/* * ***** 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_TrackToActuator.cpp * \ingroup ketsji * * Replace the mesh for this actuator's parent */ /* 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 "EXP_PyObjectPlus.h" /* ------------------------------------------------------------------------- */ /* 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); } } } } /* End of constructor */ /* old function from Blender */ static MT_Matrix3x3 EulToMat3(float eul[3]) { MT_Matrix3x3 mat; float ci, cj, ch, si, sj, sh, cc, cs, sc, ss; ci = cosf(eul[0]); cj = cosf(eul[1]); ch = cosf(eul[2]); si = sinf(eul[0]); sj = sinf(eul[1]); sh = sinf(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 */ static void Mat3ToEulOld(MT_Matrix3x3 mat, float eul[3]) { const float cy = sqrtf(mat[0][0] * mat[0][0] + mat[0][1] * mat[0][1]); if (cy > (float)(16.0f * FLT_EPSILON)) { eul[0] = atan2f( mat[1][2], mat[2][2]); eul[1] = atan2f(-mat[0][2], cy); eul[2] = atan2f( mat[0][1], mat[0][0]); } else { eul[0] = atan2f(-mat[2][1], mat[1][1]); eul[1] = atan2f(-mat[0][2], cy); eul[2] = 0.0f; } } /* old function from Blender */ static 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 (fabsf(dx) > (float)MT_PI) { if (dx > 0.0f) eul[0] -= (float)MT_2_PI; else eul[0] += (float)MT_2_PI; } if (fabsf(dy) > (float)MT_PI) { if (dy > 0.0f) eul[1] -= (float)MT_2_PI; else eul[1] += (float)MT_2_PI; } if (fabsf(dz) > (float)MT_PI) { if (dz > 0.0f) eul[2] -= (float)MT_2_PI; else eul[2] += (float)MT_2_PI; } } static 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]) / (1.0f + m_time); eul[1] = (m_time * oldeul[1] + eul[1]) / (1.0f + m_time); eul[2] = (m_time * oldeul[2] + eul[2]) / (1.0f + m_time); return EulToMat3(eul); } static float basis_cross(int n, int m) { switch (n - m) { case 1: case -2: return 1.0f; case -1: case 2: return -1.0f; default: return 0.0f; } } /* vectomat function obtained from constrain.c and modified to work with MOTO library */ static MT_Matrix3x3 vectomat(MT_Vector3 vec, short axis, short upflag, short threedimup) { MT_Matrix3x3 mat; MT_Vector3 y(MT_Scalar(0.0f), MT_Scalar(1.0f), MT_Scalar(0.0f)); MT_Vector3 z(MT_Scalar(0.0f), MT_Scalar(0.0f), MT_Scalar(1.0f)); /* world Z axis is the global up axis */ MT_Vector3 proj; MT_Vector3 right; MT_Scalar mul; int right_index; /* Normalized Vec vector*/ vec = vec.safe_normalized_vec(z); /* if 2D doesn't move the up vector */ if (!threedimup){ vec.setValue(MT_Scalar(vec[0]), MT_Scalar(vec[1]), MT_Scalar(0.0f)); vec = (vec - z.dot(vec)*z).safe_normalized_vec(z); } if (axis > 2) axis -= 3; else vec = -vec; /* project the up vector onto the plane specified by vec */ /* first z onto vec... */ mul = z.dot(vec) / vec.dot(vec); proj = vec * mul; /* then onto the plane */ proj = z - proj; /* proj specifies the transformation of the up axis */ proj = proj.safe_normalized_vec(y); /* Normalized cross product of vec and proj specifies transformation of the right axis */ right = proj.cross(vec); right.normalize(); if (axis != upflag) { right_index = 3 - axis - upflag; /* account for up direction, track direction */ right = right * basis_cross(axis, upflag); mat.setRow(right_index, right); mat.setRow(upflag, proj); mat.setRow(axis, vec); mat = mat.inverse(); } /* identity matrix - don't do anything if the two axes are the same */ else { mat.setIdentity(); } return mat; } 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(CTR_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 = curobj->NodeGetWorldPosition() - ((KX_GameObject*)m_object)->NodeGetWorldPosition(); MT_Matrix3x3 mat; MT_Matrix3x3 oldmat; mat = vectomat(dir, m_trackflag, m_upflag, m_allow3D); oldmat = curobj->NodeGetWorldOrientation(); /* erwin should rewrite this! */ mat = matrix3x3_interpol(oldmat, mat, m_time); /* check if the model is parented and calculate the child transform */ if (m_parentobj) { 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; } #ifdef WITH_PYTHON /* ------------------------------------------------------------------------- */ /* 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_INT_RW("upAxis", 0, 2, true, KX_TrackToActuator,m_upflag), KX_PYATTRIBUTE_INT_RW("trackAxis", 0, 5, true, KX_TrackToActuator,m_trackflag), 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(actuator->GetLogicManager(), 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; } #endif // WITH_PYTHON /* eof */