blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

501 lines
11 KiB
C++

//
// Replace the mesh for this actuator's parent
//
// $Id$
//
// ***** BEGIN GPL/BL DUAL 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. The Blender
// Foundation also sells licenses for use in proprietary software under
// the Blender License. See http://www.blender.org/BL/ for information
// about this.
//
// 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/BL DUAL LICENSE BLOCK *****
// todo: not all trackflags / upflags are implemented/tested !
// m_trackflag is used to determine the forward tracking direction
// m_upflag for the up direction
// normal situation is +y for forward, +z for up
#include "MT_Scalar.h"
#include "SCA_IActuator.h"
#include "KX_TrackToActuator.h"
#include "SCA_IScene.h"
#include "SCA_LogicManager.h"
#include <math.h>
#include <iostream>
#include "KX_GameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_TrackToActuator::KX_TrackToActuator(SCA_IObject *gameobj,
SCA_IObject *ob,
int time,
bool allow3D,
int trackflag,
int upflag,
PyTypeObject* T)
:
SCA_IActuator(gameobj, T)
{
m_time = time;
m_allow3D = allow3D;
m_object = ob;
m_trackflag = trackflag;
m_upflag = upflag;
} /* End of constructor */
/* old function from Blender */
MT_Matrix3x3 EulToMat3(float *eul)
{
MT_Matrix3x3 mat;
float ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
ci = cos(eul[0]);
cj = cos(eul[1]);
ch = cos(eul[2]);
si = sin(eul[0]);
sj = sin(eul[1]);
sh = sin(eul[2]);
cc = ci*ch;
cs = ci*sh;
sc = si*ch;
ss = si*sh;
mat[0][0] = cj*ch;
mat[1][0] = sj*sc-cs;
mat[2][0] = sj*cc+ss;
mat[0][1] = cj*sh;
mat[1][1] = sj*ss+cc;
mat[2][1] = sj*cs-sc;
mat[0][2] = -sj;
mat[1][2] = cj*si;
mat[2][2] = cj*ci;
return mat;
}
/* old function from Blender */
void Mat3ToEul(MT_Matrix3x3 mat, float *eul)
{
MT_Scalar cy;
cy = sqrt(mat[0][0]*mat[0][0] + mat[0][1]*mat[0][1]);
if (cy > 16.0*FLT_EPSILON) {
eul[0] = atan2(mat[1][2], mat[2][2]);
eul[1] = atan2(-mat[0][2], cy);
eul[2] = atan2(mat[0][1], mat[0][0]);
} else {
eul[0] = atan2(-mat[2][1], mat[1][1]);
eul[1] = atan2(-mat[0][2], cy);
eul[2] = 0.0;
}
}
/* old function from Blender */
void compatible_eulFast(float *eul, float *oldrot)
{
float dx, dy, dz;
/* verschillen van ong 360 graden corrigeren */
dx= eul[0] - oldrot[0];
dy= eul[1] - oldrot[1];
dz= eul[2] - oldrot[2];
if( fabs(dx) > 5.1) {
if(dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI;
}
if( fabs(dy) > 5.1) {
if(dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI;
}
if( fabs(dz) > 5.1 ) {
if(dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI;
}
}
MT_Matrix3x3 matrix3x3_interpol(MT_Matrix3x3 oldmat, MT_Matrix3x3 mat, int m_time)
{
float eul[3], oldeul[3];
Mat3ToEul(oldmat, oldeul);
Mat3ToEul(mat, eul);
compatible_eulFast(eul, oldeul);
eul[0]= (m_time*oldeul[0] + eul[0])/(1.0+m_time);
eul[1]= (m_time*oldeul[1] + eul[1])/(1.0+m_time);
eul[2]= (m_time*oldeul[2] + eul[2])/(1.0+m_time);
return EulToMat3(eul);
}
KX_TrackToActuator::~KX_TrackToActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_TrackToActuator::Update(double curtime, bool frame)
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
{
// do nothing on negative events
}
else if (m_object)
{
KX_GameObject* curobj = (KX_GameObject*) GetParent();
MT_Vector3 dir = ((KX_GameObject*)m_object)->NodeGetWorldPosition() - curobj->NodeGetWorldPosition();
dir.normalize();
MT_Vector3 up(0,0,1);
#ifdef DSADSA
switch (m_upflag)
{
case 0:
{
up = MT_Vector3(1.0,0,0);
break;
}
case 1:
{
up = MT_Vector3(0,1.0,0);
break;
}
case 2:
default:
{
up = MT_Vector3(0,0,1.0);
}
}
#endif
if (m_allow3D)
{
up = (up - up.dot(dir) * dir).normalized();
}
else
{
dir = (dir - up.dot(dir)*up).normalized();
}
MT_Vector3 left;
MT_Matrix3x3 mat;
switch (m_trackflag)
{
case 0: // TRACK X
{
// (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up
left = dir.normalized();
dir = (left.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
break;
};
case 1: // TRACK Y
{
// (0.0 , 1.0 , 0.0 ) y direction is forward, z (0.0 , 0.0 , 1.0 ) up
left = (dir.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
break;
}
case 2: // track Z
{
left = up.normalized();
up = dir.normalized();
dir = left;
left = (dir.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
break;
}
case 3: // TRACK -X
