diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2018-04-16 15:07:42 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-04-17 18:51:28 +0300 |
commit | 159806140fd33e6ddab951c0f6f180cfbf927d38 (patch) | |
tree | da076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Ketsji/KX_CameraActuator.cpp | |
parent | 28b996a9d2090efdd74115a653629ef9d7d871f7 (diff) |
Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Ketsji/KX_CameraActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_CameraActuator.cpp | 428 |
1 files changed, 0 insertions, 428 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp deleted file mode 100644 index e488bf3c30a..00000000000 --- a/source/gameengine/Ketsji/KX_CameraActuator.cpp +++ /dev/null @@ -1,428 +0,0 @@ -/* - * KX_CameraActuator.cpp - * - * - * ***** 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 ***** - * - */ - -/** \file gameengine/Ketsji/KX_CameraActuator.cpp - * \ingroup ketsji - */ - -#include "BLI_math_vector.h" - -#include "KX_CameraActuator.h" -#include <math.h> -#include <float.h> -#include "KX_GameObject.h" - -#include "EXP_PyObjectPlus.h" - -/* ------------------------------------------------------------------------- */ -/* Native functions */ -/* ------------------------------------------------------------------------- */ - -KX_CameraActuator::KX_CameraActuator( - SCA_IObject* gameobj, - SCA_IObject *obj, - float hght, - float minhght, - float maxhght, - short axis, - float damping -): - SCA_IActuator(gameobj, KX_ACT_CAMERA), - m_ob (obj), - m_height (hght), - m_minHeight (minhght), - m_maxHeight (maxhght), - m_axis(axis), - m_damping (damping) -{ - if (m_ob) - m_ob->RegisterActuator(this); -} - -KX_CameraActuator::~KX_CameraActuator() -{ - if (m_ob) - m_ob->UnregisterActuator(this); -} - - CValue* -KX_CameraActuator:: -GetReplica( -) { - KX_CameraActuator* replica = new KX_CameraActuator(*this); - replica->ProcessReplica(); - return replica; -}; - -void KX_CameraActuator::ProcessReplica() -{ - if (m_ob) - m_ob->RegisterActuator(this); - SCA_IActuator::ProcessReplica(); -} - -bool KX_CameraActuator::UnlinkObject(SCA_IObject* clientobj) -{ - if (clientobj == m_ob) - { - // this object is being deleted, we cannot continue to track it. - m_ob = NULL; - return true; - } - return false; -} - - -void KX_CameraActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map) -{ - void **h_obj = (*obj_map)[m_ob]; - if (h_obj) { - if (m_ob) - m_ob->UnregisterActuator(this); - m_ob = (SCA_IObject*)(*h_obj); - m_ob->RegisterActuator(this); - } -} - -/* copied from blender BLI_math ... don't know if there's an equivalent */ - -static void Kx_VecUpMat3(float vec[3], float mat[3][3], short axis) -{ - - // Construct a camera matrix s.t. the specified axis - - // maps to the given vector (*vec). Also defines the rotation - - // about this axis by mapping one of the other axis to the y-axis. - - - float inp; - short cox = 0, coy = 0, coz = 0; - - /* up range has no meaning, is not really up! - * see: VecUpMat3old - */ - - if (axis==0) { - cox= 0; coy= 1; coz= 2; /* Y up Z tr */ - } - if (axis==1) { - cox= 1; coy= 2; coz= 0; /* Z up X tr */ - } - if (axis==2) { - cox= 2; coy= 0; coz= 1; /* X up Y tr */ - } - if (axis==3) { - cox= 0; coy= 1; coz= 2; /* Y op -Z tr */ - vec[0] = -vec[0]; - vec[1] = -vec[1]; - vec[2] = -vec[2]; - } - if (axis==4) { - cox= 1; coy= 0; coz= 2; /* */ - } - if (axis==5) { - cox= 2; coy= 1; coz= 0; /* Y up X tr */ - } - - mat[coz][0] = vec[0]; - mat[coz][1] = vec[1]; - mat[coz][2] = vec[2]; - if (normalize_v3((float *)mat[coz]) == 0.f) { - /* this is a very abnormal situation: the camera has reach the object center exactly - * We will choose a completely arbitrary direction */ - mat[coz][0] = 1.0f; - mat[coz][1] = 0.0f; - mat[coz][2] = 0.0f; - } - - inp = mat[coz][2]; - mat[coy][0] = - inp * mat[coz][0]; - mat[coy][1] = - inp * mat[coz][1]; - mat[coy][2] = 1.0f - inp * mat[coz][2]; - - if (normalize_v3((float *)mat[coy]) == 0.f) { - /* the camera is vertical, chose the y axis arbitrary */ - mat[coy][0] = 0.f; - mat[coy][1] = 1.f; - mat[coy][2] = 0.f; - } - - cross_v3_v3v3(mat[cox], mat[coy], mat[coz]); -} - -bool KX_CameraActuator::Update(double curtime, bool frame) -{ - /* wondering... is it really necessary/desirable to suppress negative */ - /* events here? */ - bool bNegativeEvent = IsNegativeEvent(); - RemoveAllEvents(); - - if (bNegativeEvent || !m_ob) - return false; - - KX_GameObject *obj = (KX_GameObject*) GetParent(); - MT_Point3 from = obj->NodeGetWorldPosition(); - MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation(); - /* These casts are _very_ dangerous!!! */ - MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition(); - MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation(); - - float fp1[3]={0}, fp2[3]={0}, rc[3]; - float