blender/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
Mitchell Stokes 7307973063 BGE: Add property/material detection and X-Ray for mouse over any sensor
This patch adds a Property/Material detection and a X-Ray mode to the mouse over any sensor like on the ray sensor.

Proposal:
http://blenderartists.org/forum/showthread.php?261847-BGE-proposal-Mouse-Over-Any-sensor-with-Property-and-X-Ray&highlight=proposal

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D653
2014-07-17 23:00:30 -07:00

507 lines
15 KiB
C++

/*
* ***** 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 *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
/** \file gameengine/Ketsji/KX_MouseFocusSensor.cpp
* \ingroup ketsji
*/
#ifdef _MSC_VER
/* This warning tells us about truncation of __long__ stl-generated names.
* It can occasionally cause DevStudio to have internal compiler warnings. */
# pragma warning(disable:4786)
#endif
#include "MT_Point3.h"
#include "RAS_FramingManager.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
#include "SCA_IScene.h"
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "KX_MouseFocusSensor.h"
#include "KX_PyMath.h"
#include "KX_RayCast.h"
#include "PHY_IPhysicsController.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_ClientObjectInfo.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
bool bTouchPulse,
const STR_String& propname,
bool bFindMaterial,
bool bXRay,
KX_Scene* kxscene,
KX_KetsjiEngine *kxengine,
SCA_IObject* gameobj)
: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj),
m_focusmode(focusmode),
m_bTouchPulse(bTouchPulse),
m_propertyname(propname),
m_bFindMaterial(bFindMaterial),
m_bXRay(bXRay),
m_kxscene(kxscene),
m_kxengine(kxengine)
{
Init();
}
void KX_MouseFocusSensor::Init()
{
m_mouse_over_in_previous_frame = (m_invert)?true:false;
m_positive_event = false;
m_hitObject = 0;
m_hitObject_Last = NULL;
m_reset = true;
m_hitPosition.setValue(0,0,0);
m_prevTargetPoint.setValue(0,0,0);
m_prevSourcePoint.setValue(0,0,0);
m_hitNormal.setValue(0,0,1);
}
bool KX_MouseFocusSensor::Evaluate()
{
bool result = false;
bool obHasFocus = false;
bool reset = m_reset && m_level;
// cout << "evaluate focus mouse sensor "<<endl;
m_reset = false;
if (m_focusmode) {
/* Focus behavior required. Test mouse-on. The rest is
* equivalent to handling a key. */
obHasFocus = ParentObjectHasFocus();
if (!obHasFocus) {
m_positive_event = false;
if (m_mouse_over_in_previous_frame) {
result = true;
}
} else {
m_positive_event = true;
if (!m_mouse_over_in_previous_frame) {
result = true;
}
else if (m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
result = true;
}
}
if (reset) {
// force an event
result = true;
}
} else {
/* No focus behavior required: revert to the basic mode. This
* mode is never used, because the converter never makes this
* sensor for a mouse-key event. It is here for
* completeness. */
result = SCA_MouseSensor::Evaluate();
m_positive_event = (m_val!=0);
}
m_mouse_over_in_previous_frame = obHasFocus;
m_hitObject_Last = (void *)m_hitObject;
return result;
}
bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void * const data)
{
KX_GameObject* hitKXObj = client_info->m_gameobject;
/* Is this me? In the ray test, there are a lot of extra checks
* for aliasing artifacts from self-hits. That doesn't happen
* here, so a simple test suffices. Or does the camera also get
* self-hits? (No, and the raysensor shouldn't do it either, since
* self-hits are excluded by setting the correct ignore-object.)
* Hitspots now become valid. */
KX_GameObject* thisObj = (KX_GameObject*) GetParent();
bool bFound = false;
if ((m_focusmode == 2) || hitKXObj == thisObj)
{
if (m_propertyname.Length() == 0)
{
bFound = true;
}
else
{
if (m_bFindMaterial)
{
if (client_info->m_auxilary_info)
{
bFound = (m_propertyname== ((char*)client_info->m_auxilary_info));
}
}
else
{
bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
}
}
if (bFound)
{
m_hitObject = hitKXObj;
m_hitPosition = result->m_hitPoint;
m_hitNormal = result->m_hitNormal;
m_hitUV = result->m_hitUV;
return true;
}
}
return true; // object must be visible to trigger
//return false; // occluded objects can trigger
}
/* this function is used to pre-filter the object before casting the ray on them.
