6ffc988ae3
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
429 lines
11 KiB
C++
429 lines
11 KiB
C++
/*
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* KX_CameraActuator.cpp
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*
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file gameengine/Ketsji/KX_CameraActuator.cpp
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* \ingroup ketsji
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*/
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#include "BLI_math_vector.h"
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#include "KX_CameraActuator.h"
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#include <math.h>
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#include <float.h>
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#include "KX_GameObject.h"
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#include "EXP_PyObjectPlus.h"
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_CameraActuator::KX_CameraActuator(
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SCA_IObject* gameobj,
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SCA_IObject *obj,
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float hght,
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float minhght,
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float maxhght,
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short axis,
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float damping
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):
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SCA_IActuator(gameobj, KX_ACT_CAMERA),
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m_ob (obj),
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m_height (hght),
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m_minHeight (minhght),
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m_maxHeight (maxhght),
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m_axis(axis),
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m_damping (damping)
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{
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if (m_ob)
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m_ob->RegisterActuator(this);
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}
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KX_CameraActuator::~KX_CameraActuator()
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{
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if (m_ob)
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m_ob->UnregisterActuator(this);
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}
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CValue*
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KX_CameraActuator::
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GetReplica(
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) {
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KX_CameraActuator* replica = new KX_CameraActuator(*this);
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replica->ProcessReplica();
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return replica;
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};
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void KX_CameraActuator::ProcessReplica()
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{
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if (m_ob)
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m_ob->RegisterActuator(this);
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SCA_IActuator::ProcessReplica();
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}
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bool KX_CameraActuator::UnlinkObject(SCA_IObject* clientobj)
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{
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if (clientobj == m_ob)
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{
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// this object is being deleted, we cannot continue to track it.
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m_ob = NULL;
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return true;
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}
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return false;
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}
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void KX_CameraActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map)
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{
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void **h_obj = (*obj_map)[m_ob];
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if (h_obj) {
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if (m_ob)
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m_ob->UnregisterActuator(this);
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m_ob = (SCA_IObject*)(*h_obj);
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m_ob->RegisterActuator(this);
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}
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}
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/* copied from blender BLI_math ... don't know if there's an equivalent */
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static void Kx_VecUpMat3(float vec[3], float mat[3][3], short axis)
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{
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// Construct a camera matrix s.t. the specified axis
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// maps to the given vector (*vec). Also defines the rotation
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// about this axis by mapping one of the other axis to the y-axis.
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float inp;
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short cox = 0, coy = 0, coz = 0;
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/* up range has no meaning, is not really up!
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* see: VecUpMat3old
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*/
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if (axis==0) {
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cox= 0; coy= 1; coz= 2; /* Y up Z tr */
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}
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if (axis==1) {
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cox= 1; coy= 2; coz= 0; /* Z up X tr */
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}
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if (axis==2) {
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cox= 2; coy= 0; coz= 1; /* X up Y tr */
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}
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if (axis==3) {
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cox= 0; coy= 1; coz= 2; /* Y op -Z tr */
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vec[0] = -vec[0];
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vec[1] = -vec[1];
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vec[2] = -vec[2];
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}
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if (axis==4) {
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cox= 1; coy= 0; coz= 2; /* */
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}
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if (axis==5) {
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cox= 2; coy= 1; coz= 0; /* Y up X tr */
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}
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mat[coz][0] = vec[0];
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mat[coz][1] = vec[1];
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mat[coz][2] = vec[2];
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if (normalize_v3((float *)mat[coz]) == 0.f) {
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/* this is a very abnormal situation: the camera has reach the object center exactly
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* We will choose a completely arbitrary direction */
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mat[coz][0] = 1.0f;
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mat[coz][1] = 0.0f;
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mat[coz][2] = 0.0f;
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}
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inp = mat[coz][2];
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mat[coy][0] = - inp * mat[coz][0];
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mat[coy][1] = - inp * mat[coz][1];
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mat[coy][2] = 1.0f - inp * mat[coz][2];
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if (normalize_v3((float *)mat[coy]) == 0.f) {
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/* the camera is vertical, chose the y axis arbitrary */
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mat[coy][0] = 0.f;
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mat[coy][1] = 1.f;
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mat[coy][2] = 0.f;
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}
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cross_v3_v3v3(mat[cox], mat[coy], mat[coz]);
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}
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bool KX_CameraActuator::Update(double curtime, bool frame)
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{
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/* wondering... is it really necessary/desirable to suppress negative */
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/* events here? */
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent || !m_ob)
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return false;
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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MT_Point3 from = obj->NodeGetWorldPosition();
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MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
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/* These casts are _very_ dangerous!!! */
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MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition();
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MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation();
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float fp1[3]={0}, fp2[3]={0}, rc[3];
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float inp, fac; //, factor = 0.0; /* some factor... */
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float mindistsq, maxdistsq, distsq;
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float mat[3][3];
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/* The rules: */
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/* CONSTRAINT 1: not implemented */
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/* CONSTRAINT 2: can camera see actor? */
