d1fd99b070
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.
98 lines
2.7 KiB
C++
98 lines
2.7 KiB
C++
/**
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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_IACTUATOR
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#define __KX_IACTUATOR
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#include "SCA_ILogicBrick.h"
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#include <vector>
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class SCA_IActuator : public SCA_ILogicBrick
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{
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friend class SCA_LogicManager;
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protected:
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std::vector<CValue*> m_events;
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int m_links; // number of active links to controllers
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// when 0, the actuator is automatically stopped
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void RemoveAllEvents();
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public:
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/**
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* This class also inherits the default copy constructors
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*/
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SCA_IActuator(SCA_IObject* gameobj,
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PyTypeObject* T =&Type);
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/**
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* UnlinkObject(...)
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* Certain actuator use gameobject pointers (like TractTo actuator)
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* This function can be called when an object is removed to make
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* sure that the actuator will not use it anymore.
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*/
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virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
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/**
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* Update(...)
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* Update the actuator based upon the events received since
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* the last call to Update, the current time and deltatime the
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* time elapsed in this frame ?
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* It is the responsibility of concrete Actuators to clear
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* their event's. This is usually done in the Update() method via
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* a call to RemoveAllEvents()
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*/
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virtual bool Update(double curtime, bool frame);
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virtual bool Update();
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/**
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* Add an event to an actuator.
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*/
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void AddEvent(CValue* event);
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virtual void ProcessReplica();
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/**
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* Return true iff all the current events
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* are negative. The definition of negative event is
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* not immediately clear. But usually refers to key-up events
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* or events where no action is required.
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*/
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bool IsNegativeEvent() const;
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virtual ~SCA_IActuator();
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void ClrLink() { m_links=0; }
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void IncLink() { m_links++; }
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void DecLink();
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bool IsNoLink() const { return !m_links; }
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};
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#endif //__KX_IACTUATOR
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