BGE: Fix T41502 Path following jumping

New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.

Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).

{F142195}

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: sergey

Differential Revision: https://developer.blender.org/D1074
This commit is contained in:
Jorge Bernal 2015-02-18 23:24:02 +01:00
parent bd5154bb2c
commit 5d0696052a
Notes: blender-bot 2023-02-14 10:11:49 +01:00
Referenced by issue #41502, path following jumping
8 changed files with 48 additions and 13 deletions

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@ -496,7 +496,7 @@ void init_actuator(bActuator *act)
sta->turnspeed = 120.f;
sta->dist = 1.f;
sta->velocity= 3.f;
sta->flag = ACT_STEERING_AUTOMATICFACING;
sta->flag = ACT_STEERING_AUTOMATICFACING | ACT_STEERING_LOCKZVEL;
sta->facingaxis = 1;
break;
case ACT_MOUSE:

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@ -616,5 +616,17 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "bSteeringActuator", "float", "acceleration")) {
for (ob = main->object.first; ob; ob = ob->id.next) {
bActuator *act;
for (act = ob->actuators.first; act; act = act->next) {
if (act->type == ACT_STEERING) {
bSteeringActuator *sact = act->data;
sact->acceleration = 1000.f;
}
}
}
}
}
}

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@ -2105,12 +2105,15 @@ static void draw_actuator_steering(uiLayout *layout, PointerRNA *ptr)
}
row = uiLayoutRow(layout, false);
uiItemR(row, ptr, "self_terminated", 0, NULL, ICON_NONE);
col = uiLayoutColumn(row, false);
uiItemR(col, ptr, "self_terminated", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "mode")==ACT_STEERING_PATHFOLLOWING) {
uiItemR(row, ptr, "update_period", 0, NULL, ICON_NONE);
row = uiLayoutRow(layout, false);
col = uiLayoutColumn(row, false);
uiItemR(col, ptr, "update_period", 0, NULL, ICON_NONE);
}
row = uiLayoutRow(layout, false);
uiItemR(row, ptr, "lock_z_velocity", 1, NULL, ICON_NONE);
row = uiLayoutRow(layout, false);
uiItemR(row, ptr, "show_visualization", 0, NULL, ICON_NONE);
if (RNA_enum_get(ptr, "mode") != ACT_STEERING_PATHFOLLOWING) {
uiLayoutSetActive(row, false);

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@ -570,6 +570,7 @@ typedef struct bActuator {
#define ACT_STEERING_ENABLEVISUALIZATION 2
#define ACT_STEERING_AUTOMATICFACING 4
#define ACT_STEERING_NORMALUP 8
#define ACT_STEERING_LOCKZVEL 16
/* mouseactuator->type */
#define ACT_MOUSE_VISIBILITY 0

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@ -2056,6 +2056,11 @@ static void rna_def_steering_actuator(BlenderRNA *brna)
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_STEERING_NORMALUP);
RNA_def_property_ui_text(prop, "N", "Use normal of the navmesh to set \"UP\" vector");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop = RNA_def_property(srna, "lock_z_velocity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", ACT_STEERING_LOCKZVEL);
RNA_def_property_ui_text(prop, "Lock Z velocity", "Disable simulation of linear motion along Z axis");
RNA_def_property_update(prop, NC_LOGIC, NULL);
}
static void rna_def_mouse_actuator(BlenderRNA *brna)

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@ -1087,11 +1087,12 @@ void BL_ConvertActuators(const char* maggiename,
bool enableVisualization = (stAct->flag & ACT_STEERING_ENABLEVISUALIZATION) !=0;
short facingMode = (stAct->flag & ACT_STEERING_AUTOMATICFACING) ? stAct->facingaxis : 0;
bool normalup = (stAct->flag & ACT_STEERING_NORMALUP) !=0;
bool lockzvel = (stAct->flag & ACT_STEERING_LOCKZVEL) !=0;
KX_SteeringActuator *tmpstact
= new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist,
stAct->velocity, stAct->acceleration, stAct->turnspeed,
selfTerminated, stAct->updateTime,
scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization);
scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization, lockzvel);
baseact = tmpstact;
break;
}

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@ -41,7 +41,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
int mode,
KX_GameObject *target,
KX_GameObject *navmesh,
@ -54,7 +54,8 @@ KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
KX_ObstacleSimulation* simulation,
short facingmode,
bool normalup,
bool enableVisualization)
bool enableVisualization,
bool lockzvel)
: SCA_IActuator(gameobj, KX_ACT_STEERING),
m_target(target),
m_mode(mode),
@ -72,6 +73,7 @@ KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
m_normalUp(normalup),
m_pathLen(0),
m_pathUpdatePeriod(pathUpdatePeriod),
m_lockzvel(lockzvel),
m_wayPointIdx(-1),
m_steerVec(MT_Vector3(0, 0, 0))
{
@ -261,19 +263,19 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
if (apply_steerforce)
{
MT_Vector3 newvel;
bool isdyna = obj->IsDynamic();
if (isdyna)
m_steerVec.z() = 0;
if (!m_steerVec.fuzzyZero())
m_steerVec.normalize();
MT_Vector3 newvel = m_velocity*m_steerVec;
//adjust velocity to avoid obstacles
if (m_simulation && m_obstacle /*&& !newvel.fuzzyZero()*/)
{
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector3(1.0, 0.0, 0.0));
m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
newvel, m_acceleration*delta, m_turnspeed/180.0f*M_PI*delta);
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector3(0.0, 1.0, 0.0));
@ -282,10 +284,18 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
HandleActorFace(newvel);
if (isdyna)
{
//temporary solution: set 2D steering velocity directly to obj
//correct way is to apply physical force
//TODO: Take into account angular velocity on turns
MT_Vector3 curvel = obj->GetLinearVelocity();
newvel.z() = curvel.z();
newvel = (curvel.length() * m_steerVec) + (m_acceleration * delta) * m_steerVec;
if (newvel.length2() >= (m_velocity * m_velocity))
newvel = m_velocity * m_steerVec;
if (m_lockzvel)
newvel.z() = 0.0f;
else
newvel.z() = curvel.z();
obj->setLinearVelocity(newvel, false);
}
else
@ -554,6 +564,7 @@ PyAttributeDef KX_SteeringActuator::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("steeringVec", KX_SteeringActuator, pyattr_get_steeringVec),
KX_PYATTRIBUTE_SHORT_RW("facingMode", 0, 6, true, KX_SteeringActuator, m_facingMode),
KX_PYATTRIBUTE_INT_RW("pathUpdatePeriod", -1, 100000, true, KX_SteeringActuator, m_pathUpdatePeriod),
KX_PYATTRIBUTE_BOOL_RW("lockZVelocity", KX_SteeringActuator, m_lockzvel),
{ NULL } //Sentinel
};

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@ -62,6 +62,7 @@ class KX_SteeringActuator : public SCA_IActuator
int m_pathLen;
int m_pathUpdatePeriod;
double m_pathUpdateTime;
bool m_lockzvel;
int m_wayPointIdx;
MT_Matrix3x3 m_parentlocalmat;
MT_Vector3 m_steerVec;
@ -89,7 +90,8 @@ public:
KX_ObstacleSimulation* simulation,
short facingmode,
bool normalup,
bool enableVisualization);
bool enableVisualization,
bool lockzvel);
virtual ~KX_SteeringActuator();
virtual bool Update(double curtime, bool frame);