| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | /**
 | 
					
						
							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2008-04-16 22:40:48 +00:00
										 |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  * 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 | 
					
						
							| 
									
										
										
										
											2008-04-16 22:40:48 +00:00
										 |  |  |  * of the License, or (at your option) any later version. | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  * 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. | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2008-04-16 22:40:48 +00:00
										 |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  |  * Interface Class for all logic Sensors. Implements | 
					
						
							|  |  |  |  * pulsemode and pulsefrequency, and event suppression. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifndef __SCA_ISENSOR
 | 
					
						
							|  |  |  | #define __SCA_ISENSOR
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "SCA_ILogicBrick.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2008-08-23 11:54:27 +00:00
										 |  |  | #include <vector>
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | /**
 | 
					
						
							|  |  |  |  * Interface Class for all logic Sensors. Implements | 
					
						
							|  |  |  |  * pulsemode,pulsefrequency */ | 
					
						
							|  |  |  | class SCA_ISensor : public SCA_ILogicBrick | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	Py_Header; | 
					
						
							|  |  |  | 	class SCA_EventManager* m_eventmgr; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2004-05-16 13:05:15 +00:00
										 |  |  | 	/** Pulse positive  pulses? */ | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	bool m_pos_pulsemode; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Pulse negative pulses? */ | 
					
						
							|  |  |  | 	bool m_neg_pulsemode; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Repeat frequency in pulse mode. */ | 
					
						
							|  |  |  | 	int m_pulse_frequency; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Number of ticks since the last positive pulse. */ | 
					
						
							|  |  |  | 	int m_pos_ticks; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Number of ticks since the last negative pulse. */ | 
					
						
							|  |  |  | 	int m_neg_ticks; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2004-05-16 13:05:15 +00:00
										 |  |  | 	/** invert the output signal*/ | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	bool m_invert; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2008-06-23 20:26:48 +00:00
										 |  |  | 	/** detect level instead of edge*/ | 
					
						
							|  |  |  | 	bool m_level; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
											
										 
											2009-05-04 22:21:02 +00:00
										 |  |  | 	/** tap mode */ | 
					
						
							|  |  |  | 	bool m_tap; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 
Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.
Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.
Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
											
										 
											2008-07-04 08:14:50 +00:00
										 |  |  | 	/** sensor has been reset */ | 
					
						
							|  |  |  | 	bool m_reset; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	/** Sensor must ignore updates? */ | 
					
						
							|  |  |  | 	bool m_suspended; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											
										 
											2008-06-22 14:23:57 +00:00
										 |  |  | 	/** number of connections to controller */ | 
					
						
							|  |  |  | 	int m_links; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
											
										 
											2009-05-04 22:21:02 +00:00
										 |  |  | 	/** current sensor state */ | 
					
						
							|  |  |  | 	bool m_state; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** previous state (for tap option) */ | 
					
						
							|  |  |  | 	bool m_prev_state; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2008-08-23 11:54:27 +00:00
										 |  |  | 	/** list of controllers that have just activated this sensor because of a state change */ | 
					
						
							|  |  |  | 	std::vector<class SCA_IController*> m_newControllers; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | public: | 
					
						
							|  |  |  | 	SCA_ISensor(SCA_IObject* gameobj, | 
					
						
							|  |  |  | 				class SCA_EventManager* eventmgr, | 
					
						
							|  |  |  | 				PyTypeObject* T );; | 
					
						
							|  |  |  | 	~SCA_ISensor(); | 
					
						
							|  |  |  | 	virtual void	ReParent(SCA_IObject* parent); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2004-05-16 13:05:15 +00:00
										 |  |  | 	/** Because we want sensors to share some behaviour, the Activate has     */ | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	/* an implementation on this level. It requires an evaluate on the lower */ | 
					
						
							|  |  |  | 	/* level of individual sensors. Mapping the old activate()s is easy.     */ | 
					
						
							|  |  |  | 	/* The IsPosTrig() also has to change, to keep things consistent.        */ | 
					
						
							|  |  |  | 	void Activate(class SCA_LogicManager* logicmgr,CValue* event); | 
					
						
							|  |  |  | 	virtual bool Evaluate(CValue* event) = 0; | 
					
						
							|  |  |  | 	virtual bool IsPositiveTrigger(); | 
					
						
							| 
									
										
											  
