/** * Apply a constraint to a position or rotation value * * $Id: KX_ConstraintActuator.cpp 28254 2010-04-18 10:28:37Z campbellbarton $ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ #include "SCA_IActuator.h" #include "KX_ConstraintActuator.h" #include "SCA_IObject.h" #include "MT_Point3.h" #include "MT_Matrix3x3.h" #include "KX_GameObject.h" #include "KX_RayCast.h" #include "KX_PythonInit.h" // KX_GetActiveScene #include /* ------------------------------------------------------------------------- */ /* Native functions */ /* ------------------------------------------------------------------------- */ KX_ConstraintActuator::KX_ConstraintActuator(SCA_IObject *gameobj, int posDampTime, int rotDampTime, float minBound, float maxBound, float refDir[3], int locrotxyz, int time, int option, char *property) : SCA_IActuator(gameobj, KX_ACT_CONSTRAINT), m_refDirVector(refDir), m_currentTime(0) { m_refDirection[0] = refDir[0]; m_refDirection[1] = refDir[1]; m_refDirection[2] = refDir[2]; m_posDampTime = posDampTime; m_rotDampTime = rotDampTime; m_locrot = locrotxyz; m_option = option; m_activeTime = time; if (property) { m_property = property; } else { m_property = ""; } /* The units of bounds are determined by the type of constraint. To */ /* make the constraint application easier and more transparent later on, */ /* I think converting the bounds to the applicable domain makes more */ /* sense. */ switch (m_locrot) { case KX_ACT_CONSTRAINT_ORIX: case KX_ACT_CONSTRAINT_ORIY: case KX_ACT_CONSTRAINT_ORIZ: { MT_Scalar len = m_refDirVector.length(); if (MT_fuzzyZero(len)) { // missing a valid direction std::cout << "WARNING: Constraint actuator " << GetName() << ": There is no valid reference direction!" << std::endl; m_locrot = KX_ACT_CONSTRAINT_NODEF; } else { m_refDirection[0] /= len; m_refDirection[1] /= len; m_refDirection[2] /= len; m_refDirVector /= len; } m_minimumBound = cos(minBound); m_maximumBound = cos(maxBound); m_minimumSine = sin(minBound); m_maximumSine = sin(maxBound); } break; default: m_minimumBound = minBound; m_maximumBound = maxBound; m_minimumSine = 0.f; m_maximumSine = 0.f; break; } } /* End of constructor */ KX_ConstraintActuator::~KX_ConstraintActuator() { // there's nothing to be done here, really.... } /* end of destructor */ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) { m_hitObject = client->m_gameobject; bool bFound = false; if (m_property.IsEmpty()) { bFound = true; } else { if (m_option & KX_ACT_CONSTRAINT_MATERIAL) { if (client->m_auxilary_info) { bFound = !strcmp(m_property.Ptr(), ((char*)client->m_auxilary_info)); } } else { bFound = m_hitObject->GetProperty(m_property) != NULL; } } // update the hit status result->m_hitFound = bFound; // stop looking return true; } /* this function is used to pre-filter the object before casting the ray on them. This is useful for "X-Ray" option when we want to see "through" unwanted object. */ bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo* client) { if (client->m_type > KX_ClientObjectInfo::ACTOR) { // Unknown type of object, skip it. // Should not occur as the sensor objects are filtered in RayTest() printf("Invalid client type %d found in ray casting\n", client->m_type); return false; } // no X-Ray function yet return true; } bool KX_ConstraintActuator::Update(double curtime, bool frame) { bool result = false; bool