diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_MouseFocusSensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_MouseFocusSensor.cpp | 448 |
1 files changed, 448 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp new file mode 100644 index 00000000000..431efa07e0a --- /dev/null +++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp @@ -0,0 +1,448 @@ +/** + * $Id$ + * + * ***** 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 ***** + * KX_MouseFocusSensor determines mouse in/out/over events. + */ + +#ifdef WIN32 +// This warning tells us about truncation of __long__ stl-generated names. +// It can occasionally cause DevStudio to have internal compiler warnings. +#pragma warning( disable : 4786 ) +#endif + +#include "MT_Point3.h" +#include "RAS_FramingManager.h" +#include "RAS_ICanvas.h" +#include "RAS_IRasterizer.h" +#include "SCA_IScene.h" +#include "KX_Scene.h" +#include "KX_Camera.h" +#include "KX_MouseFocusSensor.h" + +#include "KX_RayCast.h" +#include "KX_IPhysicsController.h" +#include "PHY_IPhysicsController.h" +#include "PHY_IPhysicsEnvironment.h" + + +#include "KX_ClientObjectInfo.h" + +/* ------------------------------------------------------------------------- */ +/* Native functions */ +/* ------------------------------------------------------------------------- */ + +KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr, + int startx, + int starty, + short int mousemode, + int focusmode, + RAS_ICanvas* canvas, + KX_Scene* kxscene, + SCA_IObject* gameobj, + PyTypeObject* T) + : SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj, T), + m_focusmode(focusmode), + m_gp_canvas(canvas), + m_kxscene(kxscene) +{ + + m_mouse_over_in_previous_frame = false; + m_positive_event = false; + m_hitObject = 0; + +} + +bool KX_MouseFocusSensor::Evaluate(CValue* event) +{ + bool result = false; + bool obHasFocus = false; + +// cout << "evaluate focus mouse sensor "<<endl; + + if (m_focusmode) { + /* Focus behaviour required. Test mouse-on. The rest is + * equivalent to handling a key. */ + obHasFocus = ParentObjectHasFocus(); + + if (!obHasFocus) { + if (m_mouse_over_in_previous_frame) { + m_positive_event = false; + result = true; + } + } else { + if (!m_mouse_over_in_previous_frame) { + m_positive_event = true; + result = true; + } + } + } else { + /* No focus behaviour required: revert to the basic mode. This + * mode is never used, because the converter never makes this + * sensor for a mouse-key event. It is here for + * completeness. */ + result = SCA_MouseSensor::Evaluate(event); + m_positive_event = (m_val!=0); + } + + m_mouse_over_in_previous_frame = obHasFocus; + + return result; +} + +bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data) +{ + KX_GameObject* hitKXObj = client_info->m_gameobject; + + if (client_info->m_type > KX_ClientObjectInfo::ACTOR) + { + // false hit + return false; + } + + /* Is this me? In the ray test, there are a lot of extra checks + * for aliasing artefacts from self-hits. That doesn't happen + * here, so a simple test suffices. Or does the camera also get + * self-hits? (No, and the raysensor shouldn't do it either, since + * self-hits are excluded by setting the correct ignore-object.) + * Hitspots now become valid. */ + KX_GameObject* thisObj = (KX_GameObject*) GetParent(); + if ((m_focusmode == 2) || hitKXObj == thisObj) + { + m_hitObject = hitKXObj; + m_hitPosition = hit_point; + m_hitNormal = hit_normal; + return true; + } + + return true; // object must be visible to trigger + //return false; // occluded objects can trigger +} + + + +bool KX_MouseFocusSensor::ParentObjectHasFocus(void) +{ + m_hitObject = 0; + m_hitPosition = MT_Vector3(0,0,0); + m_hitNormal = MT_Vector3(1,0,0); + MT_Point3 resultpoint; + MT_Vector3 resultnormal; + + /* All screen handling in the gameengine is done by GL, + * specifically the model/view and projection parts. The viewport + * part is in the creator. + * + * The theory is this: + * WCS - world coordinates + * -> wcs_camcs_trafo -> + * camCS - camera coordinates + * -> camcs_clip_trafo -> + * clipCS - normalized device coordinates? + * -> normview_win_trafo + * winCS - window coordinates + * + * The first two transforms are respectively the model/view and + * the projection matrix. These are passed to the rasterizer, and + * we store them in the camera for easy access. + * + * For normalized device coords (xn = x/w, yn = y/w/zw) the + * windows coords become (lb = left bottom) + * + * xwin = [(xn + 1.0) * width]/2 + x_lb + * ywin = [(yn + 1.0) * height]/2 + y_lb + * + * Inverting (blender y is flipped!): + * + * xn = 2(xwin - x_lb)/width - 1.0 + * yn = 2(ywin - y_lb)/height - 1.0 + * = 2(height - y_blender - y_lb)/height - 1.0 + * = 1.0 - 2(y_blender - y_lb)/height + * + * */ + + /* Because we don't want to worry about resize events, camera + * changes and all that crap, we just determine this over and + * over. Stop whining. We have lots of other calculations to do + * here as well. These reads are not the main cost. If there is no + * canvas, the test is irrelevant. The 1.0 makes sure the + * calculations don't bomb. Maybe we should explicitly guard for + * division by 0.0...*/ + + /** + * Get the scenes current viewport. + */ + + const RAS_Rect & viewport = m_kxscene->GetSceneViewport(); + + float height = float(viewport.m_y2 - viewport.m_y1 + 1); + float width = float(viewport.m_x2 - viewport.m_x1 + 1); + + float x_lb = float(viewport.m_x1); + float y_lb = float(viewport.m_y1); + + KX_Camera* cam = m_kxscene->GetActiveCamera(); + /* There's some strangeness I don't fully get here... These values + * _should_ be wrong! */ + + /* old: */ + float nearclip = 0.0; + float farclip = 1.0; + + /* build the from and to point in normalized device coordinates + * Looks like normailized device coordinates are [-1,1] in x [-1,1] in y + * [0,-1] in z + * + * The actual z coordinates used don't have to be exact just infront and + * behind of the near and far clip planes. + */ + MT_Vector4 frompoint = MT_Vector4( + (2 * (m_x-x_lb) / width) - 1.0, + 1.0 - (2 * (m_y - y_lb) / height), + nearclip, + 1.0 + ); + MT_Vector4 topoint = MT_Vector4( + (2 * (m_x-x_lb) / width) - 1.0, + 1.0 - (2 * (m_y-y_lb) / height), + farclip, + 1.0 + ); + + /* camera to world */ + MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera(); + if (!cam->GetCameraData()->m_perspective) + wcs_camcs_tranform.getOrigin()[2] *= 100.0; + MT_Transform cams_wcs_transform; + cams_wcs_transform.invert(wcs_camcs_tranform); + + MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform); + + /* badly defined, the first time round.... I wonder why... I might + * want to guard against floating point errors here.*/ + MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix()); + clip_camcs_matrix.invert(); + + /* shoot-points: clip to cam to wcs . win to clip was already done.*/ + frompoint = clip_camcs_matrix * frompoint; + topoint = clip_camcs_matrix * topoint; + frompoint = camcs_wcs_matrix * frompoint; + topoint = camcs_wcs_matrix * topoint; + + /* from hom wcs to 3d wcs: */ + MT_Point3 frompoint3 = MT_Point3(frompoint[0]/frompoint[3], + frompoint[1]/frompoint[3], + frompoint[2]/frompoint[3]); + MT_Point3 topoint3 = MT_Point3(topoint[0]/topoint[3], + topoint[1]/topoint[3], + topoint[2]/topoint[3]); + m_prevTargetPoint = topoint3; + m_prevSourcePoint = frompoint3; + + /* 2. Get the object from PhysicsEnvironment */ + /* Shoot! Beware that the first argument here is an + * ignore-object. We don't ignore anything... */ + + KX_IPhysicsController* physics_controller = cam->GetPhysicsController(); + PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment(); + + bool result = false; + + result = KX_RayCast::RayTest(physics_controller, physics_environment, frompoint3, topoint3, resultpoint, resultnormal, KX_RayCast::Callback<KX_MouseFocusSensor>(this)); + + result = (m_hitObject!