blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

371 lines
9.1 KiB
C++

/**
* KX_CameraActuator.cpp
*
* $Id$
*
* ***** 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 *****
*
*/
#include "KX_CameraActuator.h"
#include <iostream>
#include <math.h>
#include "KX_GameObject.h"
STR_String KX_CameraActuator::X_AXIS_STRING = "x";
STR_String KX_CameraActuator::Y_AXIS_STRING = "y";
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_CameraActuator::KX_CameraActuator(
SCA_IObject* gameobj,
const CValue *obj,
MT_Scalar hght,
MT_Scalar minhght,
MT_Scalar maxhght,
bool xytog,
PyTypeObject* T
):
SCA_IActuator(gameobj, T),
m_ob (obj),
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
m_x (xytog)
{
// nothing to do
}
KX_CameraActuator::~KX_CameraActuator()
{
//nothing to do
}
CValue*
KX_CameraActuator::
GetReplica(
) {
KX_CameraActuator* replica = new KX_CameraActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/* three functions copied from blender arith... don't know if there's an equivalent */
float Normalise(float *n)
{
float d;
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* FLT_EPSILON is too large! A larger value causes normalise errors in a scaled down utah teapot */
if(d>0.0000000000001) {
d= sqrt(d);
n[0]/=d;
n[1]/=d;
n[2]/=d;
} else {
n[0]=n[1]=n[2]= 0.0;
d= 0.0;
}
return d;
}
void Crossf(float *c, float *a, float *b)
{
c[0] = a[1] * b[2] - a[2] * b[1];
c[1] = a[2] * b[0] - a[0] * b[2];
c[2] = a[0] * b[1] - a[1] * b[0];
}
void VecUpMat3(float *vec, float mat[][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 varieeren heeft geen zin, is eigenlijk helemaal geen up!
* zie 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];
Normalise((float *)mat[coz]);
inp= mat[coz][2];
mat[coy][0]= - inp*mat[coz][0];
mat[coy][1]= - inp*mat[coz][1];
mat[coy][2]= 1.0 - inp*mat[coz][2];
Normalise((float *)mat[coy]);
Crossf(mat[cox], mat[coy], mat[coz]);
}
bool KX_CameraActuator::Update(double curtime,double deltatime)
{
bool result = true;
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], fp2[3], rc[3];
float inp, fac; //, factor = 0.0; /* some factor... */
float mindistsq, maxdistsq, distsq;
float mat[3][3];
/* wondering... is it really neccesary/desirable to suppress negative */
/* events here? */
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent) return false;
/* 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] = (15.0*from[2] + lookat[2] + m_height)/16.0;
/* C4: camera behind actor */
if (m_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];
}
else {
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];
}
inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
fac= (-1.0 + inp)/32.0;
from[0]+= fac*fp1[0];
from[1]+= fac*fp1[1];
from[2]+= fac*fp1[2];
/* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
if(inp<0.0) {
if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
from[0]-= fac*fp1[1];
from[1]+= fac*fp1[0];
}
else {
from[0]+= fac*fp1[1];
from[1]-= fac*fp1[0];
}
}
/* CONSTRAINT 5: minimum / maximum afstand */
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 = 0.15*(distsq-maxdistsq)/distsq;
from[0] += distsq*rc[0];
from[1] += distsq*rc[1];
from[2] += distsq*rc[2];
}
else if(distsq < mindistsq) {
distsq = 0.15*(mindistsq-distsq)/mindistsq;
from[0] -= distsq*rc[0];
from[1] -= distsq*rc[1];
from[2] -= distsq*rc[2];
}
/* CONSTRAINT 7: track to schaduw */
rc[0]= (lookat[0]-from[0]);
rc[1]= (lookat[1]-from[1]);
rc[2]= (lookat[2]-from[2]);
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 result;
}
CValue *KX_CameraActuator::findObject(char *obName)
{
/* hook to object system */
return NULL;
}
bool KX_CameraActuator::string2axischoice(const char *axisString)
{
bool res = true;
res = !(axisString == Y_AXIS_STRING);
return res;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_CameraActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_CameraActuator",
sizeof(KX_CameraActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_CameraActuator::Parents[] = {
&KX_CameraActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_CameraActuator::Methods[] = {
{NULL,NULL,NULL,NULL} //Sentinel
};
PyObject* KX_CameraActuator::_getattr(char* attr) {
_getattr_up(SCA_IActuator);
}
/* eof */