forked from bartvdbraak/blender
BGE patch: Add min/max parameters to orientation constraint actuator
The min/max parameters define a minimum/maximum angle that the object axis can have with the reference direction without being constrainted. The angle is expressed in degree and is limited to 0-180 range. The min/max parameters define a conical free zone around the reference direction. If the object axis is outside that free zone, the actuator will tend to put it back using as a temporary reference direction the vector that is exactly at min or max degree of the reference direction (depending if the axis angle is below the minimum or above the maximum) and is located in the plane formed by the axis and the reference direction. With a low damping value, this is equivalent to clamping the axis orientation within min/max degree of the reference direction. Backward compatibility corresponds to the absence of free zone: min = max = 0.
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@ -2062,7 +2062,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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coa->time = 0;
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uiDefButS(block, MENU, 1, str, xco+10, yco-65, 70, 19, &coa->flag, 0.0, 0.0, 0, 0, "");
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uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "");
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uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
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uiDefBut(block, LABEL, 0, "Min", xco+80, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "Max", xco+80+(width-90)/2, yco-45, (width-90)/2, 19, NULL, 0.0, 0.0, 0, 0, "");
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@ -2084,7 +2084,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4|-X axis %x8|-Y axis %x16|-Z axis %x32";
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uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Set the direction of the ray");
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uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "");
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uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
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uiDefBut(block, LABEL, 0, "Range", xco+80, yco-45, (width-115)/2, 19, NULL, 0.0, 0.0, 0, 0, "Set the maximum length of ray");
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uiDefButBitS(block, TOG, ACT_CONST_DISTANCE, B_REDR, "Dist", xco+80+(width-115)/2, yco-45, (width-115)/2, 19, &coa->flag, 0.0, 0.0, 0, 0, "Force distance of object to point of impact of ray");
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@ -2124,7 +2124,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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str= "Direction %t|None %x0|X axis %x1|Y axis %x2|Z axis %x4";
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uiDefButS(block, MENU, B_REDR, str, xco+10, yco-65, 70, 19, &coa->mode, 0.0, 0.0, 0, 0, "Select the axis to be aligned along the reference direction");
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uiDefButS(block, NUM, 0, "Damp:", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "");
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uiDefButS(block, NUM, 0, "damp", xco+10, yco-45, 70, 19, &coa->damp, 0.0, 100.0, 0, 0, "Damping factor: time constant (in frame) of low pass filter");
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uiDefBut(block, LABEL, 0, "X", xco+80, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "Y", xco+80+(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "Z", xco+80+2*(width-115)/3, yco-45, (width-115)/3, 19, NULL, 0.0, 0.0, 0, 0, "");
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@ -2133,7 +2133,9 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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uiDefButF(block, NUM, 0, "", xco+80+(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[1], -2000.0, 2000.0, 10, 0, "Y component of reference direction");
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uiDefButF(block, NUM, 0, "", xco+80+2*(width-115)/3, yco-65, (width-115)/3, 19, &coa->maxrot[2], -2000.0, 2000.0, 10, 0, "Z component of reference direction");
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uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70+(width-115)/3, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited");
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uiDefButS(block, NUM, 0, "time", xco+10, yco-84, 70, 19, &(coa->time), 0.0, 1000.0, 0, 0, "Maximum activation time in frame, 0 for unlimited");
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uiDefButF(block, NUM, 0, "min", xco+80, yco-84, (width-115)/2, 19, &(coa->minloc[0]), 0.0, 180.0, 10, 1, "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max");
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uiDefButF(block, NUM, 0, "max", xco+80+(width-115)/2, yco-84, (width-115)/2, 19, &(coa->maxloc[0]), 0.0, 180.0, 10, 1, "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max");
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}
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str= "Constraint Type %t|Location %x0|Distance %x1|Orientation %x2";
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but = uiDefButS(block, MENU, B_REDR, str, xco+40, yco-23, (width-80), 19, &coa->type, 0.0, 0.0, 0, 0, "");
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@ -628,6 +628,8 @@ void BL_ConvertActuators(char* maggiename,
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/* convert settings... degrees in the ui become radians */
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/* internally */
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if (conact->type == ACT_CONST_TYPE_ORI) {
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min = (MT_2_PI * conact->minloc[0])/360.0;
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max = (MT_2_PI * conact->maxloc[0])/360.0;
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switch (conact->mode) {
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case ACT_CONST_DIRPX:
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locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX;
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@ -88,11 +88,17 @@ KX_ConstraintActuator::KX_ConstraintActuator(SCA_IObject *gameobj,
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} else {
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m_refDirection /= len;
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}
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m_minimumBound = cos(minBound);
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m_maximumBound = cos(maxBound);
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m_minimumSine = sin(minBound);
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m_maximumSine = sin(maxBound);
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}
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break;
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default:
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m_minimumBound = minBound;
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m_maximumBound = maxBound;
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m_minimumSine = 0.f;
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m_maximumSine = 0.f;
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break;
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}
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@ -153,9 +159,9 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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MT_Point3 position = obj->NodeGetWorldPosition();
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MT_Point3 newposition;
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MT_Vector3 direction;
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MT_Vector3 direction, refDirection;
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MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation();
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MT_Scalar filter, newdistance;
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MT_Scalar filter, newdistance, cosangle;
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int axis, sign;
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if (m_posDampTime) {
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@ -185,11 +191,45 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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axis = 2;
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break;
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}
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if ((m_maximumBound < (1.0f-FLT_EPSILON)) || (m_minimumBound < (1.0f-FLT_EPSILON))) {
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// reference direction needs to be evaluated
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// 1. get the cosine between current direction and target
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cosangle = direction.dot(m_refDirection);
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if (cosangle >= (m_maximumBound-FLT_EPSILON) && cosangle <= (m_minimumBound+FLT_EPSILON)) {
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// no change to do
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result = true;
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goto CHECK_TIME;
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}
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// 2. define a new reference direction
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// compute local axis with reference direction as X and
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// Y in direction X refDirection plane
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MT_Vector3 zaxis = m_refDirection.cross(direction);
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if (MT_fuzzyZero2(zaxis.length2())) {
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// direction and refDirection are identical,
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// choose any other direction to define plane
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if (direction[0] < 0.9999)
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zaxis = m_refDirection.cross(MT_Vector3(1.0,0.0,0.0));
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else
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zaxis = m_refDirection.cross(MT_Vector3(0.0,1.0,0.0));
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}
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MT_Vector3 yaxis = zaxis.cross(m_refDirection);
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yaxis.normalize();
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if (cosangle > m_minimumBound) {
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// angle is too close to reference direction,
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// choose a new reference that is exactly at minimum angle
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refDirection = m_minimumBound * m_refDirection + m_minimumSine * yaxis;
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} else {
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// angle is too large, choose new reference direction at maximum angle
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refDirection = m_maximumBound * m_refDirection + m_maximumSine * yaxis;
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}
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} else {
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refDirection = m_refDirection;
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}
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if (m_posDampTime) {
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// apply damping on the direction
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direction = filter*direction + (1.0-filter)*m_refDirection;
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direction = filter*direction + (1.0-filter)*refDirection;
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} else {
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direction = m_refDirection;
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direction = refDirection;
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}
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obj->AlignAxisToVect(direction, axis);
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result = true;
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@ -48,6 +48,10 @@ protected:
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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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