=0); + + return result; + +} + +/* ------------------------------------------------------------------------- */ +/* Python functions */ +/* ------------------------------------------------------------------------- */ + +/* Integration hooks ------------------------------------------------------- */ +PyTypeObject KX_MouseFocusSensor::Type = { + PyObject_HEAD_INIT(&PyType_Type) + 0, + "KX_MouseFocusSensor", + sizeof(KX_MouseFocusSensor), + 0, + PyDestructor, + 0, + __getattr, + __setattr, + 0, //&MyPyCompare, + __repr, + 0, //&cvalue_as_number, + 0, + 0, + 0, + 0 +}; + +PyParentObject KX_MouseFocusSensor::Parents[] = { + &KX_MouseFocusSensor::Type, + &SCA_MouseSensor::Type, + &SCA_ISensor::Type, + &SCA_ILogicBrick::Type, + &CValue::Type, + NULL +}; + +PyMethodDef KX_MouseFocusSensor::Methods[] = { + {"getRayTarget", (PyCFunction) KX_MouseFocusSensor::sPyGetRayTarget, + METH_VARARGS, GetRayTarget_doc}, + {"getRaySource", (PyCFunction) KX_MouseFocusSensor::sPyGetRaySource, + METH_VARARGS, GetRaySource_doc}, + {"getHitObject",(PyCFunction) KX_MouseFocusSensor::sPyGetHitObject,METH_VARARGS, GetHitObject_doc}, + {"getHitPosition",(PyCFunction) KX_MouseFocusSensor::sPyGetHitPosition,METH_VARARGS, GetHitPosition_doc}, + {"getHitNormal",(PyCFunction) KX_MouseFocusSensor::sPyGetHitNormal,METH_VARARGS, GetHitNormal_doc}, + {"getRayDirection",(PyCFunction) KX_MouseFocusSensor::sPyGetRayDirection,METH_VARARGS, GetRayDirection_doc}, + + + {NULL,NULL} //Sentinel +}; + +PyObject* KX_MouseFocusSensor::_getattr(const STR_String& attr) { + _getattr_up(SCA_MouseSensor); +} + + +char KX_MouseFocusSensor::GetHitObject_doc[] = +"getHitObject()\n" +"\tReturns the name of the object that was hit by this ray.\n"; +PyObject* KX_MouseFocusSensor::PyGetHitObject(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + if (m_hitObject) + { + return m_hitObject->AddRef(); + } + Py_Return; +} + + +char KX_MouseFocusSensor::GetHitPosition_doc[] = +"getHitPosition()\n" +"\tReturns the position (in worldcoordinates) where the object was hit by this ray.\n"; +PyObject* KX_MouseFocusSensor::PyGetHitPosition(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + + MT_Point3 pos = m_hitPosition; + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index])); + } + return resultlist; + +} + +char KX_MouseFocusSensor::GetRayDirection_doc[] = +"getRayDirection()\n" +"\tReturns the direction from the ray (in worldcoordinates) .\n"; +PyObject* KX_MouseFocusSensor::PyGetRayDirection(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + + MT_Vector3 dir = m_prevTargetPoint - m_prevSourcePoint; + dir.normalize(); + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(dir[index])); + } + return resultlist; + +} + +char KX_MouseFocusSensor::GetHitNormal_doc[] = +"getHitNormal()\n" +"\tReturns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.\n"; +PyObject* KX_MouseFocusSensor::PyGetHitNormal(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + MT_Vector3 pos = m_hitNormal; + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index])); + } + return resultlist; + +} + + +/* getRayTarget */ +char KX_MouseFocusSensor::GetRayTarget_doc[] = +"getRayTarget()\n" +"\tReturns the target of the ray that seeks the focus object,\n" +"\tin worldcoordinates."; +PyObject* KX_MouseFocusSensor::PyGetRayTarget(PyObject* self, + PyObject* args, + PyObject* kwds) { + PyObject *retVal = PyList_New(3); + + PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevTargetPoint[0])); + PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevTargetPoint[1])); + PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevTargetPoint[2])); + + return retVal; +} + +/* getRayTarget */ +char KX_MouseFocusSensor::GetRaySource_doc[] = +"getRaySource()\n" +"\tReturns the source of the ray that seeks the focus object,\n" +"\tin worldcoordinates."; +PyObject* KX_MouseFocusSensor::PyGetRaySource(PyObject* self, + PyObject* args, + PyObject* kwds) { + PyObject *retVal = PyList_New(3); + + PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevSourcePoint[0])); + PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevSourcePoint[1])); + PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevSourcePoint[2])); + + return retVal; +} + +/* eof */ + |