{
// (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up
left = -dir.normalized();
dir = -(left.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
break;
};
case 4: // TRACK -Y
{
// (0.0 , -1.0 , 0.0 ) -y direction is forward, z (0.0 , 0.0 , 1.0 ) up
left = (-dir.cross(up)).normalized();
mat.setValue (
left[0], -dir[0],up[0],
left[1], -dir[1],up[1],
left[2], -dir[2],up[2]
);
break;
}
case 5: // track -Z
{
left = up.normalized();
up = -dir.normalized();
dir = left;
left = (dir.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
break;
}
default:
{
// (1.0 , 0.0 , 0.0 ) -x direction is forward, z (0.0 , 0.0 , 1.0 ) up
left = -dir.normalized();
dir = -(left.cross(up)).normalized();
mat.setValue (
left[0], dir[0],up[0],
left[1], dir[1],up[1],
left[2], dir[2],up[2]
);
}
}
MT_Matrix3x3 oldmat;
oldmat= curobj->NodeGetWorldOrientation();
/* erwin should rewrite this! */
mat= matrix3x3_interpol(oldmat, mat, m_time);
curobj->NodeSetLocalOrientation(mat);
result = true;
}
return result;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_TrackToActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_TrackToActuator",
sizeof(KX_TrackToActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_TrackToActuator::Parents[] = {
&KX_TrackToActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_TrackToActuator::Methods[] = {
{"setObject", (PyCFunction) KX_TrackToActuator::sPySetObject, METH_VARARGS, SetObject_doc},
{"getObject", (PyCFunction) KX_TrackToActuator::sPyGetObject, METH_VARARGS, GetObject_doc},
{"setTime", (PyCFunction) KX_TrackToActuator::sPySetTime, METH_VARARGS, SetTime_doc},
{"getTime", (PyCFunction) KX_TrackToActuator::sPyGetTime, METH_VARARGS, GetTime_doc},
{"setUse3D", (PyCFunction) KX_TrackToActuator::sPySetUse3D, METH_VARARGS, SetUse3D_doc},
{"getUse3D", (PyCFunction) KX_TrackToActuator::sPyGetUse3D, METH_VARARGS, GetUse3D_doc},
{NULL,NULL} //Sentinel
};
PyObject* KX_TrackToActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 1. setObject */
char KX_TrackToActuator::SetObject_doc[] =
"setObject(object)\n"
"\t- object: string\n"
"\tSet the object to track with the parent of this actuator.\n";
PyObject* KX_TrackToActuator::PySetObject(PyObject* self, PyObject* args, PyObject* kwds) {
PyObject* gameobj;
if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &gameobj))
{
m_object = (SCA_IObject*)gameobj;
Py_Return;
}
PyErr_Clear();
char* objectname;
if (PyArg_ParseTuple(args, "s", &objectname))
{
m_object= static_cast<SCA_IObject*>(SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String(objectname)));
Py_Return;
}
return NULL;
}
/* 2. getObject */
char KX_TrackToActuator::GetObject_doc[] =
"getObject()\n"
"\tReturns the object to track with the parent of this actuator.\n";
PyObject* KX_TrackToActuator::PyGetObject(PyObject* self, PyObject* args, PyObject* kwds)
{
if (!m_object)
Py_Return;
return PyString_FromString(m_object->GetName());
}
/* 3. setTime */
char KX_TrackToActuator::SetTime_doc[] =
"setTime(time)\n"
"\t- time: integer\n"
"\tSet the time in frames with which to delay the tracking motion.\n";
PyObject* KX_TrackToActuator::PySetTime(PyObject* self, PyObject* args, PyObject* kwds)
{
int timeArg;
if (!PyArg_ParseTuple(args, "i", &timeArg))
{
return NULL;
}
m_time= timeArg;
Py_Return;
}
/* 4.getTime */
char KX_TrackToActuator::GetTime_doc[] =
"getTime()\n"
"\t- time: integer\n"
"\tReturn the time in frames with which the tracking motion is delayed.\n";
PyObject* KX_TrackToActuator::PyGetTime(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(m_time);
}
/* 5. getUse3D */
char KX_TrackToActuator::GetUse3D_doc[] =
"getUse3D()\n"
"\tReturns 1 if the motion is allowed to extend in the z-direction.\n";
PyObject* KX_TrackToActuator::PyGetUse3D(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(!(m_allow3D == 0));
}
/* 6. setUse3D */
char KX_TrackToActuator::SetUse3D_doc[] =
"setUse3D(value)\n"
"\t- value: 0 or 1\n"
"\tSet to 1 to allow the tracking motion to extend in the z-direction,\n"
"\tset to 0 to lock the tracking motion to the x-y plane.\n";
PyObject* KX_TrackToActuator::PySetUse3D(PyObject* self, PyObject* args, PyObject* kwds)
{
int boolArg;
if (!PyArg_ParseTuple(args, "i", &boolArg)) {
return NULL;
}
m_allow3D = !(boolArg == 0);
Py_Return;
}
/* eof */