blender/source/gameengine/Ketsji/KX_ObjectActuator.h
Benoit Bolsee 15c105c157 BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator:

damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full 
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.

clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified 
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field: 
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
2008-06-24 19:37:43 +00:00

173 lines
4.8 KiB
C++

/**
* Do translation/rotation actions
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifndef __KX_OBJECTACTUATOR
#define __KX_OBJECTACTUATOR
#include "SCA_IActuator.h"
#include "MT_Vector3.h"
//
// Bitfield that stores the flags for each CValue derived class
//
struct KX_LocalFlags {
KX_LocalFlags() :
Force(false),
Torque(false),
DRot(false),
DLoc(false),
LinearVelocity(false),
AngularVelocity(false),
AddOrSetLinV(false),
ClampVelocity(false),
ZeroForce(false),
ZeroDRot(false),
ZeroDLoc(false),
ZeroLinearVelocity(false),
ZeroAngularVelocity(false)
{
}
unsigned short Force : 1;
unsigned short Torque : 1;
unsigned short DRot : 1;
unsigned short DLoc : 1;
unsigned short LinearVelocity : 1;
unsigned short AngularVelocity : 1;
unsigned short AddOrSetLinV : 1;
unsigned short ClampVelocity : 1;
unsigned short ZeroForce : 1;
unsigned short ZeroTorque : 1;
unsigned short ZeroDRot : 1;
unsigned short ZeroDLoc : 1;
unsigned short ZeroLinearVelocity : 1;
unsigned short ZeroAngularVelocity : 1;
};
class KX_ObjectActuator : public SCA_IActuator
{
Py_Header;
MT_Vector3 m_force;
MT_Vector3 m_torque;
MT_Vector3 m_dloc;
MT_Vector3 m_drot;
MT_Vector3 m_linear_velocity;
MT_Vector3 m_angular_velocity;
MT_Scalar m_linear_length2;
MT_Scalar m_angular_length2;
MT_Scalar m_current_linear_factor;
MT_Scalar m_current_angular_factor;
short m_damping;
KX_LocalFlags m_bitLocalFlag;
// A hack bool -- oh no sorry everyone
// This bool is used to check if we have informed
// the physics object that we are no longer
// setting linear velocity.
bool m_active_combined_velocity;
bool m_linear_damping_active;
bool m_angular_damping_active;
public:
enum KX_OBJECT_ACT_VEC_TYPE {
KX_OBJECT_ACT_NODEF = 0,
KX_OBJECT_ACT_FORCE,
KX_OBJECT_ACT_TORQUE,
KX_OBJECT_ACT_DLOC,
KX_OBJECT_ACT_DROT,
KX_OBJECT_ACT_LINEAR_VELOCITY,
KX_OBJECT_ACT_ANGULAR_VELOCITY,
KX_OBJECT_ACT_MAX
};
/**
* Check whether this is a valid vector mode
*/
bool isValid(KX_OBJECT_ACT_VEC_TYPE type);
KX_ObjectActuator(
SCA_IObject* gameobj,
const MT_Vector3& force,
const MT_Vector3& torque,
const MT_Vector3& dloc,
const MT_Vector3& drot,
const MT_Vector3& linV,
const MT_Vector3& angV,
const short damping,
const KX_LocalFlags& flag,
PyTypeObject* T=&Type
);
CValue* GetReplica();
void SetForceLoc(const double force[3]) { /*m_force=force;*/ }
void UpdateFuzzyFlags()
{
m_bitLocalFlag.ZeroForce = MT_fuzzyZero(m_force);
m_bitLocalFlag.ZeroTorque = MT_fuzzyZero(m_torque);
m_bitLocalFlag.ZeroDLoc = MT_fuzzyZero(m_dloc);
m_bitLocalFlag.ZeroDRot = MT_fuzzyZero(m_drot);
m_bitLocalFlag.ZeroLinearVelocity = MT_fuzzyZero(m_linear_velocity);
m_linear_length2 = (m_bitLocalFlag.ZeroLinearVelocity) ? 0.0 : m_linear_velocity.length2();
m_bitLocalFlag.ZeroAngularVelocity = MT_fuzzyZero(m_angular_velocity);
m_angular_length2 = (m_bitLocalFlag.ZeroAngularVelocity) ? 0.0 : m_angular_velocity.length2();
}
virtual bool Update();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& attr);
KX_PYMETHOD(KX_ObjectActuator,GetForce);
KX_PYMETHOD(KX_ObjectActuator,SetForce);
KX_PYMETHOD(KX_ObjectActuator,GetTorque);
KX_PYMETHOD(KX_ObjectActuator,SetTorque);
KX_PYMETHOD(KX_ObjectActuator,GetDLoc);
KX_PYMETHOD(KX_ObjectActuator,SetDLoc);
KX_PYMETHOD(KX_ObjectActuator,GetDRot);
KX_PYMETHOD(KX_ObjectActuator,SetDRot);
KX_PYMETHOD(KX_ObjectActuator,GetLinearVelocity);
KX_PYMETHOD(KX_ObjectActuator,SetLinearVelocity);
KX_PYMETHOD(KX_ObjectActuator,GetAngularVelocity);
KX_PYMETHOD(KX_ObjectActuator,SetAngularVelocity);
KX_PYMETHOD(KX_ObjectActuator,SetVelocityDamping);
KX_PYMETHOD(KX_ObjectActuator,GetVelocityDamping);
};
#endif //__KX_OBJECTACTUATOR