Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji/KX_CameraActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp368
1 files changed, 368 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
new file mode 100644
index 00000000000..8a6ed0106f5
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -0,0 +1,368 @@
+/**
+ * KX_CameraActuator.cpp
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ *
+ */
+
+#include "KX_CameraActuator.h"
+#include <iostream>
+#include <math.h>
+#include "KX_GameObject.h"
+
+STR_String KX_CameraActuator::X_AXIS_STRING = "x";
+STR_String KX_CameraActuator::Y_AXIS_STRING = "y";
+
+
+/* ------------------------------------------------------------------------- */
+/* Native functions */
+/* ------------------------------------------------------------------------- */
+
+KX_CameraActuator::KX_CameraActuator(
+ SCA_IObject* gameobj,
+ const CValue *obj,
+ MT_Scalar hght,
+ MT_Scalar minhght,
+ MT_Scalar maxhght,
+ bool xytog,
+ PyTypeObject* T
+):
+ SCA_IActuator(gameobj, T),
+ m_ob (obj),
+ m_height (hght),
+ m_minHeight (minhght),
+ m_maxHeight (maxhght),
+ m_x (xytog)
+{
+ // nothing to do
+}
+
+KX_CameraActuator::~KX_CameraActuator()
+{
+ //nothing to do
+}
+
+ CValue*
+KX_CameraActuator::
+GetReplica(
+) {
+ KX_CameraActuator* replica = new KX_CameraActuator(*this);
+ replica->ProcessReplica();
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+ return replica;
+};
+
+
+
+
+/* three functions copied from blender arith... don't know if there's an equivalent */
+
+float Normalise(float *n)
+{
+ float d;
+
+ d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
+ /* FLT_EPSILON is too large! A larger value causes normalise errors in a scaled down utah teapot */
+ if(d>0.0000000000001) {
+ d= sqrt(d);
+
+ n[0]/=d;
+ n[1]/=d;
+ n[2]/=d;
+ } else {
+ n[0]=n[1]=n[2]= 0.0;
+ d= 0.0;
+ }
+ return d;
+}
+
+void Crossf(float *c, float *a, float *b)
+{
+ c[0] = a[1] * b[2] - a[2] * b[1];
+ c[1] = a[2] * b[0] - a[0] * b[2];
+ c[2] = a[0] * b[1] - a[1] * b[0];
+}
+
+
+void VecUpMat3(float *vec, float mat[][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 varieeren heeft geen zin, is eigenlijk helemaal geen up!
+ * zie 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];
+ Normalise((float *)mat[coz]);
+
+ inp= mat[coz][2];
+ mat[coy][0]= - inp*mat[coz][0];
+ mat[coy][1]= - inp*mat[coz][1];
+ mat[coy][2]= 1.0 - inp*mat[coz][2];
+
+ Normalise((float *)mat[coy]);
+
+ Crossf(mat[cox], mat[coy], mat[coz]);
+
+}
+
+bool KX_CameraActuator::Update(double curtime,double deltatime)
+{
+ bool result = true;
+
+ 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], fp2[3], rc[3];
+ float inp, fac; //, factor = 0.0; /* some factor... */
+ float mindistsq, maxdistsq, distsq;
+ float mat[3][3];
+
+ /* wondering... is it really neccesary/desirable to suppress negative */
+ /* events here? */
+ bool bNegativeEvent = IsNegativeEvent();
+ RemoveAllEvents();
+
+ if (bNegativeEvent) return false;
+
+ /* 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] = (15.0*from[2] + lookat[2] + m_height)/16.0;
+
+
+ /* 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];
+ }
+
+ inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
+ fac= (-1.0 + inp)/32.0;
+
+ from[0]+= fac*fp1[0];
+ from[1]+= fac*fp1[1];
+ from[2]+= fac*fp1[2];
+
+ /* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
+ if(inp<0.0) {
+ if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
+ from[0]-= fac*fp1[1];
+ from[1]+= fac*fp1[0];
+ }
+ else {
+ from[0]+= fac*fp1[1];
+ from[1]-= fac*fp1[0];
+ }
+ }
+
+ /* CONSTRAINT 5: minimum / maximum afstand */
+
+ 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 = 0.15*(distsq-maxdistsq)/distsq;
+
+ from[0] += distsq*rc[0];
+ from[1] += distsq*rc[1];
+ from[2] += distsq*rc[2];
+ }
+ else if(distsq < mindistsq) {
+ distsq = 0.15*(mindistsq-distsq)/mindistsq;
+
+ from[0] -= distsq*rc[0];
+ from[1] -= distsq*rc[1];
+ from[2] -= distsq*rc[2];
+ }
+
+
+ /* CONSTRAINT 7: track to schaduw */
+ rc[0]= (lookat[0]-from[0]);
+ rc[1]= (lookat[1]-from[1]);
+ rc[2]= (lookat[2]-from[2]);
+ 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 result;
+}
+
+CValue *KX_CameraActuator::findObject(char *obName)
+{
+ /* hook to object system */
+ return NULL;
+}
+
+bool KX_CameraActuator::string2axischoice(const char *axisString)
+{
+ bool res = true;
+
+ res = !(axisString == Y_AXIS_STRING);
+
+ return res;
+}
+
+/* ------------------------------------------------------------------------- */
+/* Python functions */
+/* ------------------------------------------------------------------------- */
+
+/* Integration hooks ------------------------------------------------------- */
+PyTypeObject KX_CameraActuator::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "KX_CameraActuator",
+ sizeof(KX_CameraActuator),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0, //&MyPyCompare,
+ __repr,
+ 0, //&cvalue_as_number,
+ 0,
+ 0,
+ 0,
+ 0
+};
+
+PyParentObject KX_CameraActuator::Parents[] = {
+ &KX_CameraActuator::Type,
+ &SCA_IActuator::Type,
+ &SCA_ILogicBrick::Type,
+ &CValue::Type,
+ NULL
+};
+
+PyMethodDef KX_CameraActuator::Methods[] = {
+ {NULL,NULL,NULL,NULL} //Sentinel
+};
+
+PyObject* KX_CameraActuator::_getattr(char* attr) {
+ _getattr_up(SCA_IActuator);
+}
+
+
+/* eof */