blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
Porteries Tristan 2050ecc307 BGE: Fix T48071: Global logic manager
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager,
this request to always update it before run any python script and allow call function like
ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global
m_sCurrentLogicManager is not updated with the proper scene logic manager.
Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add
a similar line. The following patch propose a different way:
- Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is
  set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and
  scene merging.
- Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name
  coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the
  KX_Scene::FindCamera function.

Reviewers: moguri

Differential Revision: https://developer.blender.org/D1913
2016-04-10 23:57:43 +02:00

429 lines
11 KiB
C++

/*
* 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 <math.h>
#include <float.h>
#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<CTR_HashedPtr, void*> *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<KX_CameraActuator*>(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<KX_CameraActuator*>(self_v);
KX_GameObject *gameobj;
if (!ConvertPythonToGameObject(self->GetLogicManager(), 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 */