diff options
-rw-r--r-- | source/blender/src/buttons_logic.c | 10 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConstraintActuator.cpp | 48 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConstraintActuator.h | 4 |
4 files changed, 56 insertions, 8 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c index 441d00ffc30..6b29a05bd22 100644 --- a/source/blender/src/buttons_logic.c +++ b/source/blender/src/buttons_logic.c @@ -2062,7 +2062,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh coa->time = 0; uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, ""); - uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, ""); + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, ""); @@ -2084,7 +2084,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray"); - uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, ""); + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray"); uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray"); @@ -2124,7 +2124,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4"; uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction"); - uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, ""); + uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter"); uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, ""); @@ -2133,7 +2133,9 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction"); uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction"); - uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70+(width-115)/3, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); + uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited"); + uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max"); + uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max"); } str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2"; but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 0, ""); diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 8739fb109fd..f2ec01db839 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -628,6 +628,8 @@ void BL_ConvertActuators(char* maggiename, /* convert settings... degrees in the ui become radians */ /* internally */ if (conact->type == ACT_CONST_TYPE_ORI) { + min = (MT_2_PI * conact->minloc[0])/360.0; + max = (MT_2_PI * conact->maxloc[0])/360.0; switch (conact->mode) { case ACT_CONST_DIRPX: locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX; diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp index e0b2efb3a25..800416b5f0a 100644 --- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp +++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp @@ -88,11 +88,17 @@ KX_ConstraintActuator::KX_ConstraintActuator(SCA_IObject *gameobj, } else { m_refDirection /= len; } + m_minimumBound = cos(minBound); + m_maximumBound = cos(maxBound); + m_minimumSine = sin(minBound); + m_maximumSine = sin(maxBound); } break; default: m_minimumBound = minBound; m_maximumBound = maxBound; + m_minimumSine = 0.f; + m_maximumSine = 0.f; break; } @@ -153,9 +159,9 @@ 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; + MT_Vector3 direction, refDirection; MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation(); - MT_Scalar filter, newdistance; + MT_Scalar filter, newdistance, cosangle; int axis, sign; if (m_posDampTime) { @@ -185,11 +191,45 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame) axis = 2; break; } + if ((m_maximumBound < (1.0f-FLT_EPSILON)) || (m_minimumBound < (1.0f-FLT_EPSILON))) { + // reference direction needs to be evaluated + // 1. get the cosine between current direction and target + cosangle = direction.dot(m_refDirection); + if (cosangle >= (m_maximumBound-FLT_EPSILON) && cosangle <= (m_minimumBound+FLT_EPSILON)) { + // no change to do + result = true; + goto CHECK_TIME; + } + // 2. define a new reference direction + // compute local axis with reference direction as X and + // Y in direction X refDirection plane + MT_Vector3 zaxis = m_refDirection.cross(direction); + if (MT_fuzzyZero2(zaxis.length2())) { + // direction and refDirection are identical, + // choose any other direction to define plane + if (direction[0] < 0.9999) + zaxis = m_refDirection.cross(MT_Vector3(1.0,0.0,0.0)); + else + zaxis = m_refDirection.cross(MT_Vector3(0.0,1.0,0.0)); + } + MT_Vector3 yaxis = zaxis.cross(m_refDirection); + yaxis.normalize(); + if (cosangle > m_minimumBound) { + // angle is too close to reference direction, + // choose a new reference that is exactly at minimum angle + refDirection = m_minimumBound * m_refDirection + m_minimumSine * yaxis; + } else { + // angle is too large, choose new reference direction at maximum angle + refDirection = m_maximumBound * m_refDirection + m_maximumSine * yaxis; + } + } else { + refDirection = m_refDirection; + } if (m_posDampTime) { // apply damping on the direction - direction = filter*direction + (1.0-filter)*m_refDirection; + direction = filter*direction + (1.0-filter)*refDirection; } else { - direction = m_refDirection; + direction = refDirection; } obj->AlignAxisToVect(direction, axis); result = true; diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.h b/source/gameengine/Ketsji/KX_ConstraintActuator.h index 5a1d4d23217..3ef51595098 100644 --- a/source/gameengine/Ketsji/KX_ConstraintActuator.h +++ b/source/gameengine/Ketsji/KX_ConstraintActuator.h @@ -48,6 +48,10 @@ protected: float m_minimumBound; // max (float) float m_maximumBound; + // sinus of minimum angle + float m_minimumSine; + // sinus of maximum angle + float m_maximumSine; // reference direction MT_Vector3 m_refDirection; // locrotxyz choice (pick one): only one choice allowed at a time! |