diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_MouseFocusSensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_MouseFocusSensor.cpp | 520 |
1 files changed, 0 insertions, 520 deletions
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp deleted file mode 100644 index ff7ed3bd647..00000000000 --- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp +++ /dev/null @@ -1,520 +0,0 @@ -/* - * ***** 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 ***** - * KX_MouseFocusSensor determines mouse in/out/over events. - */ - -/** \file gameengine/Ketsji/KX_MouseFocusSensor.cpp - * \ingroup ketsji - */ - -#ifdef _MSC_VER - /* 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 <stdio.h> - -#include "MT_Point3.h" -#include "RAS_FramingManager.h" -#include "RAS_ICanvas.h" -#include "RAS_IRasterizer.h" -#include "RAS_MeshObject.h" -#include "SCA_IScene.h" -#include "KX_Scene.h" -#include "KX_Camera.h" -#include "KX_MouseFocusSensor.h" -#include "KX_PyMath.h" - -#include "KX_RayCast.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, - bool bTouchPulse, - const STR_String& propname, - bool bFindMaterial, - bool bXRay, - KX_Scene* kxscene, - KX_KetsjiEngine *kxengine, - SCA_IObject* gameobj) - : SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj), - m_focusmode(focusmode), - m_bTouchPulse(bTouchPulse), - m_bXRay(bXRay), - m_bFindMaterial(bFindMaterial), - m_propertyname(propname), - m_kxscene(kxscene), - m_kxengine(kxengine) -{ - Init(); -} - -void KX_MouseFocusSensor::Init() -{ - m_mouse_over_in_previous_frame = (m_invert)?true:false; - m_positive_event = false; - m_hitObject = 0; - m_hitObject_Last = NULL; - m_reset = true; - - m_hitPosition.setValue(0,0,0); - m_prevTargetPoint.setValue(0,0,0); - m_prevSourcePoint.setValue(0,0,0); - m_hitNormal.setValue(0,0,1); -} - -bool KX_MouseFocusSensor::Evaluate() -{ - bool result = false; - bool obHasFocus = false; - bool reset = m_reset && m_level; - -// cout << "evaluate focus mouse sensor "<<endl; - m_reset = false; - if (m_focusmode) { - /* Focus behavior required. Test mouse-on. The rest is - * equivalent to handling a key. */ - obHasFocus = ParentObjectHasFocus(); - - if (!obHasFocus) { - m_positive_event = false; - if (m_mouse_over_in_previous_frame) { - result = true; - } - } else { - m_positive_event = true; - if (!m_mouse_over_in_previous_frame) { - result = true; - } - else if (m_bTouchPulse && (m_hitObject != m_hitObject_Last)) { - result = true; - } - } - if (reset) { - // force an event - result = true; - } - } else { - /* No focus behavior 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(); - m_positive_event = (m_val!=0); - } - - m_mouse_over_in_previous_frame = obHasFocus; - m_hitObject_Last = (void *)m_hitObject; - - return result; -} - -bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void *UNUSED(data)) -{ - KX_GameObject* hitKXObj = client_info->m_gameobject; - - /* Is this me? In the ray test, there are a lot of extra checks - * for aliasing artifacts 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(); - - bool bFound = false; - - if ((m_focusmode == 2) || hitKXObj == thisObj) - { - if (m_propertyname.Length() == 0) - { - bFound = true; - } - else - { - if (m_bFindMaterial) { - for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) { - RAS_MeshObject *meshObj = hitKXObj->GetMesh(i); - for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) { - bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0; - if (bFound) - break; - } - } - } - else { - bFound = hitKXObj->GetProperty(m_propertyname) != NULL; - } - } - - if (bFound) - { - m_hitObject = hitKXObj; - m_hitPosition = result->m_hitPoint; - m_hitNormal = result->m_hitNormal; - m_hitUV = result->m_hitUV; - return true; - } - } - - return