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Diffstat (limited to 'source/gameengine/Ketsji/KX_CameraActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index e488bf3c30a..f71699da5d8 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -40,21 +40,21 @@
#include <float.h>
#include "KX_GameObject.h"
-#include "EXP_PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_CameraActuator::KX_CameraActuator(
- SCA_IObject* gameobj,
+ 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),
@@ -73,7 +73,7 @@ KX_CameraActuator::~KX_CameraActuator()
m_ob->UnregisterActuator(this);
}
- CValue*
+ CValue*
KX_CameraActuator::
GetReplica(
) {
@@ -126,7 +126,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[3][3], short axis)
float inp;
short cox = 0, coy = 0, coz = 0;
-
+
/* up range has no meaning, is not really up!
* see: VecUpMat3old
*/
@@ -163,7 +163,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[3][3], short axis)
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];
@@ -175,7 +175,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[3][3], short axis)
mat[coy][1] = 1.f;
mat[coy][2] = 0.f;
}
-
+
cross_v3_v3v3(mat[cox], mat[coy], mat[coz]);
}
@@ -186,9 +186,9 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
- if (bNegativeEvent || !m_ob)
+ if (bNegativeEvent || !m_ob)
return false;
-
+
KX_GameObject *obj = (KX_GameObject*) GetParent();
MT_Point3 from = obj->NodeGetWorldPosition();
MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
@@ -200,7 +200,7 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
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? */
@@ -287,7 +287,7 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
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.
@@ -313,14 +313,14 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
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];
@@ -332,14 +332,14 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
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];
@@ -410,16 +410,16 @@ int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF
{
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;
}