bNegativeEvent = IsNegativeEvent(); RemoveAllEvents(); if (!bNegativeEvent) { /* Constraint clamps the values to the specified range, with a sort of */ /* low-pass filtered time response, if the damp time is unequal to 0. */ /* Having to retrieve location/rotation and setting it afterwards may not */ /* be efficient enough... Somthing to look at later. */ KX_GameObject *obj = (KX_GameObject*) GetParent(); MT_Point3 position = obj->NodeGetWorldPosition(); MT_Point3 newposition; MT_Vector3 normal, direction, refDirection; MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation(); MT_Scalar filter, newdistance, cosangle; int axis, sign; if (m_posDampTime) { filter = m_posDampTime/(1.0+m_posDampTime); } else { filter = 0.0; } switch (m_locrot) { case KX_ACT_CONSTRAINT_ORIX: case KX_ACT_CONSTRAINT_ORIY: case KX_ACT_CONSTRAINT_ORIZ: switch (m_locrot) { case KX_ACT_CONSTRAINT_ORIX: direction[0] = rotation[0][0]; direction[1] = rotation[1][0]; direction[2] = rotation[2][0]; axis = 0; break; case KX_ACT_CONSTRAINT_ORIY: direction[0] = rotation[0][1]; direction[1] = rotation[1][1]; direction[2] = rotation[2][1]; axis = 1; break; default: direction[0] = rotation[0][2]; direction[1] = rotation[1][2]; direction[2] = rotation[2][2]; axis = 2; break; } if ((m_maximumBound < (1.0f-FLT_EPSILON)) || (m_minimumBound < (1.0f-FLT_EPSILON))) { // reference direction needs to be evaluated // 1. get the cosine between current direction and target cosangle = direction.dot(m_refDirVector); if (cosangle >= (m_maximumBound-FLT_EPSILON) && cosangle <= (m_minimumBound+FLT_EPSILON)) { // no change to do result = true; goto CHECK_TIME; } // 2. define a new reference direction // compute local axis with reference direction as X and // Y in direction X refDirection plane MT_Vector3 zaxis = m_refDirVector.cross(direction); if (MT_fuzzyZero2(zaxis.length2())) { // direction and refDirection are identical, // choose any other direction to define plane if (direction[0] < 0.9999) zaxis = m_refDirVector.cross(MT_Vector3(1.0,0.0,0.0)); else zaxis = m_refDirVector.cross(MT_Vector3(0.0,1.0,0.0)); } MT_Vector3 yaxis = zaxis.cross(m_refDirVector); yaxis.normalize(); if (cosangle > m_minimumBound) { // angle is too close to reference direction, // choose a new reference that is exactly at minimum angle refDirection = m_minimumBound * m_refDirVector + m_minimumSine * yaxis; } else { // angle is too large, choose new reference direction at maximum angle refDirection = m_maximumBound * m_refDirVector + m_maximumSine * yaxis; } } else { refDirection = m_refDirVector; } // apply damping on the direction direction = filter*direction + (1.0-filter)*refDirection; obj->AlignAxisToVect(direction, axis); result = true; goto CHECK_TIME; case KX_ACT_CONSTRAINT_DIRPX: case KX_ACT_CONSTRAINT_DIRPY: case KX_ACT_CONSTRAINT_DIRPZ: case KX_ACT_CONSTRAINT_DIRNX: case KX_ACT_CONSTRAINT_DIRNY: case KX_ACT_CONSTRAINT_DIRNZ: switch (m_locrot) { case KX_ACT_CONSTRAINT_DIRPX: normal[0] = rotation[0][0]; normal[1] = rotation[1][0]; normal[2] = rotation[2][0]; axis = 0; // axis according to KX_GameObject::AlignAxisToVect() sign = 0; // X axis will be parrallel to direction of ray break; case KX_ACT_CONSTRAINT_DIRPY: normal[0] = rotation[0][1]; normal[1] = rotation[1][1]; normal[2] = rotation[2][1]; axis = 1; sign = 0; break; case KX_ACT_CONSTRAINT_DIRPZ: normal[0] = rotation[0][2]; normal[1] = rotation[1][2]; normal[2] = rotation[2][2]; axis = 2; sign = 0; break; case KX_ACT_CONSTRAINT_DIRNX: normal[0] = -rotation[0][0]; normal[1] = -rotation[1][0]; normal[2] = -rotation[2][0]; axis = 0; sign = 1; break; case KX_ACT_CONSTRAINT_DIRNY: normal[0] = -rotation[0][1]; normal[1] = -rotation[1][1]; normal[2] = -rotation[2][1]; axis = 1; sign = 1; break; case KX_ACT_CONSTRAINT_DIRNZ: normal[0] = -rotation[0][2]; normal[1] = -rotation[1][2]; normal[2] = -rotation[2][2]; axis = 2; sign = 1; break; } normal.normalize(); if (m_option & KX_ACT_CONSTRAINT_LOCAL) { // direction of the ray is along the local axis direction = normal; } else { switch (m_locrot) { case KX_ACT_CONSTRAINT_DIRPX: direction = MT_Vector3(1.0,0.0,0.0); break; case KX_ACT_CONSTRAINT_DIRPY: direction = MT_Vector3(0.0,1.0,0.0); break; case KX_ACT_CONSTRAINT_DIRPZ: direction = MT_Vector3(0.0,0.0,1.0); break; case KX_ACT_CONSTRAINT_DIRNX: direction = MT_Vector3(-1.0,0.0,0.0); break; case KX_ACT_CONSTRAINT_DIRNY: direction = MT_Vector3(0.0,-1.0,0.0); break; case KX_ACT_CONSTRAINT_DIRNZ: direction = MT_Vector3(0.0,0.0,-1.0); break; } } { MT_Point3 topoint = position + (m_maximumBound) * direction; PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment(); KX_IPhysicsController *spc = obj->GetPhysicsController(); if (!pe) { std::cout << "WARNING: Constraint actuator " << GetName() << ": There is no physics environment!" << std::endl; goto CHECK_TIME; } if (!spc) { // the object is not physical, we probably want to avoid hitting its own parent KX_GameObject *parent = obj->GetParent(); if (parent) { spc = parent->GetPhysicsController(); parent->Release(); } } KX_RayCast::Callback callback(this,spc); result = KX_RayCast::RayTest(pe, position, topoint, callback); if (result) { MT_Vector3 newnormal = callback.m_hitNormal; // compute new position & orientation if ((m_option & (KX_ACT_CONSTRAINT_NORMAL|KX_ACT_CONSTRAINT_DISTANCE)) == 0) { // if none option is set, the actuator does nothing but detect ray // (works like a sensor) goto CHECK_TIME; } if (m_option & KX_ACT_CONSTRAINT_NORMAL) { MT_Scalar rotFilter; // apply damping on the direction if (m_rotDampTime) { rotFilter = m_rotDampTime/(1.0+m_rotDampTime); } else { rotFilter = filter; } newnormal = rotFilter*normal - (1.0-rotFilter)*newnormal; obj->AlignAxisToVect((sign)?-newnormal:newnormal, axis); if (m_option & KX_ACT_CONSTRAINT_LOCAL) { direction = newnormal; direction.normalize(); } } if (m_option & KX_ACT_CONSTRAINT_DISTANCE) { if (m_posDampTime) { newdistance = filter*(position-callback.m_hitPoint).length()+(1.0-filter)*m_minimumBound; } else { newdistance = m_minimumBound; } // logically we should cancel the speed along the ray direction as we set the // position along that axis spc = obj->GetPhysicsController(); if (spc && spc->IsDyna()) { MT_Vector3 linV = spc->GetLinearVelocity(); // cancel the projection along the ray direction MT_Scalar fallspeed = linV.dot(direction); if (!MT_fuzzyZero(fallspeed)) spc->SetLinearVelocity(linV-fallspeed*direction,false); } } else { newdistance = (position-callback.m_hitPoint).length(); } newposition = callback.m_hitPoint-newdistance*direction; } else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) { // no contact but still keep running result = true; goto CHECK_TIME; } } break; case KX_ACT_CONSTRAINT_FHPX: case KX_ACT_CONSTRAINT_FHPY: case KX_ACT_CONSTRAINT_FHPZ: case KX_ACT_CONSTRAINT_FHNX: case KX_ACT_CONSTRAINT_FHNY: case KX_ACT_CONSTRAINT_FHNZ: switch (m_locrot) { case KX_ACT_CONSTRAINT_FHPX: normal[0] = -rotation[0][0]; normal[1] = -rotation[1][0]; normal[2] = -rotation[2][0]; direction = MT_Vector3(1.0,0.0,0.0); break; case KX_ACT_CONSTRAINT_FHPY: normal[0] = -rotation[0][1]; normal[1] = -rotation[1][1]; normal[2] = -rotation[2][1]; direction = MT_Vector3(0.0,1.0,0.0); break; case KX_ACT_CONSTRAINT_FHPZ: normal[0] = -rotation[0][2]; normal[1] = -rotation[1][2]; normal[2] = -rotation[2][2]; direction = MT_Vector3(0.0,0.0,1.0); break; case KX_ACT_CONSTRAINT_FHNX: normal[0] = rotation[0][0]; normal[1] = rotation[1][0]; normal[2] = rotation[2][0]; direction = MT_Vector3(-1.0,0.0,0.0); break; case KX_ACT_CONSTRAINT_FHNY: normal[0] = rotation[0][1]; normal[1] = rotation[1][1]; normal[2] = rotation[2][1]; direction = MT_Vector3(0.0,-1.0,0.0); break; case KX_ACT_CONSTRAINT_FHNZ: normal[0] = rotation[0][2]; normal[1] = rotation[1][2]; normal[2] = rotation[2][2]; direction = MT_Vector3(0.0,0.0,-1.0); break; } normal.normalize(); { PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment(); KX_IPhysicsController *spc = obj->GetPhysicsController(); if (!pe) { std::cout << "WARNING: Constraint actuator " << GetName() << ": There is no physics environment!" << std::endl; goto CHECK_TIME; } if (!spc || !spc->IsDyna()) { // the object is not dynamic, it won't support setting speed goto CHECK_TIME; } m_hitObject = NULL; // distance of Fh area is stored in m_minimum MT_Point3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction; KX_RayCast::Callback callback(this,spc); result = KX_RayCast::RayTest(pe, position, topoint, callback); // we expect a hit object if (!m_hitObject) result = false; if (result) { MT_Vector3 newnormal = callback.m_hitNormal; // compute new position & orientation MT_Scalar distance = (callback.m_hitPoint-position).length()-spc->GetRadius(); // estimate the velocity of the hit point MT_Point3 relativeHitPoint; relativeHitPoint = (callback.m_hitPoint-m_hitObject->NodeGetWorldPosition()); MT_Vector3 velocityHitPoint = m_hitObject->GetVelocity(relativeHitPoint); MT_Vector3 relativeVelocity = spc->GetLinearVelocity() - velocityHitPoint; MT_Scalar relativeVelocityRay = direction.dot(relativeVelocity); MT_Scalar springExtent = 1.0 - distance/m_minimumBound; // Fh force is stored in m_maximum MT_Scalar springForce = springExtent * m_maximumBound; // damping is stored in m_refDirection [0] = damping, [1] = rot damping MT_Scalar springDamp = relativeVelocityRay * m_refDirVector[0]; MT_Vector3 newVelocity = spc->GetLinearVelocity()-(springForce+springDamp)*direction; if (m_option & KX_ACT_CONSTRAINT_NORMAL) { newVelocity+=(springForce+springDamp)*(newnormal-newnormal.dot(direction)*direction); } spc->SetLinearVelocity(newVelocity, false); if (m_option & KX_ACT_CONSTRAINT_DOROTFH) { MT_Vector3 angSpring = (normal.cross(newnormal))*m_maximumBound; MT_Vector3 angVelocity = spc->GetAngularVelocity(); // remove component that is parallel to normal angVelocity -= angVelocity.dot(newnormal)*newnormal; MT_Vector3 angDamp = angVelocity * ((m_refDirVector[1]>MT_EPSILON)?m_refDirVector[1]:m_refDirVector[0]); spc->SetAngularVelocity(spc->GetAngularVelocity()+(angSpring-angDamp), false); } } else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) { // no