inp, fac; //, factor = 0.0; /* some factor... */ - float mindistsq, maxdistsq, distsq; - float mat[3][3]; - - /* The rules: */ - /* CONSTRAINT 1: not implemented */ - /* CONSTRAINT 2: can camera see actor? */ - /* CONSTRAINT 3: fixed height relative to floor below actor. */ - /* CONSTRAINT 4: camera rotates behind actor */ - /* CONSTRAINT 5: minimum / maximum distance */ - /* CONSTRAINT 6: again: fixed height relative to floor below actor */ - /* CONSTRAINT 7: track to floor below actor */ - /* CONSTRAINT 8: look a little bit left or right, depending on how the - * - * character is looking (horizontal x) - */ - - /* ...and then set the camera position. Since we assume the parent of */ - /* this actuator is always a camera, just set the parent position and */ - /* rotation. We do not check whether we really have a camera as parent. */ - /* It may be better to turn this into a general tracking actuator later */ - /* on, since lots of plausible relations can be filled in here. */ - - /* ... set up some parameters ... */ - /* missing here: the 'floorloc' of the actor's shadow */ - - mindistsq= m_minHeight*m_minHeight; - maxdistsq= m_maxHeight*m_maxHeight; - - /* C1: not checked... is a future option */ - - /* C2: blender test_visibility function. Can this be a ray-test? */ - - /* C3: fixed height */ - from[2] = (15.0f * from[2] + lookat[2] + m_height) / 16.0f; - - - /* C4: camera behind actor */ - 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]; - fac = (-1.0f + inp) * m_damping; - - from[0] += fac * fp1[0]; - from[1] += fac * fp1[1]; - from[2] += fac * fp1[2]; - - /* only for it lies: cross test and perpendicular bites up */ - if (inp < 0.0f) { - /* Don't do anything if the cross product is too small. - * The camera up-axis becomes unstable and starts to oscillate. - * The 0.01f threshold is arbitrary but seems to work well in practice. */ - float cross = fp1[0] * fp2[1] - fp1[1] * fp2[0]; - if (cross > 0.01f) { - from[0] -= fac * fp1[1]; - from[1] += fac * fp1[0]; - } - else if (cross < -0.01f) { - from[0] += fac * fp1[1]; - from[1] -= fac * fp1[0]; - } - } - - /* CONSTRAINT 5: minimum / maximum distance */ - - rc[0] = (lookat[0]-from[0]); - rc[1] = (lookat[1]-from[1]); - rc[2] = (lookat[2]-from[2]); - distsq = rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2]; - - if (distsq > maxdistsq) { - distsq = 0.15f * (distsq - maxdistsq) / distsq; - - from[0] += distsq*rc[0]; - from[1] += distsq*rc[1]; - from[2] += distsq*rc[2]; - } - else if (distsq < mindistsq) { - distsq = 0.15f * (mindistsq - distsq) / mindistsq; - - from[0] -= distsq*rc[0]; - from[1] -= distsq*rc[1]; - from[2] -= distsq*rc[2]; - } - - - /* CONSTRAINT 7: track to floor below actor */ - rc[0] = (lookat[0]-from[0]); - rc[1] = (lookat[1]-from[1]); - rc[2] = (lookat[2]-from[2]); - Kx_VecUpMat3(rc, mat, 3); /* y up Track -z */ - - - - - /* now set the camera position and rotation */ - - obj->NodeSetLocalPosition(from); - - actormat[0][0] = mat[0][0]; actormat[0][1] = mat[1][0]; actormat[0][2] = mat[2][0]; - actormat[1][0] = mat[0][1]; actormat[1][1] = mat[1][1]; actormat[1][2] = mat[2][1]; - actormat[2][0] = mat[0][2]; actormat[2][1] = mat[1][2]; actormat[2][2] = mat[2][2]; - obj->NodeSetLocalOrientation(actormat); - - return true; -} - -CValue *KX_CameraActuator::findObject(const char *obName) -{ - /* hook to object system */ - return NULL; -} - -#ifdef WITH_PYTHON - -/* ------------------------------------------------------------------------- */ -/* Python functions */ -/* ------------------------------------------------------------------------- */ - -/* Integration hooks ------------------------------------------------------- */ -PyTypeObject KX_CameraActuator::Type = { - PyVarObject_HEAD_INIT(NULL, 0) - "KX_CameraActuator", - 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_CameraActuator::Methods[] = { - {NULL, NULL} //Sentinel -}; - -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_SHORT_RW("axis", 0, 5, 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} -}; - -PyObject *KX_CameraActuator::pyattr_get_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_CameraActuator* self = static_cast<KX_CameraActuator*>(self_v); - if (self->m_ob==NULL) - Py_RETURN_NONE; - else - return self->m_ob->GetProxy(); -} - -int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_CameraActuator* self = static_cast<KX_CameraActuator*>(self_v); - KX_GameObject *gameobj; - - if (!ConvertPythonToGameObject(self->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_CameraActuator")) - return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error - - if (self->m_ob) - self->m_ob->UnregisterActuator(self); - - if ((self->m_ob = (SCA_IObject*)gameobj)) - self->m_ob->RegisterActuator(self); - - return PY_SET_ATTR_SUCCESS; -} - -#endif // WITH_PYTHON - -/* eof */ |