8550c2b594
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.
173 lines
5.1 KiB
C++
173 lines
5.1 KiB
C++
/**
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* KX_ConstraintActuator.h
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __KX_CONSTRAINTACTUATOR
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#define __KX_CONSTRAINTACTUATOR
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#include "SCA_IActuator.h"
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#include "MT_Scalar.h"
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#include "MT_Vector3.h"
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#include "KX_ClientObjectInfo.h"
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class KX_RayCast;
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class KX_GameObject;
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class KX_ConstraintActuator : public SCA_IActuator
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{
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Py_Header;
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protected:
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// Damp time (int),
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int m_posDampTime;
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int m_rotDampTime;
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// min (float)
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float m_minimumBound;
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// max (float)
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float m_maximumBound;
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// sinus of minimum angle
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float m_minimumSine;
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// sinus of maximum angle
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float m_maximumSine;
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// reference direction
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MT_Vector3 m_refDirection;
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// locrotxyz choice (pick one): only one choice allowed at a time!
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int m_locrot;
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// active time of actuator
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int m_activeTime;
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int m_currentTime;
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// option
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int m_option;
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// property to check
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char m_property[32];
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// hit object
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KX_GameObject* m_hitObject;
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/**
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* Clamp <var> to <min>, <max>. Borders are included (in as far as
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* float comparisons are good for equality...).
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*/
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void Clamp(MT_Scalar &var, float min, float max);
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public:
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// m_locrot
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enum KX_CONSTRAINTTYPE {
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KX_ACT_CONSTRAINT_NODEF = 0,
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KX_ACT_CONSTRAINT_LOCX,
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KX_ACT_CONSTRAINT_LOCY,
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KX_ACT_CONSTRAINT_LOCZ,
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KX_ACT_CONSTRAINT_ROTX,
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KX_ACT_CONSTRAINT_ROTY,
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KX_ACT_CONSTRAINT_ROTZ,
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KX_ACT_CONSTRAINT_DIRPX,
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KX_ACT_CONSTRAINT_DIRPY,
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KX_ACT_CONSTRAINT_DIRPZ,
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KX_ACT_CONSTRAINT_DIRNX,
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KX_ACT_CONSTRAINT_DIRNY,
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KX_ACT_CONSTRAINT_DIRNZ,
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KX_ACT_CONSTRAINT_ORIX,
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KX_ACT_CONSTRAINT_ORIY,
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KX_ACT_CONSTRAINT_ORIZ,
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KX_ACT_CONSTRAINT_FHPX,
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KX_ACT_CONSTRAINT_FHPY,
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KX_ACT_CONSTRAINT_FHPZ,
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KX_ACT_CONSTRAINT_FHNX,
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KX_ACT_CONSTRAINT_FHNY,
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KX_ACT_CONSTRAINT_FHNZ,
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KX_ACT_CONSTRAINT_MAX
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};
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// match ACT_CONST_... values from BIF_interface.h
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enum KX_CONSTRAINTOPT {
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KX_ACT_CONSTRAINT_NORMAL = 64,
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KX_ACT_CONSTRAINT_MATERIAL = 128,
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KX_ACT_CONSTRAINT_PERMANENT = 256,
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KX_ACT_CONSTRAINT_DISTANCE = 512,
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KX_ACT_CONSTRAINT_LOCAL = 1024,
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KX_ACT_CONSTRAINT_DOROTFH = 2048
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};
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bool IsValidMode(KX_CONSTRAINTTYPE m);
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo*);
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KX_ConstraintActuator(SCA_IObject* gameobj,
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int posDamptime,
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int rotDampTime,
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float min,
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float max,
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float refDir[3],
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int locrot,
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int time,
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int option,
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char *property,
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PyTypeObject* T=&Type);
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virtual ~KX_ConstraintActuator();
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virtual CValue* GetReplica() {
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KX_ConstraintActuator* replica = new KX_ConstraintActuator(*this);
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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virtual bool Update(double curtime, bool frame);
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetDamp);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetDamp);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetRotDamp);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetRotDamp);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetDirection);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetDirection);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetOption);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetOption);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetTime);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetTime);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetProperty);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetProperty);
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetMin);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetMin);
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static const char SetDistance_doc[];
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static const char GetDistance_doc[];
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetMax);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetMax);
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static const char SetRayLength_doc[];
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static const char GetRayLength_doc[];
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KX_PYMETHOD_DOC(KX_ConstraintActuator,SetLimit);
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KX_PYMETHOD_DOC_NOARGS(KX_ConstraintActuator,GetLimit);
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};
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#endif //__KX_CONSTRAINTACTUATOR
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