// // Replace the mesh for this actuator's parent // // $Id$ // // ***** 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., 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 LICENSE BLOCK ***** // todo: not all trackflags / upflags are implemented/tested ! // m_trackflag is used to determine the forward tracking direction // m_upflag for the up direction // normal situation is +y for forward, +z for up #include "MT_Scalar.h" #include "SCA_IActuator.h" #include "KX_TrackToActuator.h" #include "SCA_IScene.h" #include "SCA_LogicManager.h" #include #include #include "KX_GameObject.h" #include "PyObjectPlus.h" #ifdef HAVE_CONFIG_H #include #endif /* ------------------------------------------------------------------------- */ /* Native functions */ /* ------------------------------------------------------------------------- */ KX_TrackToActuator::KX_TrackToActuator(SCA_IObject *gameobj, SCA_IObject *ob, int time, bool allow3D, int trackflag, int upflag) : SCA_IActuator(gameobj, KX_ACT_TRACKTO) { m_time = time; m_allow3D = allow3D; m_object = ob; m_trackflag = trackflag; m_upflag = upflag; m_parentobj = 0; if (m_object) m_object->RegisterActuator(this); { // if the object is vertex parented, don't check parent orientation as the link is broken if (!((KX_GameObject*)gameobj)->IsVertexParent()){ m_parentobj = ((KX_GameObject*)gameobj)->GetParent(); // check if the object is parented if (m_parentobj) { // if so, store the initial local rotation // this is needed to revert the effect of the parent inverse node (TBC) m_parentlocalmat = m_parentobj->GetSGNode()->GetLocalOrientation(); // use registration mechanism rather than AddRef, it creates zombie objects m_parentobj->RegisterActuator(this); // GetParent did AddRef, undo here m_parentobj->Release(); } } } } /* End of constructor */ /* old function from Blender */ MT_Matrix3x3 EulToMat3(float *eul) { MT_Matrix3x3 mat; float ci, cj, ch, si, sj, sh, cc, cs, sc, ss; ci = cos(eul[0]); cj = cos(eul[1]); ch = cos(eul[2]); si = sin(eul[0]); sj = sin(eul[1]); sh = sin(eul[2]); cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh; mat[0][0] = cj*ch; mat[1][0] = sj*sc-cs; mat[2][0] = sj*cc+ss; mat[0][1] = cj*sh; mat[1][1] = sj*ss+cc; mat[2][1] = sj*cs-sc; mat[0][2] = -sj; mat[1][2] = cj*si; mat[2][2] = cj*ci; return mat; } /* old function from Blender */ void Mat3ToEulOld(MT_Matrix3x3 mat, float *eul) { MT_Scalar cy; cy = sqrt(mat[0][0]*mat[0][0] + mat[0][1]*mat[0][1]); if (cy > 16.0*FLT_EPSILON) { eul[0] = atan2(mat[1][2], mat[2][2]); eul[1] = atan2(-mat[0][2], cy); eul[2] = atan2(mat[0][1], mat[0][0]); } else { eul[0] = atan2(-mat[2][1], mat[1][1]); eul[1] = atan2(-mat[0][2], cy); eul[2] = 0.0; } } /* old function from Blender */ void compatible_eulFast(float *eul, float *oldrot) { float dx, dy, dz; /* angular difference of 360 degrees */ dx= eul[0] - oldrot[0]; dy= eul[1] - oldrot[1]; dz= eul[2] - oldrot[2]; if( fabs(dx) > MT_PI) { if(dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI; } if( fabs(dy) > MT_PI) { if(dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI; } if( fabs(dz) > MT_PI ) { if(dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI; } } MT_Matrix3x3 matrix3x3_interpol(MT_Matrix3x3 oldmat, MT_Matrix3x3 mat, int m_time) { float eul[3], oldeul[3]; Mat3ToEulOld(oldmat, oldeul); Mat3ToEulOld(mat, eul); compatible_eulFast(eul, oldeul); eul[0]= (m_time*oldeul[0] + eul[0])/(1.0+m_time); eul[1]= (m_time*oldeul[1] + eul[1])/(1.0+m_time); eul[2]= (m_time*oldeul[2] + eul[2])/(1.0+m_time); return EulToMat3(eul); } KX_TrackToActuator::~KX_TrackToActuator() { if (m_object) m_object->UnregisterActuator(this); if (m_parentobj) m_parentobj->UnregisterActuator(this); } /* end of destructor */ void KX_TrackToActuator::ProcessReplica() { // the replica is tracking the same object => register it if (m_object) m_object->RegisterActuator(this); if (m_parentobj) m_parentobj->RegisterActuator(this); SCA_IActuator::ProcessReplica(); } bool KX_TrackToActuator::UnlinkObject(SCA_IObject* clientobj) { if (clientobj == m_object) { // this object is being deleted, we cannot continue to track it. m_object = NULL; return true; } if (clientobj == m_parentobj) { m_parentobj = NULL; return true; } return false; } void KX_TrackToActuator::Relink(GEN_Map *obj_map) { void **h_obj = (*obj_map)[m_object]; if (h_obj) { if (m_object) m_object->UnregisterActuator(this); m_object = (SCA_IObject*)(*h_obj); m_object->RegisterActuator(this); } void **h_parobj = (*obj_map)[m_parentobj]; if (h_parobj) { if (m_parentobj) m_parentobj->UnregisterActuator(this); m_parentobj= (KX_GameObject*)(*h_parobj); m_parentobj->RegisterActuator(this); } } bool KX_TrackToActuator::Update(double curtime, bool frame) { bool result = false; bool bNegativeEvent = IsNegativeEvent(); RemoveAllEvents(); if (bNegativeEvent) { // do nothing on negative events } else if (m_object) { KX_GameObject* curobj = (KX_GameObject*) GetParent(); MT_Vector3 dir = ((KX_GameObject*)m_object)->NodeGetWorldPosition() - curobj->NodeGetWorldPosition(); if (dir.length2()) dir.normalize(); MT_Vector3 up(0,0,1); #ifdef DSADSA switch (m_upflag) { case 0: { up.setValue(1.0,0,0); break; } case 1: { up.setValue(0,1.0,0); break; } case 2: default: { up.setValue(0,0,1.0); } } #endif if (m_allow3D) { up = (up - up.dot(dir) * dir).safe_normalized(); } else { dir = (dir - up.dot(dir)*up).safe_normalized(); } MT_Vector3 left; MT_Matrix3x3 mat; switch (m_trackflag) { case 0: // TRACK X { // (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up left = dir.safe_normalized(); dir = (left.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); break; }; case 1: // TRACK Y { // (0.0 , 1.0 , 0.0 ) y direction is forward, z (0.0 , 0.0 , 1.0 ) up left = (dir.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); break; } case 2: // track Z { left = up.safe_normalized(); up = dir.safe_normalized(); dir = left; left = (dir.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); break; } case 3: // TRACK -X { // (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up left = -dir.safe_normalized(); dir = -(left.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); break; }; case 4: // TRACK -Y { // (0.0 , -1.0 , 0.0 ) -y direction is forward, z (0.0 , 0.0 , 1.0 ) up left = (-dir.cross(up)).safe_normalized(); mat.setValue ( left[0], -dir[0],up[0], left[1], -dir[1],up[1], left[2], -dir[2],up[2] ); break; } case 5: // track -Z { left = up.safe_normalized(); up = -dir.safe_normalized(); dir = left; left = (dir.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); break; } default: { // (1.0 , 0.0 , 0.0 ) -x direction is forward, z (0.0 , 0.0 , 1.0 ) up left = -dir.safe_normalized(); dir = -(left.cross(up)).safe_normalized(); mat.setValue ( left[0], dir[0],up[0], left[1], dir[1],up[1], left[2], dir[2],up[2] ); } } MT_Matrix3x3 oldmat; oldmat= curobj->NodeGetWorldOrientation(); /* erwin should rewrite this! */ mat= matrix3x3_interpol(oldmat, mat, m_time); if(m_parentobj){ // check if the model is parented and calculate the child transform MT_Point3 localpos; localpos = curobj->GetSGNode()->GetLocalPosition(); // Get the inverse of the parent matrix MT_Matrix3x3 parentmatinv; parentmatinv = m_parentobj->NodeGetWorldOrientation ().inverse (); // transform the local coordinate system into the parents system mat = parentmatinv * mat; // append the initial parent local rotation matrix mat = m_parentlocalmat * mat; // set the models tranformation properties curobj->NodeSetLocalOrientation(mat); curobj->NodeSetLocalPosition(localpos); //curobj->UpdateTransform(); } else { curobj->NodeSetLocalOrientation(mat); } result = true; } return result; } /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject KX_TrackToActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_TrackToActuator", 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_TrackToActuator::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_TrackToActuator::Attributes[] = { KX_PYATTRIBUTE_INT_RW("time",0,1000,true,KX_TrackToActuator,m_time), KX_PYATTRIBUTE_BOOL_RW("use3D",KX_TrackToActuator,m_allow3D), KX_PYATTRIBUTE_RW_FUNCTION("object", KX_TrackToActuator, pyattr_get_object, pyattr_set_object), { NULL } //Sentinel }; PyObject* KX_TrackToActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) { KX_TrackToActuator* actuator = static_cast(self); if (!actuator->m_object) Py_RETURN_NONE; else return actuator->m_object->GetProxy(); } int KX_TrackToActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { KX_TrackToActuator* actuator = static_cast(self); KX_GameObject *gameobj; if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_TrackToActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (actuator->m_object != NULL) actuator->m_object->UnregisterActuator(actuator); actuator->m_object = (SCA_IObject*) gameobj; if (actuator->m_object) actuator->m_object->RegisterActuator(actuator); return PY_SET_ATTR_SUCCESS; } /* eof */