* This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
{
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// Unknown type of object, skip it.
// Should not occur as the sensor objects are filtered in RayTest()
printf("Invalid client type %d found ray casting\n", client->m_type);
return false;
}
if (m_bXRay && m_propertyname.Length() != 0)
{
if (m_bFindMaterial)
{
// not quite correct: an object may have multiple material
// should check all the material and not only the first one
if (!client->m_auxilary_info || (m_propertyname != ((char*)client->m_auxilary_info)))
return false;
}
else
{
if (client->m_gameobject->GetProperty(m_propertyname) == NULL)
return false;
}
}
return true;
}
bool KX_MouseFocusSensor::ParentObjectHasFocusCamera(KX_Camera *cam)
{
/* All screen handling in the gameengine is done by GL,
* specifically the model/view and projection parts. The viewport
* part is in the creator.
*
* The theory is this:
* WCS - world coordinates
* -> wcs_camcs_trafo ->
* camCS - camera coordinates
* -> camcs_clip_trafo ->
* clipCS - normalized device coordinates?
* -> normview_win_trafo
* winCS - window coordinates
*
* The first two transforms are respectively the model/view and
* the projection matrix. These are passed to the rasterizer, and
* we store them in the camera for easy access.
*
* For normalized device coords (xn = x/w, yn = y/w/zw) the
* windows coords become (lb = left bottom)
*
* xwin = [(xn + 1.0) * width]/2 + x_lb
* ywin = [(yn + 1.0) * height]/2 + y_lb
*
* Inverting (blender y is flipped!):
*
* xn = 2(xwin - x_lb)/width - 1.0
* yn = 2(ywin - y_lb)/height - 1.0
* = 2(height - y_blender - y_lb)/height - 1.0
* = 1.0 - 2(y_blender - y_lb)/height
*
* */
/* Because we don't want to worry about resize events, camera
* changes and all that crap, we just determine this over and
* over. Stop whining. We have lots of other calculations to do
* here as well. These reads are not the main cost. If there is no
* canvas, the test is irrelevant. The 1.0 makes sure the
* calculations don't bomb. Maybe we should explicitly guard for
* division by 0.0...*/
RAS_Rect area, viewport;
short m_y_inv = m_kxengine->GetCanvas()->GetHeight()-m_y;
m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport);
/* Check if the mouse is in the viewport */
if (( m_x < viewport.m_x2 && // less then right
m_x > viewport.m_x1 && // more then then left
m_y_inv < viewport.m_y2 && // below top
m_y_inv > viewport.m_y1) == 0) // above bottom
{
return false;
}
float height = float(viewport.m_y2 - viewport.m_y1 + 1);
float width = float(viewport.m_x2 - viewport.m_x1 + 1);
float x_lb = float(viewport.m_x1);
float y_lb = float(viewport.m_y1);
MT_Vector4 frompoint;
MT_Vector4 topoint;
/* m_y_inv - inverting for a bounds check is only part of it, now make relative to view bounds */
m_y_inv = (viewport.m_y2 - m_y_inv) + viewport.m_y1;
/* There's some strangeness I don't fully get here... These values
* _should_ be wrong! - see from point Z values */
/* build the from and to point in normalized device coordinates
* Normalized device coordinates are [-1,1] in x, y, z
*
* The actual z coordinates used don't have to be exact just infront and
* behind of the near and far clip planes.
