/* * 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 #include #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 *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(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(self_v); KX_GameObject *gameobj; if (!ConvertPythonToGameObject(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 */