blender/source/gameengine/Ketsji/KX_IPO_SGController.cpp
2010-09-04 19:06:15 +00:00

380 lines
13 KiB
C++

/**
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
* Scenegraph controller for ipos.
*/
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
#else
typedef unsigned long uint_ptr;
#endif
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#include "KX_IPO_SGController.h"
#include "KX_ScalarInterpolator.h"
#include "KX_GameObject.h"
#include "KX_IPhysicsController.h"
#include "DNA_ipo_types.h"
#include "BLI_math.h"
// All objects should start on frame 1! Will we ever need an object to
// start on another frame, the 1.0 should change.
KX_IpoSGController::KX_IpoSGController()
: m_ipo_as_force(false),
m_ipo_add(false),
m_ipo_local(false),
m_modified(true),
m_ipotime(1.0),
m_ipo_start_initialized(false),
m_ipo_start_euler(0.0,0.0,0.0),
m_ipo_euler_initialized(false)
{
m_game_object = NULL;
for (int i=0; i < KX_MAX_IPO_CHANNELS; i++)
m_ipo_channels_active[i] = false;
}
void KX_IpoSGController::SetOption(
int option,
int value)
{
switch (option) {
case SG_CONTR_IPO_IPO_AS_FORCE:
m_ipo_as_force = (value != 0);
m_modified = true;
break;
case SG_CONTR_IPO_IPO_ADD:
m_ipo_add = (value != 0);
m_modified = true;
break;
case SG_CONTR_IPO_RESET:
if (m_ipo_start_initialized && value) {
m_ipo_start_initialized = false;
m_modified = true;
}
break;
case SG_CONTR_IPO_LOCAL:
if (value/* && ((SG_Node*)m_pObject)->GetSGParent() == NULL*/) {
// only accept local Ipo if the object has no parent
m_ipo_local = true;
} else {
m_ipo_local = false;
}
m_modified = true;
break;
default:
; /* just ignore the rest */
}
}
void
KX_IpoSGController::UpdateSumoReference(
)
{
if (m_game_object) {
}
}
void
KX_IpoSGController::SetGameObject(
KX_GameObject* go
)
{
m_game_object = go;
}
bool KX_IpoSGController::Update(double currentTime)
{
if (m_modified)
{
T_InterpolatorList::iterator i;
for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
(*i)->Execute(m_ipotime);//currentTime);
}
SG_Spatial* ob = (SG_Spatial*)m_pObject;
//initialization on the first frame of the IPO
if (! m_ipo_start_initialized && currentTime > 0.0) {
m_ipo_start_point = ob->GetLocalPosition();
m_ipo_start_orient = ob->GetLocalOrientation();
m_ipo_start_scale = ob->GetLocalScale();
m_ipo_start_initialized = true;
if (!m_ipo_euler_initialized) {
// do it only once to avoid angle discontinuities
m_ipo_start_orient.getEuler(m_ipo_start_euler[0], m_ipo_start_euler[1], m_ipo_start_euler[2]);
m_ipo_euler_initialized = true;
}
}
//modifies position?
if (m_ipo_channels_active[OB_LOC_X] || m_ipo_channels_active[OB_LOC_Y] || m_ipo_channels_active[OB_LOC_Z] || m_ipo_channels_active[OB_DLOC_X] || m_ipo_channels_active[OB_DLOC_Y] || m_ipo_channels_active[OB_DLOC_Z])
{
if (m_ipo_as_force == true)
{
if (m_game_object && ob && m_game_object->GetPhysicsController())
{
m_game_object->GetPhysicsController()->ApplyForce(m_ipo_local ?
ob->GetWorldOrientation() * m_ipo_xform.GetPosition() :
m_ipo_xform.GetPosition(), false);
}
}
else
{
// Local ipo should be defined with the object position at (0,0,0)
// Local transform is applied to the object based on initial position
MT_Point3 newPosition(0.0,0.0,0.0);
if (!m_ipo_add)
newPosition = ob->GetLocalPosition();
//apply separate IPO channels if there is any data in them
//Loc and dLoc act by themselves or are additive
//LocX and dLocX
if (m_ipo_channels_active[OB_LOC_X]) {
newPosition[0] = (m_ipo_channels_active[OB_DLOC_X] ? m_ipo_xform.GetPosition()[0] + m_ipo_xform.GetDeltaPosition()[0] : m_ipo_xform.GetPosition()[0]);
}
else if (m_ipo_channels_active[OB_DLOC_X] && m_ipo_start_initialized) {
newPosition[0] = (((!m_ipo_add)?m_ipo_start_point[0]:0.0) + m_ipo_xform.GetDeltaPosition()[0]);
}
//LocY and dLocY
if (m_ipo_channels_active[OB_LOC_Y]) {
newPosition[1] = (m_ipo_channels_active[OB_DLOC_Y] ? m_ipo_xform.GetPosition()[1] + m_ipo_xform.GetDeltaPosition()[1] : m_ipo_xform.GetPosition()[1]);
}
else if (m_ipo_channels_active[OB_DLOC_Y] && m_ipo_start_initialized) {
newPosition[1] = (((!m_ipo_add)?m_ipo_start_point[1]:0.0) + m_ipo_xform.GetDeltaPosition()[1]);
}
//LocZ and dLocZ
if (m_ipo_channels_active[OB_LOC_Z]) {
newPosition[2] = (m_ipo_channels_active[OB_DLOC_Z] ? m_ipo_xform.GetPosition()[2] + m_ipo_xform.GetDeltaPosition()[2] : m_ipo_xform.GetPosition()[2]);
}
else if (m_ipo_channels_active[OB_DLOC_Z] && m_ipo_start_initialized) {
newPosition[2] = (((!m_ipo_add)?m_ipo_start_point[2]:0.0) + m_ipo_xform.GetDeltaPosition()[2]);
}
if (m_ipo_add) {
if (m_ipo_local)
newPosition = m_ipo_start_point + m_ipo_start_scale*(m_ipo_start_orient*newPosition);
else
newPosition = m_ipo_start_point + newPosition;
}
if (m_game_object)
m_game_object->NodeSetLocalPosition(newPosition);
}
}
//modifies orientation?
if (m_ipo_channels_active[OB_ROT_X] || m_ipo_channels_active[OB_ROT_Y] || m_ipo_channels_active[OB_ROT_Z] || m_ipo_channels_active[OB_DROT_X] || m_ipo_channels_active[OB_DROT_Y] || m_ipo_channels_active[OB_DROT_Z]) {
if (m_ipo_as_force) {
if (m_game_object && ob) {
m_game_object->ApplyTorque(m_ipo_local ?
ob->GetWorldOrientation() * m_ipo_xform.GetEulerAngles() :
m_ipo_xform.GetEulerAngles(), false);
}
} else if (m_ipo_add) {
if (m_ipo_start_initialized) {
double yaw=0, pitch=0, roll=0; //delta Euler angles
//RotX and dRotX
if (m_ipo_channels_active[OB_ROT_X])
yaw += m_ipo_xform.GetEulerAngles()[0];
if (m_ipo_channels_active[OB_DROT_X])
yaw += m_ipo_xform.GetDeltaEulerAngles()[0];
//RotY dRotY
if (m_ipo_channels_active[OB_ROT_Y])
pitch += m_ipo_xform.GetEulerAngles()[1];
if (m_ipo_channels_active[OB_DROT_Y])
pitch += m_ipo_xform.GetDeltaEulerAngles()[1];
//RotZ and dRotZ
if (m_ipo_channels_active[OB_ROT_Z])
roll += m_ipo_xform.GetEulerAngles()[2];
if (m_ipo_channels_active[OB_DROT_Z])
roll += m_ipo_xform.GetDeltaEulerAngles()[2];
MT_Matrix3x3 rotation(MT_Vector3(yaw, pitch, roll));
if (m_ipo_local)
rotation = m_ipo_start_orient * rotation;
else
rotation = rotation * m_ipo_start_orient;
if (m_game_object)
m_game_object->NodeSetLocalOrientation(rotation);
}
} else if (m_ipo_channels_active[OB_ROT_X] || m_ipo_channels_active[OB_ROT_Y] || m_ipo_channels_active[OB_ROT_Z]) {
if (m_ipo_euler_initialized) {
// assume all channel absolute
// All 3 channels should be specified but if they are not, we will take
// the value at the start of the game to avoid angle sign reversal
double yaw=m_ipo_start_euler[0], pitch=m_ipo_start_euler[1], roll=m_ipo_start_euler[2];
//RotX and dRotX
if (m_ipo_channels_active[OB_ROT_X]) {
yaw = (m_ipo_channels_active[OB_DROT_X] ? (m_ipo_xform.GetEulerAngles()[0] + m_ipo_xform.GetDeltaEulerAngles()[0]) : m_ipo_xform.GetEulerAngles()[0] );
}
else if (m_ipo_channels_active[OB_DROT_X]) {
yaw += m_ipo_xform.GetDeltaEulerAngles()[0];
}
//RotY dRotY
if (m_ipo_channels_active[OB_ROT_Y]) {
pitch = (m_ipo_channels_active[OB_DROT_Y] ? (m_ipo_xform.GetEulerAngles()[1] + m_ipo_xform.GetDeltaEulerAngles()[1]) : m_ipo_xform.GetEulerAngles()[1] );
}
else if (m_ipo_channels_active[OB_DROT_Y]) {
pitch += m_ipo_xform.GetDeltaEulerAngles()[1];
}
//RotZ and dRotZ
if (m_ipo_channels_active[OB_ROT_Z]) {
roll = (m_ipo_channels_active[OB_DROT_Z] ? (m_ipo_xform.GetEulerAngles()[2] + m_ipo_xform.GetDeltaEulerAngles()[2]) : m_ipo_xform.GetEulerAngles()[2] );
}
else if (m_ipo_channels_active[OB_DROT_Z]) {
roll += m_ipo_xform.GetDeltaEulerAngles()[2];
}
if (m_game_object)
m_game_object->NodeSetLocalOrientation(MT_Vector3(yaw, pitch, roll));
}
} else if (m_ipo_start_initialized) {
// only DROT, treat as Add
double yaw=0, pitch=0, roll=0; //delta Euler angles
//dRotX
if (m_ipo_channels_active[OB_DROT_X])
yaw = m_ipo_xform.GetDeltaEulerAngles()[0];
//dRotY
if (m_ipo_channels_active[OB_DROT_Y])
pitch = m_ipo_xform.GetDeltaEulerAngles()[1];
//dRotZ
if (m_ipo_channels_active[OB_DROT_Z])
roll = m_ipo_xform.GetDeltaEulerAngles()[2];
// dRot are always local
MT_Matrix3x3 rotation(MT_Vector3(yaw, pitch, roll));
rotation = m_ipo_start_orient * rotation;
if (m_game_object)
m_game_object->NodeSetLocalOrientation(rotation);
}
}
//modifies scale?
