Example #1
0
MT_CmMatrix4x4::MT_CmMatrix4x4(const MT_Point3& orig,
							 const MT_Vector3& dir,
							 const MT_Vector3 up)
{
	MT_Vector3 z = -(dir.normalized());
	MT_Vector3 x = (up.cross(z)).normalized();
	MT_Vector3 y = (z.cross(x));
	
	m_V[0][0] = x.x();
	m_V[0][1] = y.x();
	m_V[0][2] = z.x();
	m_V[0][3] = 0.0f;
	
	m_V[1][0] = x.y();
	m_V[1][1] = y.y();
	m_V[1][2] = z.y();
	m_V[1][3] = 0.0f;
	
	m_V[2][0] = x.z();
	m_V[2][1] = y.z();
	m_V[2][2] = z.z();
	m_V[2][3] = 0.0f;
	
	m_V[3][0] = orig.x();//0.0f;
	m_V[3][1] = orig.y();//0.0f;
	m_V[3][2] = orig.z();//0.0f;
	m_V[3][3] = 1.0f;
	
	//Translate(-orig);
}
Example #2
0
static MT_Point3 nearestPointToObstacle(MT_Point3& pos ,KX_Obstacle* obstacle)
{
	switch (obstacle->m_shape)
	{
	case KX_OBSTACLE_SEGMENT :
	{
		MT_Vector3 ab = obstacle->m_pos2 - obstacle->m_pos;
		if (!ab.fuzzyZero())
		{
			MT_Vector3 abdir = ab.normalized();
			MT_Vector3  v = pos - obstacle->m_pos;
			MT_Scalar proj = abdir.dot(v);
			CLAMP(proj, 0, ab.length());
			MT_Point3 res = obstacle->m_pos + abdir*proj;
			return res;
		}		
	}
	case KX_OBSTACLE_CIRCLE :
	default:
		return obstacle->m_pos;
	}
}
Example #3
0
bool KX_ObjectActuator::Update()
{
	
	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();
		
	KX_GameObject *parent = static_cast<KX_GameObject *>(GetParent()); 
	PHY_ICharacter *character = parent->GetScene()->GetPhysicsEnvironment()->GetCharacterController(parent);

	if (bNegativeEvent) {
		// If we previously set the linear velocity we now have to inform
		// the physics controller that we no longer wish to apply it and that
		// it should reconcile the externally set velocity with it's 
		// own velocity.
		if (m_active_combined_velocity) {
			if (parent)
				parent->ResolveCombinedVelocities(
						m_linear_velocity,
						m_angular_velocity,
						(m_bitLocalFlag.LinearVelocity) != 0,
						(m_bitLocalFlag.AngularVelocity) != 0
					);
			m_active_combined_velocity = false;
		}

		// Explicitly stop the movement if we're using character motion
		if (m_bitLocalFlag.CharacterMotion) {
			character->SetWalkDirection(MT_Vector3 (0.0f, 0.0f, 0.0f));
		}

		m_linear_damping_active = false;
		m_angular_damping_active = false;
		m_error_accumulator.setValue(0.0f,0.0f,0.0f);
		m_previous_error.setValue(0.0f,0.0f,0.0f);
		m_jumping = false;
		return false; 

	} else if (parent)
	{
		if (m_bitLocalFlag.ServoControl) 
		{
			// In this mode, we try to reach a target speed using force
			// As we don't know the friction, we must implement a generic 
			// servo control to achieve the speed in a configurable
			// v = current velocity
			// V = target velocity
			// e = V-v = speed error
			// dt = time interval since previous update
			// I = sum(e(t)*dt)
			// dv = e(t) - e(t-1)
			// KP, KD, KI : coefficient
			// F = KP*e+KI*I+KD*dv
			MT_Scalar mass = parent->GetMass();
			if (mass < MT_EPSILON)
				return false;
			MT_Vector3 v = parent->GetLinearVelocity(m_bitLocalFlag.LinearVelocity);
			if (m_reference)
			{
				const MT_Point3& mypos = parent->NodeGetWorldPosition();
				const MT_Point3& refpos = m_reference->NodeGetWorldPosition();
				MT_Point3 relpos;
				relpos = (mypos-refpos);
				MT_Vector3 vel= m_reference->GetVelocity(relpos);
				if (m_bitLocalFlag.LinearVelocity)
					// must convert in local space
					vel = parent->NodeGetWorldOrientation().transposed()*vel;
				v -= vel;
			}
			MT_Vector3 e = m_linear_velocity - v;
			MT_Vector3 dv = e - m_previous_error;
			MT_Vector3 I = m_error_accumulator + e;

