forked from bartvdbraak/blender
BGE patch: local/global flag to distance contraint actuator.
Previously the distance constraint actuator was always working in local axis. The local flag allows to cast the ray along a world axis (when the flag is not selected). The N flag works differently in this case: only the object orientation is changed to be parallel to the normal at the hit point. The linear velocity is now changed so that the speed along the ray axis is null. This eliminates the need to compensate the gravity when casting along the Z axis.
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@ -41,7 +41,7 @@ struct ListBase;
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struct MemFile;
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#define BLENDER_VERSION 247
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#define BLENDER_SUBVERSION 6
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#define BLENDER_SUBVERSION 7
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#define BLENDER_MINVERSION 245
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#define BLENDER_MINSUBVERSION 15
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@ -7883,6 +7883,23 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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}
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}
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}
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/* direction constraint actuators were always local in previous version */
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if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 7)) {
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bActuator *act;
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Object *ob;
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for(ob = main->object.first; ob; ob= ob->id.next) {
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for(act= ob->actuators.first; act; act= act->next) {
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if (act->type == ACT_CONSTRAINT) {
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bConstraintActuator *coa = act->data;
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if (coa->type == ACT_CONST_TYPE_DIST) {
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coa->flag |= ACT_CONST_LOCAL;
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}
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}
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}
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}
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}
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/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
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/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
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@ -368,6 +368,8 @@ typedef struct FreeCamera {
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#define ACT_CONST_MATERIAL 128
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#define ACT_CONST_PERMANENT 256
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#define ACT_CONST_DISTANCE 512
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#define ACT_CONST_LOCAL 1024
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/* constraint mode */
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#define ACT_CONST_DIRPX 1
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#define ACT_CONST_DIRPY 2
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@ -2162,6 +2162,8 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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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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uiDefButBitS(block, TOG, ACT_CONST_LOCAL, 0, "L", xco+80+(width-115), yco-45, 25, 19,
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&coa->flag, 0.0, 0.0, 0, 0, "Set ray along object's axis or global axis");
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if(coa->mode & (ACT_CONST_DIRPX|ACT_CONST_DIRNX)) fp= coa->minloc;
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else if(coa->mode & (ACT_CONST_DIRPY|ACT_CONST_DIRNY)) fp= coa->minloc+1;
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@ -2171,7 +2173,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
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if (coa->flag & ACT_CONST_DISTANCE)
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uiDefButF(block, NUM, 0, "", xco+80+(width-115)/2, yco-65, (width-115)/2, 19, fp, -2000.0, 2000.0, 10, 0, "Keep this distance to target");
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uiDefButBitS(block, TOG, ACT_CONST_NORMAL, 0, "N", xco+80+(width-115), yco-65, 25, 19,
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&coa->flag, 0.0, 0.0, 0, 0, "Set object axis along the normal at hit position");
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&coa->flag, 0.0, 0.0, 0, 0, "Set object axis along (local axis) or parallel (global axis) to the normal at hit position");
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uiDefButBitS(block, TOG, ACT_CONST_MATERIAL, B_REDR, "M/P", xco+10, yco-84, 40, 19,
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&coa->flag, 0.0, 0.0, 0, 0, "Detect material instead of property");
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if (coa->flag & ACT_CONST_MATERIAL)
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@ -172,13 +172,15 @@ 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, refDirection;
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MT_Vector3 normal, direction, refDirection;
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MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation();
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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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filter = m_posDampTime/(1.0+m_posDampTime);
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} else {
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filter = 0.0;
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}
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switch (m_locrot) {
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case KX_ACT_CONSTRAINT_ORIX:
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@ -238,12 +240,8 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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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)*refDirection;
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} else {
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direction = refDirection;
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}
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// apply damping on the direction
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direction = filter*direction + (1.0-filter)*refDirection;
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obj->AlignAxisToVect(direction, axis);
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result = true;
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goto CHECK_TIME;
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@ -255,49 +253,74 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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case KX_ACT_CONSTRAINT_DIRNZ:
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switch (m_locrot) {
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case KX_ACT_CONSTRAINT_DIRPX:
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direction[0] = rotation[0][0];
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direction[1] = rotation[1][0];
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direction[2] = rotation[2][0];
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normal[0] = rotation[0][0];
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normal[1] = rotation[1][0];
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normal[2] = rotation[2][0];
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axis = 0; // axis according to KX_GameObject::AlignAxisToVect()
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sign = 1; // X axis will be anti parrallel to normal
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sign = 0; // X axis will be parrallel to direction of ray
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break;
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case KX_ACT_CONSTRAINT_DIRPY:
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direction[0] = rotation[0][1];
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direction[1] = rotation[1][1];
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direction[2] = rotation[2][1];
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normal[0] = rotation[0][1];
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normal[1] = rotation[1][1];
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normal[2] = rotation[2][1];
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axis = 1;
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sign = 1;
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sign = 0;
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break;
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case KX_ACT_CONSTRAINT_DIRPZ:
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direction[0] = rotation[0][2];
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direction[1] = rotation[1][2];
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direction[2] = rotation[2][2];
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normal[0] = rotation[0][2];
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normal[1] = rotation[1][2];
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normal[2] = rotation[2][2];
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axis = 2;
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sign = 0;
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break;
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case KX_ACT_CONSTRAINT_DIRNX:
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normal[0] = -rotation[0][0];
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normal[1] = -rotation[1][0];
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normal[2] = -rotation[2][0];
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axis = 0;
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sign = 1;
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break;
