blender/source/gameengine/Ketsji/KX_ConstraintActuator.h
Benoit Bolsee 8550c2b594 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.
2008-10-01 19:16:13 +00:00

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5.1 KiB
C++

/**
* KX_ConstraintActuator.h
*
* $Id$
*
* ***** 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_CONSTRAINTACTUATOR
#define __KX_CONSTRAINTACTUATOR
#include "SCA_IActuator.h"
#include "MT_Scalar.h"
#include "MT_Vector3.h"
#include "KX_ClientObjectInfo.h"
class KX_RayCast;
class KX_GameObject;
class KX_ConstraintActuator : public SCA_IActuator
{
Py_Header;
protected:
// Damp time (int),
int m_posDampTime;
int m_rotDampTime;
// min (float)
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!
int m_locrot;
// active time of actuator
int m_activeTime;
int m_currentTime;
// option
int m_option;
// property to check
char m_property[32];
// hit object
KX_GameObject* m_hitObject;
/**
* Clamp <var> to <min>, <max>. Borders are included (in as far as
* float comparisons are good for equality...).
*/
void Clamp(MT_Scalar &var, float min, float max);
public:
// m_locrot
enum KX_CONSTRAINTTYPE {
KX_ACT_CONSTRAINT_NODEF = 0,
KX_ACT_CONSTRAINT_LOCX,
KX_ACT_CONSTRAINT_LOCY,
KX_ACT_CONSTRAINT_LOCZ,
KX_ACT_CONSTRAINT_ROTX,
KX_ACT_CONSTRAINT_ROTY,
KX_ACT_CONSTRAINT_ROTZ,
KX_ACT_CONSTRAINT_DIRPX,
KX_ACT_CONSTRAINT_DIRPY,
KX_ACT_CONSTRAINT_DIRPZ,
KX_ACT_CONSTRAINT_DIRNX,
KX_ACT_CONSTRAINT_DIRNY,
KX_ACT_CONSTRAINT_DIRNZ,
KX_ACT_CONSTRAINT_ORIX,
KX_ACT_CONSTRAINT_ORIY,
KX_ACT_CONSTRAINT_ORIZ,
KX_ACT_CONSTRAINT_FHPX,
KX_ACT_CONSTRAINT_FHPY,
KX_ACT_CONSTRAINT_FHPZ,
KX_ACT_CONSTRAINT_FHNX,
KX_ACT_CONSTRAINT_FHNY,
KX_ACT_CONSTRAINT_FHNZ,
KX_ACT_CONSTRAINT_MAX
};
// match ACT_CONST_... values from BIF_interface.h
enum KX_CONSTRAINTOPT {
KX_ACT_CONSTRAINT_NORMAL = 64,
KX_ACT_CONSTRAINT_MATERIAL = 128,
KX_ACT_CONSTRAINT_PERMANENT = 256,
KX_ACT_CONSTRAINT_DISTANCE = 512,
KX_ACT_CONSTRAINT_LOCAL = 1024,
KX_ACT_CONSTRAINT_DOROTFH = 2048
};
bool IsValidMode(KX_CONSTRAINTTYPE m);
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo*);
KX_ConstraintActuator(SCA_IObject* gameobj,
int posDamptime,
int rotDampTime,
float min,
float max,
float refDir[3],
int locrot,
int time,
int option,
char *property,
PyTypeObject* T=&Type);
virtual ~KX_ConstraintActuator();
virtual CValue* GetReplica() {
KX_ConstraintActuator* replica = new KX_ConstraintActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
virtual bool Update(double curtime, bool frame);
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& attr);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetDamp);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetDamp);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetRotDamp);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetRotDamp);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetDirection);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetDirection);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetOption);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetOption);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetTime);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetTime);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetProperty);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetProperty);
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetMin);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetMin);
static const char SetDistance_doc[];
static const char GetDistance_doc[];
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetMax);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetMax);
static const char SetRayLength_doc[];
static const char GetRayLength_doc[];
KX_PYMETHOD_DOC(KX_ConstraintActuator,SetLimit);
KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetLimit);
};
#endif //__KX_CONSTRAINTACTUATOR