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Diffstat (limited to 'source/gameengine/Ketsji/KX_CameraActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp428
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 f71699da5d8..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 */