BGE Patch: [#27425] Allow to change the damping of the camera actuator

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original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
This commit is contained in:
Dalai Felinto 2011-06-13 17:08:33 +00:00
parent 0af94b45e4
commit a2dda7c74d
9 changed files with 45 additions and 6 deletions

@ -710,6 +710,12 @@ Game Engine bge.types Module
Applies changes to a camera.
.. attribute:: damping
strength of of the camera following movement.
:type: float
.. attribute:: min
minimum distance to the target object maintained by the actuator.

@ -430,6 +430,7 @@ void init_actuator(bActuator *act)
act->data= MEM_callocN(sizeof(bCameraActuator), "camact");
ca = act->data;
ca->axis = ACT_CAMERA_X;
ca->damping = 1.0/32.0;
break;
case ACT_EDIT_OBJECT:
act->data= MEM_callocN(sizeof(bEditObjectActuator), "editobact");

@ -11647,6 +11647,21 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
}
{
/* add default value for behind strength of camera actuator */
Object *ob;
bActuator *act;
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_CAMERA) {
bCameraActuator *ba= act->data;
ba->damping = 1.0/32.0;
}
}
}
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */

@ -3786,6 +3786,8 @@ static void draw_actuator_camera(uiLayout *layout, PointerRNA *ptr)
row = uiLayoutRow(layout, 1);
uiItemR(row, ptr, "min", 0, NULL, ICON_NONE);
uiItemR(row, ptr, "max", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "damping", 0, NULL, ICON_NONE);
}
static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext *C)

@ -133,7 +133,7 @@ typedef struct bIpoActuator {
typedef struct bCameraActuator {
struct Object *ob;
float height, min, max;
float pad;
float damping;
short pad1, axis;
float pad2;
} bCameraActuator ;

@ -922,6 +922,13 @@ static void rna_def_camera_actuator(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Max", "");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "damping", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "damping");
RNA_def_property_range(prop, 0, 10.0);
RNA_def_property_ui_range(prop, 0, 5.0, 1, 2);
RNA_def_property_ui_text(prop, "Damping", "Specify the strength of the constraint that drive the camera behind the target");
RNA_def_property_update(prop, NC_LOGIC, NULL);
/* x/y */
prop= RNA_def_property(srna, "axis", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "axis");

@ -287,7 +287,8 @@ void BL_ConvertActuators(char* maggiename,
camact->height,
camact->min,
camact->max,
camact->axis=='x');
camact->axis=='x',
camact->damping);
baseact = tmpcamact;
}
break;

@ -54,14 +54,16 @@ KX_CameraActuator::KX_CameraActuator(
float hght,
float minhght,
float maxhght,
bool xytog
bool xytog,
float damping
):
SCA_IActuator(gameobj, KX_ACT_CAMERA),
m_ob (obj),
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
m_x (xytog)
m_x (xytog),
m_damping (damping)
{
if (m_ob)
m_ob->RegisterActuator(this);
@ -283,7 +285,7 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
}
inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
fac= (-1.0 + inp)/32.0;
fac= (-1.0 + inp) * m_damping;
from[0]+= fac*fp1[0];
from[1]+= fac*fp1[1];
@ -390,6 +392,7 @@ PyAttributeDef KX_CameraActuator::Attributes[] = {
KX_PYATTRIBUTE_FLOAT_RW("height",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_height),
KX_PYATTRIBUTE_BOOL_RW("useXY",KX_CameraActuator,m_x),
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_FLOAT_RW("damping",0.f,10.f,KX_CameraActuator,m_damping),
{NULL}
};

@ -73,6 +73,9 @@ private :
/** xy toggle (pick one): true == x, false == y */
bool m_x;
/** damping (float), */
float m_damping;
/* get the KX_IGameObject with this name */
CValue *findObject(char *obName);
@ -95,7 +98,8 @@ private :
float hght,
float minhght,
float maxhght,
bool xytog
bool xytog,
float damping
);