECK_TIME;
}
if (m_option & KX_ACT_CONSTRAINT_NORMAL) {
- // the new orientation must be so that the axis is parallel to normal
- if (sign)
- newnormal = -newnormal;
+ MT_Scalar rotFilter;
// apply damping on the direction
if (m_rotDampTime) {
- MT_Scalar rotFilter = 1.0/(1.0+m_rotDampTime);
- newnormal = (-m_rotDampTime*rotFilter)*direction + rotFilter*newnormal;
- } else if (m_posDampTime) {
- newnormal = -filter*direction + (1.0-filter)*newnormal;
+ rotFilter = m_rotDampTime/(1.0+m_rotDampTime);
+ } else {
+ rotFilter = filter;
+ }
+ newnormal = rotFilter*normal - (1.0-rotFilter)*newnormal;
+ obj->AlignAxisToVect((sign)?-newnormal:newnormal, axis);
+ if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
+ direction = newnormal;
+ direction.normalize();
}
- obj->AlignAxisToVect(newnormal, axis);
- direction = -newnormal;
}
if (m_option & KX_ACT_CONSTRAINT_DISTANCE) {
if (m_posDampTime) {
@@ -345,6 +369,16 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
} else {
newdistance = m_minimumBound;
}
+ // logically we should cancel the speed along the ray direction as we set the
+ // position along that axis
+ spc = obj->GetPhysicsController();
+ if (spc) {
+ MT_Vector3 linV = spc->GetLinearVelocity();
+ // cancel the projection along the ray direction
+ MT_Scalar fallspeed = linV.dot(direction);
+ if (!MT_fuzzyZero(fallspeed))
+ spc->SetLinearVelocity(linV-fallspeed*direction,false);
+ }
} else {
newdistance = (position-callback.m_hitPoint).length();
}