true; // object must be visible to trigger - //return false; // occluded objects can trigger -} - -/* this function is used to pre-filter the object before casting the ray on them. - * This is useful for "X-Ray" option when we want to see "through" unwanted object. - */ -bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data)) -{ - KX_GameObject *hitKXObj = client->m_gameobject; - - if (client->m_type > KX_ClientObjectInfo::ACTOR) - { - // Unknown type of object, skip it. - // Should not occur as the sensor objects are filtered in RayTest() - printf("Invalid client type %d found ray casting\n", client->m_type); - return false; - } - if (m_bXRay && m_propertyname.Length() != 0) - { - if (m_bFindMaterial) - { - bool found = false; - for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) { - RAS_MeshObject *meshObj = hitKXObj->GetMesh(i); - for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) { - found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0; - if (found) - break; - } - } - if (!found) - return false; - } - else - { - if (hitKXObj->GetProperty(m_propertyname) == NULL) - return false; - } - } - return true; -} - -bool KX_MouseFocusSensor::ParentObjectHasFocusCamera(KX_Camera *cam) -{ - /* 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...*/ - - RAS_Rect area, viewport; - short m_y_inv = m_kxengine->GetCanvas()->GetHeight()-m_y; - - m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport); - - /* Check if the mouse is in the viewport */ - if (( m_x < viewport.m_x2 && // less than right - m_x > viewport.m_x1 && // more than then left - m_y_inv < viewport.m_y2 && // below top - m_y_inv > viewport.m_y1) == 0) // above bottom - { - return false; - } - - 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); - - MT_Vector4 frompoint; - MT_Vector4 topoint; - - /* m_y_inv - inverting for a bounds check is only part of it, now make relative to view bounds */ - m_y_inv = (viewport.m_y2 - m_y_inv) + viewport.m_y1; - - - /* There's some strangeness I don't fully get here... These values - * _should_ be wrong! - see from point Z values */ - - - /* build the from and to point in normalized device coordinates - * Normalized device coordinates are [-1,1] in x, y, z - * - * The actual z coordinates used don't have to be exact just infront and - * behind of the near and far clip planes. - */ - frompoint.setValue( (2 * (m_x-x_lb) / width) - 1.0f, - 1.0f - (2 * (m_y_inv - y_lb) / height), - -1.0f, - 1.0f ); - - topoint.setValue( (2 * (m_x-x_lb) / width) - 1.0f, - 1.0f - (2 * (m_y_inv-y_lb) / height), - 1.0f, - 1.0f ); - - /* camera to world */ - MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cam->GetCameraToWorld()); - - /* 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; - /* clipstart = - (frompoint[2] / frompoint[3]) - * clipend = - (topoint[2] / topoint[3]) */ - frompoint = camcs_wcs_matrix * frompoint; - topoint = camcs_wcs_matrix * topoint; - - /* from hom wcs to 3d wcs: */ - m_prevSourcePoint.setValue( frompoint[0]/frompoint[3], - frompoint[1]/frompoint[3], - frompoint[2]/frompoint[3]); - - m_prevTargetPoint.setValue( topoint[0]/topoint[3], - topoint[1]/topoint[3], - topoint[2]/topoint[3]); - - /* 2. Get the object from PhysicsEnvironment */ - /* Shoot! Beware that the first argument here is an - * ignore-object. We don't ignore anything... */ - PHY_IPhysicsController* physics_controller = cam->GetPhysicsController(); - PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment(); - - // get UV mapping - KX_RayCast::Callback<KX_MouseFocusSensor, void> callback(this,physics_controller,NULL,false,true); - - KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback); - - if (m_hitObject) - return true; - - return false; -} - -bool KX_MouseFocusSensor::ParentObjectHasFocus() -{ - m_hitObject = 0; - m_hitPosition.setValue(0,0,0); - m_hitNormal.setValue(1,0,0); - - KX_Camera *cam= m_kxscene->GetActiveCamera(); - - if (ParentObjectHasFocusCamera(cam)) - return true; - - list<class KX_Camera*>* cameras = m_kxscene->GetCameras(); - list<KX_Camera*>::iterator it = cameras->begin(); - - while (it != cameras->end()) { - if (((*it) != cam) && (*it)->GetViewport()) - if (ParentObjectHasFocusCamera(*it)) - return true; - - it++; - } - - return false; -} - -const MT_Point3& KX_MouseFocusSensor::RaySource() const -{ - return m_prevSourcePoint; -} - -const MT_Point3& KX_MouseFocusSensor::RayTarget() const -{ - return m_prevTargetPoint; -} - -const MT_Point3& KX_MouseFocusSensor::HitPosition() const -{ - return m_hitPosition; -} - -const MT_Vector3& KX_MouseFocusSensor::HitNormal() const -{ - return m_hitNormal; -} - -const MT_Vector2& KX_MouseFocusSensor::HitUV() const -{ - return m_hitUV; -} - -#ifdef WITH_PYTHON - -/* ------------------------------------------------------------------------- */ -/* Python functions */ -/* ------------------------------------------------------------------------- */ - -/* Integration hooks ------------------------------------------------------- */ -PyTypeObject KX_MouseFocusSensor::Type = { - PyVarObject_HEAD_INIT(NULL, 0) - "KX_MouseFocusSensor", - 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_MouseSensor::Type, - 0,0,0,0,0,0, - py_base_new -}; - -PyMethodDef KX_MouseFocusSensor::Methods[] = { - {NULL,NULL} //Sentinel -}; - -PyAttributeDef KX_MouseFocusSensor::Attributes[] = { - KX_PYATTRIBUTE_RO_FUNCTION("raySource", KX_MouseFocusSensor, pyattr_get_ray_source), - KX_PYATTRIBUTE_RO_FUNCTION("rayTarget", KX_MouseFocusSensor, pyattr_get_ray_target), - KX_PYATTRIBUTE_RO_FUNCTION("rayDirection", KX_MouseFocusSensor, pyattr_get_ray_direction), - KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_MouseFocusSensor, pyattr_get_hit_object), - KX_PYATTRIBUTE_RO_FUNCTION("hitPosition", KX_MouseFocusSensor, pyattr_get_hit_position), - KX_PYATTRIBUTE_RO_FUNCTION("hitNormal", KX_MouseFocusSensor, pyattr_get_hit_normal), - KX_PYATTRIBUTE_RO_FUNCTION("hitUV", KX_MouseFocusSensor, pyattr_get_hit_uv), - KX_PYATTRIBUTE_BOOL_RW("usePulseFocus", KX_MouseFocusSensor, m_bTouchPulse), - KX_PYATTRIBUTE_BOOL_RW("useXRay", KX_MouseFocusSensor, m_bXRay), - KX_PYATTRIBUTE_BOOL_RW("useMaterial", KX_MouseFocusSensor, m_bFindMaterial), - KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, KX_MouseFocusSensor, m_propertyname), - { NULL } //Sentinel -}; - -/* Attributes */ -PyObject *KX_MouseFocusSensor::pyattr_get_ray_source(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - return PyObjectFrom(self->RaySource()); -} - -PyObject *KX_MouseFocusSensor::pyattr_get_ray_target(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - return PyObjectFrom(self->RayTarget()); -} - -PyObject *KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - MT_Vector3 dir = self->RayTarget() - self->RaySource(); - if (MT_fuzzyZero(dir)) dir.setValue(0,0,0); - else dir.normalize(); - return PyObjectFrom(dir); -} - -PyObject *KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - - if (self->m_hitObject) - return self->m_hitObject->GetProxy(); - - Py_RETURN_NONE; -} - -PyObject *KX_MouseFocusSensor::pyattr_get_hit_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - return PyObjectFrom(self->HitPosition()); -} - -PyObject *KX_MouseFocusSensor::pyattr_get_hit_normal(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - return PyObjectFrom(self->HitNormal()); -} - -PyObject *KX_MouseFocusSensor::pyattr_get_hit_uv(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v); - return PyObjectFrom(self->HitUV()); -} - -#endif // WITH_PYTHON - -/* eof */ - |