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authorBenoit Bolsee <benoit.bolsee@online.be>2008-10-01 23:16:13 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-10-01 23:16:13 +0400
commit8550c2b594fb1a2544b77b7f3abec84b29b1745d (patch)
treecf54081e1efe46327c6125297da4e829cabe283b /source/gameengine/Ketsji/KX_ConstraintActuator.cpp
parent611b4b383ab56c92a3d09e670773cb66a7b61ad6 (diff)
BGE patch: new force field constraint actuator
A new type of constraint actuator is available: Force field. It provides a very similar service to the Fh material feature but with some specificities: - It is defined at the object level: each object can have different settings and you don't need to use material. - It can be applied in all 6 directions and not just -Z. - It can be enabled/disabled easily (it's an actuator). - You can have multiple force fields active at the same time on the same object in different direction (think of a space ship in a tunnel with a repulsive force field on each wall). - You can have a different damping for the rotation. Besides that it provides the same dynamic behavior and the parameters are self explanatory. It works by adapting the linear and angular velocity: the dynamic is independent of the mass. It is compatible with all other motion actuators. Note: linear and anysotropic friction is not yet implemented, the only friction will come from the object damping parameters. Support for friction will be added in a future revision.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp110
1 files changed, 107 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index 49534ccbd4a..0210f78425e 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -112,7 +112,7 @@ KX_ConstraintActuator::~KX_ConstraintActuator()
bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
- KX_GameObject* hitKXObj = client->m_gameobject;
+ m_hitObject = client->m_gameobject;
bool bFound = false;
@@ -131,7 +131,7 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* resu
}
else
{
- bFound = hitKXObj->GetProperty(m_property) != NULL;
+ bFound = m_hitObject->GetProperty(m_property) != NULL;
}
}
// update the hit status
@@ -372,7 +372,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
// logically we should cancel the speed along the ray direction as we set the
// position along that axis
spc = obj->GetPhysicsController();
- if (spc) {
+ if (spc && spc->IsDyna()) {
MT_Vector3 linV = spc->GetLinearVelocity();
// cancel the projection along the ray direction
MT_Scalar fallspeed = linV.dot(direction);
@@ -390,6 +390,110 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
}
}
break;
+ case KX_ACT_CONSTRAINT_FHPX:
+ case KX_ACT_CONSTRAINT_FHPY:
+ case KX_ACT_CONSTRAINT_FHPZ:
+ case KX_ACT_CONSTRAINT_FHNX:
+ case KX_ACT_CONSTRAINT_FHNY:
+ case KX_ACT_CONSTRAINT_FHNZ:
+ switch (m_locrot) {
+ case KX_ACT_CONSTRAINT_FHPX:
+ normal[0] = -rotation[0][0];
+ normal[1] = -rotation[1][0];
+ normal[2] = -rotation[2][0];
+ direction = MT_Vector3(1.0,0.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_FHPY:
+ normal[0] = -rotation[0][1];
+ normal[1] = -rotation[1][1];
+ normal[2] = -rotation[2][1];
+ direction = MT_Vector3(0.0,1.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_FHPZ:
+ normal[0] = -rotation[0][2];
+ normal[1] = -rotation[1][2];
+ normal[2] = -rotation[2][2];
+ direction = MT_Vector3(0.0,0.0,1.0);
+ break;
+ case KX_ACT_CONSTRAINT_FHNX:
+ normal[0] = rotation[0][0];
+ normal[1] = rotation[1][0];
+ normal[2] = rotation[2][0];
+ direction = MT_Vector3(-1.0,0.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_FHNY:
+ normal[0] = rotation[0][1];
+ normal[1] = rotation[1][1];
+ normal[2] = rotation[2][1];
+ direction = MT_Vector3(0.0,-1.0,0.0);
+ break;
+ case KX_ACT_CONSTRAINT_FHNZ:
+ normal[0] = rotation[0][2];
+ normal[1] = rotation[1][2];
+ normal[2] = rotation[2][2];
+ direction = MT_Vector3(0.0,0.0,-1.0);
+ break;
+ }
+ normal.normalize();
+ {
+ PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
+ KX_IPhysicsController *spc = obj->GetPhysicsController();
+
+ if (!pe) {
+ std::cout << "WARNING: Constraint actuator " << GetName() << ": There is no physics environment!" << std::endl;
+ goto CHECK_TIME;
+ }
+ if (!spc || !spc->IsDyna()) {
+ // the object is not dynamic, it won't support setting speed
+ goto CHECK_TIME;
+ }
+ m_hitObject = NULL;
+ // distance of Fh area is stored in m_minimum
+ MT_Point3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction;
+ KX_RayCast::Callback<KX_ConstraintActuator> callback(this,spc);
+ result = KX_RayCast::RayTest(pe, position, topoint, callback);
+ // we expect a hit object
+ if (!m_hitObject)
+ result = false;
+ if (result)
+ {
+ MT_Vector3 newnormal = callback.m_hitNormal;
+ // compute new position & orientation
+ MT_Scalar distance = (callback.m_hitPoint-position).length()-spc->GetRadius();
+ // estimate the velocity of the hit point
+ MT_Point3 relativeHitPoint;
+ relativeHitPoint = (callback.m_hitPoint-m_hitObject->NodeGetWorldPosition());
+ MT_Vector3 velocityHitPoint = m_hitObject->GetVelocity(relativeHitPoint);
+ MT_Vector3 relativeVelocity = spc->GetLinearVelocity() - velocityHitPoint;
+ MT_Scalar relativeVelocityRay = direction.dot(relativeVelocity);
+ MT_Scalar springExtent = 1.0 - distance/m_minimumBound;
+ // Fh force is stored in m_maximum
+ MT_Scalar springForce = springExtent * m_maximumBound;
+ // damping is stored in m_refDirection [0] = damping, [1] = rot damping
+ MT_Scalar springDamp = relativeVelocityRay * m_refDirection[0];
+ MT_Vector3 newVelocity = spc->GetLinearVelocity()-(springForce+springDamp)*direction;
+ if (m_option & KX_ACT_CONSTRAINT_NORMAL)
+ {
+ newVelocity+=(springForce+springDamp)*(newnormal-newnormal.dot(direction)*direction);
+ }
+ spc->SetLinearVelocity(newVelocity, false);
+ if (m_option & KX_ACT_CONSTRAINT_DOROTFH)
+ {
+ MT_Vector3 angSpring = (normal.cross(newnormal))*m_maximumBound;
+ MT_Vector3 angVelocity = spc->GetAngularVelocity();
+ // remove component that is parallel to normal
+ angVelocity -= angVelocity.dot(newnormal)*newnormal;
+ MT_Vector3 angDamp = angVelocity * ((m_refDirection[1]>MT_EPSILON)?m_refDirection[1]:m_refDirection[0]);
+ spc->SetAngularVelocity(spc->GetAngularVelocity()+(angSpring-angDamp), false);
+ }
+ } else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) {
+ // no contact but still keep running
+ result = true;
+ }
+ // don't set the position with this constraint
+ goto CHECK_TIME;
+ }
+ break;
case KX_ACT_CONSTRAINT_LOCX:
case KX_ACT_CONSTRAINT_LOCY:
case KX_ACT_CONSTRAINT_LOCZ: