blender/source/gameengine/Ketsji/KX_IPO_SGController.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

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3.2 KiB
C++

/**
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* ***** BEGIN GPL LICENSE BLOCK *****
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef __IPO_SGCONTROLLER_H
#define __IPO_SGCONTROLLER_H
#include "SG_Controller.h"
#include "SG_Spatial.h"
#include "KX_IPOTransform.h"
#include "KX_IInterpolator.h"
#define KX_MAX_IPO_CHANNELS 19 //note- [0] is not used
class KX_IpoSGController : public SG_Controller
{
KX_IPOTransform m_ipo_xform;
T_InterpolatorList m_interpolators;
/** Flag for each IPO channel that can be applied to a game object */
bool m_ipo_channels_active[KX_MAX_IPO_CHANNELS];
/** Interpret the ipo as a force rather than a displacement? */
bool m_ipo_as_force;
/** Add Ipo curve to current loc/rot/scale */
bool m_ipo_add;
/** Ipo must be applied in local coordinate rather than in global coordinates (used for force and Add mode)*/
bool m_ipo_local;
/** Were settings altered since the last update? */
bool m_modified;
/** Local time of this ipo.*/
double m_ipotime;
/** Location of the object when the IPO is first fired (for local transformations) */
class MT_Point3 m_ipo_start_point;
/** Orientation of the object when the IPO is first fired (for local transformations) */
class MT_Matrix3x3 m_ipo_start_orient;
/** Scale of the object when the IPO is first fired (for local transformations) */
class MT_Vector3 m_ipo_start_scale;
/** if IPO initial position has been set for local normal IPO */
bool m_ipo_start_initialized;
/** A reference to the original game object. */
class KX_GameObject* m_game_object;
public:
KX_IpoSGController();
virtual ~KX_IpoSGController();
virtual SG_Controller* GetReplica(class SG_Node* destnode);
void
SetOption(
int option,
int value
);
/** Set sumo data. */
void UpdateSumoReference();
/** Set reference to the corresponding game object. */
void SetGameObject(class KX_GameObject*);
void SetIPOChannelActive(int index, bool value) {
//indexes found in makesdna\DNA_ipo_types.h
m_ipo_channels_active[index] = value;
}
KX_IPOTransform& GetIPOTransform()
{
return m_ipo_xform;
}
void AddInterpolator(KX_IInterpolator* interp);
virtual bool Update(double time);
virtual void SetSimulatedTime(double time)
{
m_ipotime = time;
m_modified = true;
}
};
#endif //__IPO_SGCONTROLLER_H