blender/source/gameengine/SceneGraph/SG_Controller.h
Benoit Bolsee d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00

120 lines
2.4 KiB
C++

/**
* Implementationclass to derive controllers from
*
* $Id$
*
* ***** 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 __SG_CONTROLLER_H
#define __SG_CONTROLLER_H
#include "SG_IObject.h"
/**
* A scenegraph controller
*/
class SG_Controller
{
public:
SG_Controller(
) :
m_pObject(NULL) {
}
virtual
~SG_Controller(
) {};
virtual
bool
Update(
double time
)=0;
virtual
void
SetObject (
SG_IObject* object
);
void
ClearObject(
);
virtual
void
SetSimulatedTime(
double time
)=0;
virtual
SG_Controller*
GetReplica(
class SG_Node* destnode
)=0;
/**
* Hacky way of passing options to specific controllers
* @param option An integer identifying the option.
* @param value The value of this option.
* @attention This has been placed here to give sca-elements
* @attention some control over the controllers. This is
* @attention necessary because the identity of the controller
* @attention is lost on the way here.
*/
virtual
void
SetOption(
int option,
int value
)=0;
/**
* Option-identifiers: SG_CONTR_<controller-type>_<option>.
* Options only apply to a specific controller type. The
* semantics are defined by whoever uses the setting.
*/
enum SG_Controller_option {
SG_CONTR_NODEF = 0,
SG_CONTR_IPO_IPO_AS_FORCE,
SG_CONTR_IPO_IPO_ADD,
SG_CONTR_IPO_LOCAL,
SG_CONTR_IPO_RESET,
SG_CONTR_CAMIPO_LENS,
SG_CONTR_CAMIPO_CLIPEND,
SG_CONTR_CAMIPO_CLIPSTART,
SG_CONTR_MAX
};
protected:
SG_IObject* m_pObject;
};
#endif //__SG_CONTROLLER_H