			m_force = m_pid.x()*e+m_pid.y()*I+m_pid.z()*dv;
			// to automatically adapt the PID coefficient to mass;
			m_force *= mass;
			if (m_bitLocalFlag.Torque) 
			{
				if (m_force[0] > m_dloc[0])
				{
					m_force[0] = m_dloc[0];
					I[0] = m_error_accumulator[0];
				} else if (m_force[0] < m_drot[0])
				{
					m_force[0] = m_drot[0];
					I[0] = m_error_accumulator[0];
				}
			}
			if (m_bitLocalFlag.DLoc) 
			{
				if (m_force[1] > m_dloc[1])
				{
					m_force[1] = m_dloc[1];
					I[1] = m_error_accumulator[1];
				} else if (m_force[1] < m_drot[1])
				{
					m_force[1] = m_drot[1];
					I[1] = m_error_accumulator[1];
				}
			}
			if (m_bitLocalFlag.DRot) 
			{
				if (m_force[2] > m_dloc[2])
				{
					m_force[2] = m_dloc[2];
					I[2] = m_error_accumulator[2];
				} else if (m_force[2] < m_drot[2])
				{
					m_force[2] = m_drot[2];
					I[2] = m_error_accumulator[2];
				}
			}
			m_previous_error = e;
			m_error_accumulator = I;
			parent->ApplyForce(m_force,(m_bitLocalFlag.LinearVelocity) != 0);
		}
		else if (m_bitLocalFlag.CharacterMotion) {
			MT_Vector3 dir = m_dloc;

			if (m_bitLocalFlag.DLoc) {
				MT_Matrix3x3 basis = parent->GetPhysicsController()->GetOrientation();
				dir = basis * dir;
			}

			if (m_bitLocalFlag.AddOrSetCharLoc) {
				MT_Vector3 old_dir = character->GetWalkDirection();

				if (!old_dir.fuzzyZero()) {
					MT_Scalar mag = old_dir.length();

					dir = dir + old_dir;
					if (!dir.fuzzyZero())
						dir = dir.normalized() * mag;
				}
			}

			// We always want to set the walk direction since a walk direction of (0, 0, 0) should stop the character
			character->SetWalkDirection(dir/parent->GetScene()->GetPhysicsEnvironment()->GetNumTimeSubSteps());

			if (!m_bitLocalFlag.ZeroDRot)
			{
				parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
			}

			if (m_bitLocalFlag.CharacterJump) {
				if (!m_jumping) {
					character->Jump();
					m_jumping = true;
				}
				else if (character->OnGround())
					m_jumping = false;
			}
		}
		else {
			if (!m_bitLocalFlag.ZeroForce)
			{
				parent->ApplyForce(m_force,(m_bitLocalFlag.Force) != 0);
			}
			if (!m_bitLocalFlag.ZeroTorque)
			{
				parent->ApplyTorque(m_torque,(m_bitLocalFlag.Torque) != 0);
			}
			if (!m_bitLocalFlag.ZeroDLoc)
			{
				parent->ApplyMovement(m_dloc,(m_bitLocalFlag.DLoc) != 0);
			}
			if (!m_bitLocalFlag.ZeroDRot)
			{
				parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
			}

			if (m_bitLocalFlag.ZeroLinearVelocity) {
				if (!m_bitLocalFlag.AddOrSetLinV) {
					/* No need to select local or world, as the velocity is zero anyway,
					 * and setLinearVelocity() converts local to world first. We do need to
					 * pass a true zero vector, as m_linear_velocity is only fuzzily zero. */
					parent->setLinearVelocity(MT_Vector3(0, 0, 0), false);
				}
			}
			else {
				if (m_bitLocalFlag.AddOrSetLinV) {
					parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
				} else {
					m_active_combined_velocity = true;
					if (m_damping > 0) {
						MT_Vector3 linV;
						if (!m_linear_damping_active) {
							// delta and the start speed (depends on the existing speed in that direction)
							linV = parent->GetLinearVelocity(m_bitLocalFlag.LinearVelocity);
							// keep only the projection along the desired direction
							m_current_linear_factor = linV.dot(m_linear_velocity)/m_linear_length2;
							m_linear_damping_active = true;
						}
						if (m_current_linear_factor < 1.0f)
							m_current_linear_factor += 1.0f/m_damping;
						if (m_current_linear_factor > 1.0f)
							m_current_linear_factor = 1.0f;
						linV = m_current_linear_factor * m_linear_velocity;
						parent->setLinearVelocity(linV,(m_bitLocalFlag.LinearVelocity) != 0);
					} else {
						parent->setLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
					}
				}
			}
			if (m_bitLocalFlag.ZeroAngularVelocity) {
				/* No need to select local or world, as the velocity is zero anyway,
				 * and setAngularVelocity() converts local to world first. We do need to
				 * pass a true zero vector, as m_angular_velocity is only fuzzily zero. */
				parent->setAngularVelocity(MT_Vector3(0, 0, 0), false);
			}
			else {
				m_active_combined_velocity = true;
				if (m_damping > 0) {
					MT_Vector3 angV;
					if (!m_angular_damping_active) {
						// delta and the start speed (depends on the existing speed in that direction)
						angV = parent->GetAngularVelocity(m_bitLocalFlag.AngularVelocity);
						// keep only the projection along the desired direction
						m_current_angular_factor = angV.dot(m_angular_velocity)/m_angular_length2;
						m_angular_damping_active = true;
					}
					if (m_current_angular_factor < 1.0f)
						m_current_angular_factor += 1.0f/m_damping;
					if (m_current_angular_factor > 1.0f)
						m_current_angular_factor = 1.0f;
					angV = m_current_angular_factor * m_angular_velocity;
					parent->setAngularVelocity(angV,(m_bitLocalFlag.AngularVelocity) != 0);
				} else {
					parent->setAngularVelocity(m_angular_velocity,(m_bitLocalFlag.AngularVelocity) != 0);
				}
			}
		}
		