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											
										 
											2008-06-22 14:23:57 +00:00
										 |  |  | 	virtual void Init(); | 
					
						
							| 
									
										
										
										
											2008-12-29 16:36:58 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	virtual CValue* GetReplica()=0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Set parameters for the pulsing behaviour.
 | 
					
						
							|  |  |  | 	 * @param posmode Trigger positive pulses? | 
					
						
							|  |  |  | 	 * @param negmode Trigger negative pulses? | 
					
						
							|  |  |  | 	 * @param freq    Frequency to use when doing pulsing. | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	void SetPulseMode(bool posmode, | 
					
						
							|  |  |  | 					  bool negmode, | 
					
						
							|  |  |  | 					  int freq); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	/** Set inversion of pulses on or off. */ | 
					
						
							|  |  |  | 	void SetInvert(bool inv); | 
					
						
							| 
									
										
										
										
											2008-06-23 20:26:48 +00:00
										 |  |  | 	/** set the level detection on or off */ | 
					
						
							|  |  |  | 	void SetLevel(bool lvl); | 
					
						
							| 
									
										
											  
											
												BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
											
										 
											2009-05-04 22:21:02 +00:00
										 |  |  | 	void SetTap(bool tap); | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2008-10-17 09:24:35 +00:00
										 |  |  | 	virtual void RegisterToManager(); | 
					
						
							|  |  |  | 	virtual void UnregisterToManager(); | 
					
						
							| 
									
										
										
										
											2008-07-30 17:41:47 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-04-12 06:41:01 +00:00
										 |  |  | 	virtual double GetNumber(); | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	/** Stop sensing for a while. */ | 
					
						
							|  |  |  | 	void Suspend(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/** Is this sensor switched off? */ | 
					
						
							|  |  |  | 	bool IsSuspended(); | 
					
						
							|  |  |  | 	 | 
					
						
							| 
									
										
											  
											
												BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
											
										 
											2009-05-04 22:21:02 +00:00
										 |  |  | 	/** get the state of the sensor: positive or negative */ | 
					
						
							|  |  |  | 	bool GetState() | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		return m_state; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	/** Resume sensing. */ | 
					
						
							|  |  |  | 	void Resume(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2008-08-23 11:54:27 +00:00
										 |  |  | 	void AddNewController(class SCA_IController* controller) | 
					
						
							|  |  |  | 		{ m_newControllers.push_back(controller); } | 
					
						
							| 
									
										
											  
											
												BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.
The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
											
										 
											2008-07-08 12:18:43 +00:00
										 |  |  | 	void ClrLink() | 
					
						
							|  |  |  | 		{ m_links = 0; } | 
					
						
							| 
									
										
											  
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											
										 
											2008-06-22 14:23:57 +00:00
										 |  |  | 	void IncLink() | 
					
						
							| 
									
										
										
										
											2008-07-30 17:41:47 +00:00
										 |  |  | 		{ if (!m_links++) RegisterToManager(); } | 
					
						
							| 
									
										
											  
