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KX_TrackToActuator.cpp « Ketsji « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** 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 <math.h>
#include <iostream>
#include "KX_GameObject.h"

#include "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 = 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 */
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] = 0.0;
	}
}



/* 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(0.0), MT_Scalar(1.0), MT_Scalar(0.0));
	MT_Vector3 z(MT_Scalar(0.0), MT_Scalar(0.0), MT_Scalar(1.0)); /* 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(0.0));
		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<CTR_HashedPtr, void*> *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<KX_TrackToActuator*>(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<KX_TrackToActuator*>(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;
}

#endif // WITH_PYTHON

/* eof */