/** * $Id$ * * ***** 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 "KX_ClientObjectInfo.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" /* ------------------------------------------------------------------------- */ /* Native functions */ /* ------------------------------------------------------------------------- */ KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr, int startx, int starty, short int mousemode, bool 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) { /* Or postpone? I think a sumo scene and kx scene go pretty much * together, so it should be safe to do it here. */ m_mouse_over_in_previous_frame = false; m_positive_event = false; } bool KX_MouseFocusSensor::Evaluate(CValue* event) { bool result = false; bool obHasFocus = false; // cout << "evaluate focus mouse sensor "< wcs_camcs_trafo -> * camCS - camera coordinates * -> camcs_clip_trafo -> * clipCS - normalised 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 normalised 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 normalised 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 + 3 * farclip) / (farclip - nearclip), 1.0 ); MT_Vector4 topoint = MT_Vector4( (2 * (m_x-x_lb) / width) - 1.0, 1.0 - (2 * (m_y-y_lb) / height), (3 * nearclip + farclip) / (farclip - nearclip), 1.0 ); /* camera to world */ MT_Matrix4x4 camcs_wcs_matrix; cam->GetModelviewMatrix(camcs_wcs_matrix); camcs_wcs_matrix.invert(); MT_Matrix4x4 clip_camcs_matrix; /* badly defined, the first time round.... I wonder why... I might * want to guard against floating point errors here.*/ cam->GetProjectionMatrix(clip_camcs_matrix); 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; /* 2. Get the object from SuMO*/ /* Shoot! Beware that the first argument here is an * ignore-object. We don't ignore anything... */ KX_GameObject* thisObj = (KX_GameObject*) GetParent(); //SM_Object* hitSMObj = m_sumoScene->rayTest(NULL, // frompoint3, // topoint3, // resultpoint, // resultnormal); KX_GameObject* hitKXObj = 0; /* all this casting makes me nervous... */ //SM_ClientObjectInfo* client_info // = ( hitSMObj ? // (SM_ClientObjectInfo*) ((SM_Object*)hitSMObj)->getClientObject() : // NULL); //KX_GameObject* hitKXObj = ( client_info ? // (KX_GameObject*)client_info->m_clientobject : // NULL); /* 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. */ if (hitKXObj == thisObj) { m_hitPosition = resultpoint; m_hitNormal = resultnormal; res = true; } return res; } /* ------------------------------------------------------------------------- */ /* 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}, {NULL,NULL} //Sentinel }; PyObject* KX_MouseFocusSensor::_getattr(char* attr) { _getattr_up(SCA_MouseSensor); } /* 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 */