contact but still keep running result = true; } // don't set the position with this constraint goto CHECK_TIME; } break; case KX_ACT_CONSTRAINT_LOCX: case KX_ACT_CONSTRAINT_LOCY: case KX_ACT_CONSTRAINT_LOCZ: newposition = position = obj->GetSGNode()->GetLocalPosition(); switch (m_locrot) { case KX_ACT_CONSTRAINT_LOCX: Clamp(newposition[0], m_minimumBound, m_maximumBound); break; case KX_ACT_CONSTRAINT_LOCY: Clamp(newposition[1], m_minimumBound, m_maximumBound); break; case KX_ACT_CONSTRAINT_LOCZ: Clamp(newposition[2], m_minimumBound, m_maximumBound); break; } result = true; if (m_posDampTime) { newposition = filter*position + (1.0-filter)*newposition; } obj->NodeSetLocalPosition(newposition); goto CHECK_TIME; } if (result) { // set the new position but take into account parent if any obj->NodeSetWorldPosition(newposition); } CHECK_TIME: if (result && m_activeTime > 0 ) { if (++m_currentTime >= m_activeTime) result = false; } } if (!result) { m_currentTime = 0; } return result; } /* end of KX_ConstraintActuator::Update(double curtime,double deltatime) */ void KX_ConstraintActuator::Clamp(MT_Scalar &var, float min, float max) { if (var < min) { var = min; } else if (var > max) { var = max; } } bool KX_ConstraintActuator::IsValidMode(KX_ConstraintActuator::KX_CONSTRAINTTYPE m) { bool res = false; if ( (m > KX_ACT_CONSTRAINT_NODEF) && (m < KX_ACT_CONSTRAINT_MAX)) { res = true; } return res; } #ifndef DISABLE_PYTHON /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject KX_ConstraintActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_ConstraintActuator", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &SCA_IActuator::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_ConstraintActuator::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_ConstraintActuator::Attributes[] = { KX_PYATTRIBUTE_INT_RW("damp",0,100,true,KX_ConstraintActuator,m_posDampTime), KX_PYATTRIBUTE_INT_RW("rotDamp",0,100,true,KX_ConstraintActuator,m_rotDampTime), KX_PYATTRIBUTE_FLOAT_ARRAY_RW_CHECK("direction",-FLT_MAX,FLT_MAX,KX_ConstraintActuator,m_refDirection,3,pyattr_check_direction), KX_PYATTRIBUTE_INT_RW("option",0,0xFFFF,false,KX_ConstraintActuator,m_option), KX_PYATTRIBUTE_INT_RW("time",0,1000,true,KX_ConstraintActuator,m_activeTime), KX_PYATTRIBUTE_STRING_RW("propName",0,32,true,KX_ConstraintActuator,m_property), KX_PYATTRIBUTE_FLOAT_RW("min",-FLT_MAX,FLT_MAX,KX_ConstraintActuator,m_minimumBound), KX_PYATTRIBUTE_FLOAT_RW("distance",-FLT_MAX,FLT_MAX,KX_ConstraintActuator,m_minimumBound), KX_PYATTRIBUTE_FLOAT_RW("max",-FLT_MAX,FLT_MAX,KX_ConstraintActuator,m_maximumBound), KX_PYATTRIBUTE_FLOAT_RW("rayLength",0,2000.f,KX_ConstraintActuator,m_maximumBound), KX_PYATTRIBUTE_INT_RW("limit",KX_ConstraintActuator::KX_ACT_CONSTRAINT_NODEF+1,KX_ConstraintActuator::KX_ACT_CONSTRAINT_MAX-1,false,KX_ConstraintActuator,m_locrot), { NULL } //Sentinel }; int KX_ConstraintActuator::pyattr_check_direction(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) { KX_ConstraintActuator* act = static_cast(self); MT_Vector3 dir(act->m_refDirection); MT_Scalar len = dir.length(); if (MT_fuzzyZero(len)) { PyErr_SetString(PyExc_ValueError, "actuator.direction = vec: KX_ConstraintActuator, invalid direction"); return 1; } act->m_refDirVector = dir/len; return 0; } #endif /* eof */