											
												BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of 
sensor and actuators, full GUI support and selective display of sensors and actuators. 
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value; 
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers 
that belong to active states. Sensors and actuators don't have a state mask but are effectively 
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors 
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, 
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, 
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more 
controllers of a single state) will generate a pulse each time the state becomes active. This feature is 
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. 
The Ini button sets the state mask back to the object default state. You can change the default state 
of object by first selecting the desired state mask and storing using the menu under the State button. 
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender, 
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state 
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility. 
The new Sta button in the sensor and actuator column header allows you to display only the sensors and 
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and 
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller 
  of the state as the state name. The GUI will support that convention by displaying as a hint the name
  of the first controller of the state when you move the mouse over a state bit of the object state mask
  or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are 
  part of a logical group, it is recommended to put the state engine only in the main object and to
  link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1 
  so that all the controllers belong to this single state. This ensures backward compatibility with 
  existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are 
  guaranteed to execute before being eventually disabled due to the state change. This is useful for
  example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
  are acticated again, they will behave as follow:
  * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive 
    to new key press.
  * collision sensor: objects already colliding won't be detected. Only new collisions are 
    detected.
  * near and radar sensor: same as collision sensor.
											
										 
											2008-06-22 14:23:57 +00:00
										 |  |  | 	void DecLink(); | 
					
						
							|  |  |  | 	bool IsNoLink() const  | 
					
						
							|  |  |  | 		{ return !m_links; } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | 	/* Python functions: */ | 
					
						
							| 
									
										
										
										
											2008-12-29 16:36:58 +00:00
										 |  |  | 	 | 
					
						
							| 
									
										
										
										
											2009-04-03 14:51:06 +00:00
										 |  |  | 	virtual PyObject* py_getattro(PyObject *attr); | 
					
						
							| 
									
										
										
										
											2009-04-20 23:17:52 +00:00
										 |  |  | 	virtual PyObject* py_getattro_dict(); | 
					
						
							| 
									
										
										
										
											2009-04-03 14:51:06 +00:00
										 |  |  | 	virtual int py_setattro(PyObject *attr, PyObject *value); | 
					
						
							| 
									
										
										
										
											2008-12-29 16:36:58 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	//Deprecated functions ----->
 | 
					
						
							| 
									
										
										
										
											2008-08-23 11:54:27 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsPositive); | 
					
						
							|  |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsTriggered); | 
					
						
							| 
									
										
										
										
											2008-07-23 21:37:37 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUsePosPulseMode); | 
					
						
							| 
									
										
										
										
											2009-04-19 17:29:07 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetUsePosPulseMode); | 
					
						
							| 
									
										
										
										
											2008-07-23 21:37:37 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetFrequency); | 
					
						
							| 
									
										
										
										
											2009-04-19 17:29:07 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetFrequency); | 
					
						
							| 
									
										
										
										
											2008-07-23 21:37:37 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUseNegPulseMode); | 
					
						
							| 
									
										
										
										
											2009-04-19 17:29:07 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetUseNegPulseMode); | 
					
						
							| 
									
										
										
										
											2008-07-23 21:37:37 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetInvert); | 
					
						
							| 
									
										
										
										
											2009-04-19 17:29:07 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetInvert); | 
					
						
							| 
									
										
										
										
											2008-07-23 21:37:37 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetLevel); | 
					
						
							| 
									
										
										
										
											2009-04-19 17:29:07 +00:00
										 |  |  | 	KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetLevel); | 
					
						
							| 
									
										
										
										
											2008-12-29 16:36:58 +00:00
										 |  |  | 	//<------
 | 
					
						
							|  |  |  | 	KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,reset); | 
					
						
							| 
									
										
										
										
											2009-04-04 02:57:35 +00:00
										 |  |  | 	 | 
					
						
							|  |  |  | 	static PyObject*	pyattr_get_triggered(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); | 
					
						
							|  |  |  | 	static PyObject*	pyattr_get_positive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); | 
					
						
							| 
									
										
											  
											
												BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.
The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.
Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
											
										 
											2009-05-04 22:21:02 +00:00
										 |  |  | 	static int          pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); | 
					
						
							|  |  |  | 	static int          pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); | 
					
						
							| 
									
										
										
										
											2002-10-12 11:37:38 +00:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif //__SCA_ISENSOR
 | 
					
						
							| 
									
										
										
										
											2002-10-30 02:07:20 +00:00
										 |  |  | 
 |