*/
frompoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y_inv - y_lb) / height),
-1.0,
1.0 );
topoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y_inv-y_lb) / height),
1.0,
1.0 );
/* camera to world */
MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cam->GetCameraToWorld());
/* badly defined, the first time round.... I wonder why... I might
* want to guard against floating point errors here.*/
MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix());
clip_camcs_matrix.invert();
/* shoot-points: clip to cam to wcs . win to clip was already done.*/
frompoint = clip_camcs_matrix * frompoint;
topoint = clip_camcs_matrix * topoint;
/* clipstart = - (frompoint[2] / frompoint[3])
* clipend = - (topoint[2] / topoint[3]) */
frompoint = camcs_wcs_matrix * frompoint;
topoint = camcs_wcs_matrix * topoint;
/* from hom wcs to 3d wcs: */
m_prevSourcePoint.setValue( frompoint[0]/frompoint[3],
frompoint[1]/frompoint[3],
frompoint[2]/frompoint[3]);
m_prevTargetPoint.setValue( topoint[0]/topoint[3],
topoint[1]/topoint[3],
topoint[2]/topoint[3]);
/* 2. Get the object from PhysicsEnvironment */
/* Shoot! Beware that the first argument here is an
* ignore-object. We don't ignore anything... */
PHY_IPhysicsController* physics_controller = cam->GetPhysicsController();
PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
// get UV mapping
KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller,NULL,false,true);
KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback);
if (m_hitObject)
return true;
return false;
}
bool KX_MouseFocusSensor::ParentObjectHasFocus()
{
m_hitObject = 0;
m_hitPosition.setValue(0,0,0);
m_hitNormal.setValue(1,0,0);
KX_Camera *cam= m_kxscene->GetActiveCamera();
if (ParentObjectHasFocusCamera(cam))
return true;
list<class KX_Camera*>* cameras = m_kxscene->GetCameras();
list<KX_Camera*>::iterator it = cameras->begin();
while (it != cameras->end()) {
if (((*it) != cam) && (*it)->GetViewport())
if (ParentObjectHasFocusCamera(*it))
return true;
it++;
}
return false;
}
const MT_Point3& KX_MouseFocusSensor::RaySource() const
{
return m_prevSourcePoint;
}
const MT_Point3& KX_MouseFocusSensor::RayTarget() const
{
return m_prevTargetPoint;
}
const MT_Point3& KX_MouseFocusSensor::HitPosition() const
{
return m_hitPosition;
}
const MT_Vector3& KX_MouseFocusSensor::HitNormal() const
{
return m_hitNormal;
}
const MT_Vector2& KX_MouseFocusSensor::HitUV() const
{
return m_hitUV;
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_MouseFocusSensor::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_MouseFocusSensor",
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_MouseSensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_MouseFocusSensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_MouseFocusSensor::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("raySource", KX_MouseFocusSensor, pyattr_get_ray_source),
KX_PYATTRIBUTE_RO_FUNCTION("rayTarget", KX_MouseFocusSensor, pyattr_get_ray_target),
KX_PYATTRIBUTE_RO_FUNCTION("rayDirection", KX_MouseFocusSensor, pyattr_get_ray_direction),
KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_MouseFocusSensor, pyattr_get_hit_object),
KX_PYATTRIBUTE_RO_FUNCTION("hitPosition", KX_MouseFocusSensor, pyattr_get_hit_position),
KX_PYATTRIBUTE_RO_FUNCTION("hitNormal", KX_MouseFocusSensor, pyattr_get_hit_normal),
KX_PYATTRIBUTE_RO_FUNCTION("hitUV", KX_MouseFocusSensor, pyattr_get_hit_uv),
KX_PYATTRIBUTE_BOOL_RW("usePulseFocus", KX_MouseFocusSensor, m_bTouchPulse),
KX_PYATTRIBUTE_BOOL_RW("useXRay", KX_MouseFocusSensor, m_bXRay),
KX_PYATTRIBUTE_BOOL_RW("useMaterial", KX_MouseFocusSensor, m_bFindMaterial),
KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, KX_MouseFocusSensor, m_propertyname),
{ NULL } //Sentinel
};
/* Attributes */
PyObject *KX_MouseFocusSensor::pyattr_get_ray_source(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
return PyObjectFrom(self->RaySource());
}
PyObject *KX_MouseFocusSensor::pyattr_get_ray_target(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
return PyObjectFrom(self->RayTarget());
}
PyObject *KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
MT_Vector3 dir = self->RayTarget() - self->RaySource();
if (MT_fuzzyZero(dir)) dir.setValue(0,0,0);
else dir.normalize();
return PyObjectFrom(dir);
}
PyObject *KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
if (self->m_hitObject)
return self->m_hitObject->GetProxy();
Py_RETURN_NONE;
}
PyObject *KX_MouseFocusSensor::pyattr_get_hit_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
return PyObjectFrom(self->HitPosition());
}
PyObject *KX_MouseFocusSensor::pyattr_get_hit_normal(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
return PyObjectFrom(self->HitNormal());
}
PyObject *KX_MouseFocusSensor::pyattr_get_hit_uv(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MouseFocusSensor* self = static_cast<KX_MouseFocusSensor*>(self_v);
return PyObjectFrom(self->HitUV());
}
#endif // WITH_PYTHON
/* eof */