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case KX_ACT_CONSTRAINT_DIRNY:
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normal[0] = -rotation[0][1];
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normal[1] = -rotation[1][1];
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normal[2] = -rotation[2][1];
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axis = 1;
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sign = 1;
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break;
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case KX_ACT_CONSTRAINT_DIRNZ:
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normal[0] = -rotation[0][2];
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normal[1] = -rotation[1][2];
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normal[2] = -rotation[2][2];
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axis = 2;
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sign = 1;
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break;
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case KX_ACT_CONSTRAINT_DIRNX:
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direction[0] = -rotation[0][0];
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direction[1] = -rotation[1][0];
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direction[2] = -rotation[2][0];
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axis = 0;
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sign = 0;
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break;
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case KX_ACT_CONSTRAINT_DIRNY:
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direction[0] = -rotation[0][1];
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direction[1] = -rotation[1][1];
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direction[2] = -rotation[2][1];
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axis = 1;
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sign = 0;
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break;
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case KX_ACT_CONSTRAINT_DIRNZ:
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direction[0] = -rotation[0][2];
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direction[1] = -rotation[1][2];
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direction[2] = -rotation[2][2];
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axis = 2;
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sign = 0;
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break;
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}
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direction.normalize();
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normal.normalize();
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if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
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// direction of the ray is along the local axis
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direction = normal;
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} else {
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switch (m_locrot) {
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case KX_ACT_CONSTRAINT_DIRPX:
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direction = MT_Vector3(1.0,0.0,0.0);
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break;
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case KX_ACT_CONSTRAINT_DIRPY:
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direction = MT_Vector3(0.0,1.0,0.0);
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break;
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case KX_ACT_CONSTRAINT_DIRPZ:
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direction = MT_Vector3(0.0,0.0,1.0);
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break;
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case KX_ACT_CONSTRAINT_DIRNX:
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direction = MT_Vector3(-1.0,0.0,0.0);
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break;
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case KX_ACT_CONSTRAINT_DIRNY:
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direction = MT_Vector3(0.0,-1.0,0.0);
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break;
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case KX_ACT_CONSTRAINT_DIRNZ:
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direction = MT_Vector3(0.0,0.0,-1.0);
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break;
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}
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}
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{
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MT_Point3 topoint = position + (m_maximumBound) * direction;
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PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
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@ -326,18 +349,19 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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goto CHECK_TIME;
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}
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if (m_option & KX_ACT_CONSTRAINT_NORMAL) {
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// the new orientation must be so that the axis is parallel to normal
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if (sign)
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newnormal = -newnormal;
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MT_Scalar rotFilter;
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// apply damping on the direction
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if (m_rotDampTime) {
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MT_Scalar rotFilter = 1.0/(1.0+m_rotDampTime);
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newnormal = (-m_rotDampTime*rotFilter)*direction + rotFilter*newnormal;
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} else if (m_posDampTime) {
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newnormal = -filter*direction + (1.0-filter)*newnormal;
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rotFilter = m_rotDampTime/(1.0+m_rotDampTime);
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} else {
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rotFilter = filter;
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}
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newnormal = rotFilter*normal - (1.0-rotFilter)*newnormal;
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obj->AlignAxisToVect((sign)?-newnormal:newnormal, axis);
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if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
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direction = newnormal;
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direction.normalize();
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}
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obj->AlignAxisToVect(newnormal, axis);
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direction = -newnormal;
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}
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if (m_option & KX_ACT_CONSTRAINT_DISTANCE) {
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if (m_posDampTime) {
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@ -345,6 +369,16 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
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} else {
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newdistance = m_minimumBound;
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}
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// logically we should cancel the speed along the ray direction as we set the
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// position along that axis
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spc = obj->GetPhysicsController();
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if (spc) {
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MT_Vector3 linV = spc->GetLinearVelocity();
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// cancel the projection along the ray direction
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MT_Scalar fallspeed = linV.dot(direction);
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if (!MT_fuzzyZero(fallspeed))
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spc->SetLinearVelocity(linV-fallspeed*direction,false);
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}
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} else {
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newdistance = (position-callback.m_hitPoint).length();
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}
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@ -99,7 +99,8 @@ protected:
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KX_ACT_CONSTRAINT_NORMAL = 64,
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KX_ACT_CONSTRAINT_MATERIAL = 128,
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KX_ACT_CONSTRAINT_PERMANENT = 256,
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KX_ACT_CONSTRAINT_DISTANCE = 512
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KX_ACT_CONSTRAINT_DISTANCE = 512,
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KX_ACT_CONSTRAINT_LOCAL = 1024
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};
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bool IsValidMode(KX_CONSTRAINTTYPE m);
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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@ -963,7 +963,7 @@ void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,floa
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{
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btVector3 linVel(lin_velX,lin_velY,lin_velZ);
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if (m_object && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
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if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
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{
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m_object->activate(true);
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if (m_object->isStaticObject())
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