if (m_ipo_channels_active[OB_SIZE_X] || m_ipo_channels_active[OB_SIZE_Y] || m_ipo_channels_active[OB_SIZE_Z] || m_ipo_channels_active[OB_DSIZE_X] || m_ipo_channels_active[OB_DSIZE_Y] || m_ipo_channels_active[OB_DSIZE_Z]) {
//default is no scale change
MT_Vector3 newScale(1.0,1.0,1.0);
if (!m_ipo_add)
newScale = ob->GetLocalScale();
if (m_ipo_channels_active[OB_SIZE_X]) {
newScale[0] = (m_ipo_channels_active[OB_DSIZE_X] ? (m_ipo_xform.GetScaling()[0] + m_ipo_xform.GetDeltaScaling()[0]) : m_ipo_xform.GetScaling()[0]);
}
else if (m_ipo_channels_active[OB_DSIZE_X] && m_ipo_start_initialized) {
newScale[0] = (m_ipo_xform.GetDeltaScaling()[0] + ((!m_ipo_add)?m_ipo_start_scale[0]:0.0));
}
//RotY dRotY
if (m_ipo_channels_active[OB_SIZE_Y]) {
newScale[1] = (m_ipo_channels_active[OB_DSIZE_Y] ? (m_ipo_xform.GetScaling()[1] + m_ipo_xform.GetDeltaScaling()[1]): m_ipo_xform.GetScaling()[1]);
}
else if (m_ipo_channels_active[OB_DSIZE_Y] && m_ipo_start_initialized) {
newScale[1] = (m_ipo_xform.GetDeltaScaling()[1] + ((!m_ipo_add)?m_ipo_start_scale[1]:0.0));
}
//RotZ and dRotZ
if (m_ipo_channels_active[OB_SIZE_Z]) {
newScale[2] = (m_ipo_channels_active[OB_DSIZE_Z] ? (m_ipo_xform.GetScaling()[2] + m_ipo_xform.GetDeltaScaling()[2]) : m_ipo_xform.GetScaling()[2]);
}
else if (m_ipo_channels_active[OB_DSIZE_Z] && m_ipo_start_initialized) {
newScale[2] = (m_ipo_xform.GetDeltaScaling()[2] + ((!m_ipo_add)?m_ipo_start_scale[2]:1.0));
}
if (m_ipo_add) {
newScale = m_ipo_start_scale * newScale;
}
if (m_game_object)
m_game_object->NodeSetLocalScale(newScale);
}
m_modified=false;
}
return false;
}
void KX_IpoSGController::AddInterpolator(KX_IInterpolator* interp)
{
this->m_interpolators.push_back(interp);
}
SG_Controller* KX_IpoSGController::GetReplica(class SG_Node* destnode)
{
KX_IpoSGController* iporeplica = new KX_IpoSGController(*this);
// clear object that ipo acts on in the replica.
iporeplica->ClearObject();
iporeplica->SetGameObject((KX_GameObject*)destnode->GetSGClientObject());
// dirty hack, ask Gino for a better solution in the ipo implementation
// hacken en zagen, in what we call datahiding, not written for replication :(
T_InterpolatorList oldlist = m_interpolators;
iporeplica->m_interpolators.clear();
T_InterpolatorList::iterator i;
for (i = oldlist.begin(); !(i == oldlist.end()); ++i) {
KX_ScalarInterpolator* copyipo = new KX_ScalarInterpolator(*((KX_ScalarInterpolator*)*i));
iporeplica->AddInterpolator(copyipo);
MT_Scalar* scaal = ((KX_ScalarInterpolator*)*i)->GetTarget();
uint_ptr orgbase = (uint_ptr)&m_ipo_xform;
uint_ptr orgloc = (uint_ptr)scaal;
uint_ptr offset = orgloc-orgbase;
uint_ptr newaddrbase = (uint_ptr)&iporeplica->m_ipo_xform;
newaddrbase += offset;
MT_Scalar* blaptr = (MT_Scalar*) newaddrbase;
copyipo->SetNewTarget((MT_Scalar*)blaptr);
}
return iporeplica;
}
KX_IpoSGController::~KX_IpoSGController()
{
T_InterpolatorList::iterator i;
for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
delete (*i);
}
}