forked from bartvdbraak/blender
005c5e6371
This problem is caused by discontinuities in the conversion orientation matrix -> euler angles: the angle sign can switch and thus the direction of the rotation produced by the dRot Ipo. To avoid this bug, the matrix->euler conversion must be avoided during the game. I took the following approach that is compatible with Blender (identical effect in the game and in the 3D view): - no change in Add mode: Rot and dRot are treated as additional rotation to the orientation at the start of the Ipo. There is no matrix->euler conversion and thus no discontinuities. - Rot Ipo are treated as absolute rotation. All 3 axis should be specified but if they are not, the startup object orientation will be used to set the unspecified axis. By doing a matrix-> euler conversion once at the start, the discontinuities are avoided. If there are also dRot curves, they are treated as delta of the corresponding Rot curve or startup angle. - dRot Ipo are treated as Add mode in Local axis. Note about Add mode: Rot and dRot curves are treated identically during the game. However, only dRot curves make sense because they don't interfere with the object orientation in the 3D view.
124 lines
3.4 KiB
C++
124 lines
3.4 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 __IPO_SGCONTROLLER_H
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#define __IPO_SGCONTROLLER_H
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#include "SG_Controller.h"
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#include "SG_Spatial.h"
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#include "KX_IPOTransform.h"
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#include "KX_IInterpolator.h"
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#define KX_MAX_IPO_CHANNELS 19 //note- [0] is not used
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class KX_IpoSGController : public SG_Controller
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{
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KX_IPOTransform m_ipo_xform;
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T_InterpolatorList m_interpolators;
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/** Flag for each IPO channel that can be applied to a game object */
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bool m_ipo_channels_active[KX_MAX_IPO_CHANNELS];
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/** Interpret the ipo as a force rather than a displacement? */
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bool m_ipo_as_force;
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/** Add Ipo curve to current loc/rot/scale */
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bool m_ipo_add;
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/** Ipo must be applied in local coordinate rather than in global coordinates (used for force and Add mode)*/
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bool m_ipo_local;
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/** Were settings altered since the last update? */
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bool m_modified;
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/** Local time of this ipo.*/
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double m_ipotime;
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/** Location of the object when the IPO is first fired (for local transformations) */
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class MT_Point3 m_ipo_start_point;
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/** Orientation of the object when the IPO is first fired (for local transformations) */
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class MT_Matrix3x3 m_ipo_start_orient;
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/** Scale of the object when the IPO is first fired (for local transformations) */
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class MT_Vector3 m_ipo_start_scale;
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/** if IPO initial position has been set for local normal IPO */
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bool m_ipo_start_initialized;
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/** Euler angles at the start of the game, needed for incomplete ROT Ipo curves */
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class MT_Vector3 m_ipo_start_euler;
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/** true is m_ipo_start_euler has been initialized */
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bool m_ipo_euler_initialized;
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/** A reference to the original game object. */
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class KX_GameObject* m_game_object;
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public:
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KX_IpoSGController();
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virtual ~KX_IpoSGController();
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virtual SG_Controller* GetReplica(class SG_Node* destnode);
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void
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SetOption(
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int option,
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int value
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);
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/** Set sumo data. */
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void UpdateSumoReference();
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/** Set reference to the corresponding game object. */
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void SetGameObject(class KX_GameObject*);
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void SetIPOChannelActive(int index, bool value) {
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//indexes found in makesdna\DNA_ipo_types.h
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m_ipo_channels_active[index] = value;
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}
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KX_IPOTransform& GetIPOTransform()
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{
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return m_ipo_xform;
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}
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void AddInterpolator(KX_IInterpolator* interp);
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virtual bool Update(double time);
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virtual void SetSimulatedTime(double time)
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{
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m_ipotime = time;
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m_modified = true;
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}
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};
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#endif //__IPO_SGCONTROLLER_H
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