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authorDalai Felinto <dfelinto@gmail.com>2012-01-11 11:27:39 +0400
committerDalai Felinto <dfelinto@gmail.com>2012-01-11 11:27:39 +0400
commit782f0b63829a2c257a6e2942c49882f7fe04c33c (patch)
treeb7d421c7d4560167b8f71b4fb2d2fd2ad2d59daf /source/gameengine/Ketsji/KX_CameraActuator.cpp
parent0effb45d58b75d96f8bc1be74affc43e99fe2a92 (diff)
bge camera actuator: -X and -Y axis
The camera actuator only allows to look the object from its front face. Given that Blender takes -Y as the default forward orientation, the current functionality doesn't let a camera to track an actor from behind. This patch allows for -X and -Y axis tracking. This way a camera over the shoulders of a character is possible (without resorting to rotate the mesh/armature original orientation. - patch reviewed by Campbell Barton, thanks
Diffstat (limited to 'source/gameengine/Ketsji/KX_CameraActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp67
1 files changed, 47 insertions, 20 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index d4aae68dafb..cd0aff0a87b 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -53,7 +53,7 @@ KX_CameraActuator::KX_CameraActuator(
float hght,
float minhght,
float maxhght,
- bool xytog,
+ short axis,
float damping
):
SCA_IActuator(gameobj, KX_ACT_CAMERA),
@@ -61,7 +61,7 @@ KX_CameraActuator::KX_CameraActuator(
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
- m_x (xytog),
+ m_axis(axis),
m_damping (damping)
{
if (m_ob)
@@ -264,23 +264,50 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
/* C4: camera behind actor */
- if (m_x) {
- fp1[0] = actormat[0][0];
- fp1[1] = actormat[1][0];
- fp1[2] = actormat[2][0];
-
- fp2[0] = frommat[0][0];
- fp2[1] = frommat[1][0];
- fp2[2] = frommat[2][0];
- }
- else {
- fp1[0] = actormat[0][1];
- fp1[1] = actormat[1][1];
- fp1[2] = actormat[2][1];
-
- fp2[0] = frommat[0][1];
- fp2[1] = frommat[1][1];
- fp2[2] = frommat[2][1];
+ switch (m_axis) {
+ case OB_POSX:
+ /* X */
+ fp1[0] = actormat[0][0];
+ fp1[1] = actormat[1][0];
+ fp1[2] = actormat[2][0];
+
+ fp2[0] = frommat[0][0];
+ fp2[1] = frommat[1][0];
+ fp2[2] = frommat[2][0];
+ break;
+ case OB_POSY:
+ /* Y */
+ fp1[0] = actormat[0][1];
+ fp1[1] = actormat[1][1];
+ fp1[2] = actormat[2][1];
+
+ fp2[0] = frommat[0][1];
+ fp2[1] = frommat[1][1];
+ fp2[2] = frommat[2][1];
+ break;
+ case OB_NEGX:
+ /* -X */
+ fp1[0] = -actormat[0][0];
+ fp1[1] = -actormat[1][0];
+ fp1[2] = -actormat[2][0];
+
+ fp2[0] = frommat[0][0];
+ fp2[1] = frommat[1][0];
+ fp2[2] = frommat[2][0];
+ break;
+ case OB_NEGY:
+ /* -Y */
+ fp1[0] = -actormat[0][1];
+ fp1[1] = -actormat[1][1];
+ fp1[2] = -actormat[2][1];
+
+ fp2[0] = frommat[0][1];
+ fp2[1] = frommat[1][1];
+ fp2[2] = frommat[2][1];
+ break;
+ default:
+ assert(0);
+ break;
}
inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
@@ -389,7 +416,7 @@ PyAttributeDef KX_CameraActuator::Attributes[] = {
KX_PYATTRIBUTE_FLOAT_RW("min",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_minHeight),
KX_PYATTRIBUTE_FLOAT_RW("max",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_maxHeight),
KX_PYATTRIBUTE_FLOAT_RW("height",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_height),
- KX_PYATTRIBUTE_BOOL_RW("useXY",KX_CameraActuator,m_x),
+ KX_PYATTRIBUTE_SHORT_RW("axis", 0, 3, true, KX_CameraActuator,m_axis),
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_FLOAT_RW("damping",0.f,10.f,KX_CameraActuator,m_damping),
{NULL}