	}
	return true;
}
void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
{
	/* FIXME:
	blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
	MT_Vector3&, double): Assertion `!MT_fuzzyZero(s)' failed.

	Program received signal SIGABRT, Aborted.
	[Switching to Thread 16384 (LWP 1519)]
	0x40477571 in kill () from /lib/libc.so.6
	(gdb) bt
	#7  0x08334368 in MT_Vector3::normalized() const ()
	#8  0x0833e6ec in RAS_OpenGLRasterizer::applyTransform(RAS_IRasterizer*, double*, int) ()
	*/

	if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED ||
		objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED)
	{
		// rotate the billboard/halo
		//page 360/361 3D Game Engine Design, David Eberly for a discussion
		// on screen aligned and axis aligned billboards
		// assumed is that the preprocessor transformed all billboard polygons
		// so that their normal points into the positive x direction (1.0, 0.0, 0.0)
		// when new parenting for objects is done, this rotation
		// will be moved into the object

		MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]);
		MT_Point3 campos = GetCameraPosition();
		MT_Vector3 dir = (campos - objpos).safe_normalized();
		MT_Vector3 up(0,0,1.0);

		KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
		// get scaling of halo object
		MT_Vector3  size = gameobj->GetSGNode()->GetWorldScaling();

		bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned
		if (screenaligned)
		{
			up = (up - up.dot(dir) * dir).safe_normalized();
		} else
		{
			dir = (dir - up.dot(dir)*up).safe_normalized();
		}

		MT_Vector3 left = dir.normalized();
		dir = (up.cross(left)).normalized();

		// we have calculated the row vectors, now we keep
		// local scaling into account:

		left *= size[0];
		dir  *= size[1];
		up   *= size[2];

		double maat[16] = {left[0], left[1], left[2], 0,
		                   dir[0],  dir[1],  dir[2],  0,
		                   up[0],   up[1],   up[2],   0,
		                   0,       0,       0,       1};

		glTranslated(objpos[0],objpos[1],objpos[2]);
		glMultMatrixd(maat);

	}
	else {
		if (objectdrawmode & RAS_IPolyMaterial::SHADOW)
		{
			// shadow must be cast to the ground, physics system needed here!
			MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
			KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
			MT_Vector3 direction = MT_Vector3(0,0,-1);

			direction.normalize();
			direction *= 100000;

			MT_Point3 topoint = frompoint + direction;

			KX_Scene* kxscene = (KX_Scene*) m_auxilaryClientInfo;
			PHY_IPhysicsEnvironment* physics_environment = kxscene->GetPhysicsEnvironment();
			PHY_IPhysicsController* physics_controller = gameobj->GetPhysicsController();

			KX_GameObject *parent = gameobj->GetParent();
			if (!physics_controller && parent)
				physics_controller = parent->GetPhysicsController();
			if (parent)
				parent->Release();

			KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
			if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
			{
				// couldn't find something to cast the shadow on...
				glMultMatrixd(oglmatrix);
			}
			else
			{ // we found the "ground", but the cast matrix doesn't take
			  // scaling in consideration, so we must apply the object scale
				MT_Vector3  size = gameobj->GetSGNode()->GetLocalScale();
				glScalef(size[0], size[1], size[2]);
			}
		} else
		{

			// 'normal' object
			glMultMatrixd(oglmatrix);
		}
	}
}