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/* CONSTRAINT 3: fixed height relative to floor below actor. */
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/* CONSTRAINT 4: camera rotates behind actor */
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/* CONSTRAINT 5: minimum / maximum distance */
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/* CONSTRAINT 6: again: fixed height relative to floor below actor */
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/* CONSTRAINT 7: track to floor below actor */
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/* CONSTRAINT 8: look a little bit left or right, depending on how the
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*
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* character is looking (horizontal x)
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*/
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/* ...and then set the camera position. Since we assume the parent of */
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/* this actuator is always a camera, just set the parent position and */
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/* rotation. We do not check whether we really have a camera as parent. */
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/* It may be better to turn this into a general tracking actuator later */
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/* on, since lots of plausible relations can be filled in here. */
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/* ... set up some parameters ... */
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/* missing here: the 'floorloc' of the actor's shadow */
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mindistsq= m_minHeight*m_minHeight;
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maxdistsq= m_maxHeight*m_maxHeight;
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/* C1: not checked... is a future option */
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/* C2: blender test_visibility function. Can this be a ray-test? */
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/* C3: fixed height */
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from[2] = (15.0f * from[2] + lookat[2] + m_height) / 16.0f;
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/* C4: camera behind actor */
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switch (m_axis) {
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case OB_POSX:
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/* X */
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fp1[0] = actormat[0][0];
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fp1[1] = actormat[1][0];
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fp1[2] = actormat[2][0];
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fp2[0] = frommat[0][0];
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fp2[1] = frommat[1][0];
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fp2[2] = frommat[2][0];
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break;
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case OB_POSY:
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/* Y */
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fp1[0] = actormat[0][1];
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fp1[1] = actormat[1][1];
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fp1[2] = actormat[2][1];
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fp2[0] = frommat[0][1];
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fp2[1] = frommat[1][1];
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fp2[2] = frommat[2][1];
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break;
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case OB_NEGX:
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/* -X */
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fp1[0] = -actormat[0][0];
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fp1[1] = -actormat[1][0];
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fp1[2] = -actormat[2][0];
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fp2[0] = frommat[0][0];
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fp2[1] = frommat[1][0];
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fp2[2] = frommat[2][0];
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break;
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case OB_NEGY:
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/* -Y */
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fp1[0] = -actormat[0][1];
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fp1[1] = -actormat[1][1];
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fp1[2] = -actormat[2][1];
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fp2[0] = frommat[0][1];
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fp2[1] = frommat[1][1];
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fp2[2] = frommat[2][1];
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break;
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default:
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assert(0);
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break;
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}
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inp = fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
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fac = (-1.0f + inp) * m_damping;
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from[0] += fac * fp1[0];
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from[1] += fac * fp1[1];
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from[2] += fac * fp1[2];
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/* only for it lies: cross test and perpendicular bites up */
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if (inp < 0.0f) {
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/* Don't do anything if the cross product is too small.
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* The camera up-axis becomes unstable and starts to oscillate.
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* The 0.01f threshold is arbitrary but seems to work well in practice. */
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float cross = fp1[0] * fp2[1] - fp1[1] * fp2[0];
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if (cross > 0.01f) {
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from[0] -= fac * fp1[1];
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from[1] += fac * fp1[0];
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}
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else if (cross < -0.01f) {
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from[0] += fac * fp1[1];
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from[1] -= fac * fp1[0];
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}
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}
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/* CONSTRAINT 5: minimum / maximum distance */
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rc[0] = (lookat[0]-from[0]);
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rc[1] = (lookat[1]-from[1]);
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rc[2] = (lookat[2]-from[2]);
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distsq = rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];
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if (distsq > maxdistsq) {
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distsq = 0.15f * (distsq - maxdistsq) / distsq;
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from[0] += distsq*rc[0];
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from[1] += distsq*rc[1];
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from[2] += distsq*rc[2];
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}
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else if (distsq < mindistsq) {
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distsq = 0.15f * (mindistsq - distsq) / mindistsq;
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from[0] -= distsq*rc[0];
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from[1] -= distsq*rc[1];
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from[2] -= distsq*rc[2];
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}
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/* CONSTRAINT 7: track to floor below actor */
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rc[0] = (lookat[0]-from[0]);
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rc[1] = (lookat[1]-from[1]);
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rc[2] = (lookat[2]-from[2]);
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Kx_VecUpMat3(rc, mat, 3); /* y up Track -z */
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/* now set the camera position and rotation */
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obj->NodeSetLocalPosition(from);
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actormat[0][0] = mat[0][0]; actormat[0][1] = mat[1][0]; actormat[0][2] = mat[2][0];
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actormat[1][0] = mat[0][1]; actormat[1][1] = mat[1][1]; actormat[1][2] = mat[2][1];
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actormat[2][0] = mat[0][2]; actormat[2][1] = mat[1][2]; actormat[2][2] = mat[2][2];
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obj->NodeSetLocalOrientation(actormat);
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return true;
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}
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CValue *KX_CameraActuator::findObject(const char *obName)
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{
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/* hook to object system */
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return NULL;
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_CameraActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_CameraActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_CameraActuator::Methods[] = {
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{NULL, NULL} //Sentinel
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};
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PyAttributeDef KX_CameraActuator::Attributes[] = {
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KX_PYATTRIBUTE_FLOAT_RW("min",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_minHeight),
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KX_PYATTRIBUTE_FLOAT_RW("max",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_maxHeight),
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KX_PYATTRIBUTE_FLOAT_RW("height",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_height),
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KX_PYATTRIBUTE_SHORT_RW("axis", 0, 5, true, KX_CameraActuator, m_axis),
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KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object, pyattr_set_object),
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KX_PYATTRIBUTE_FLOAT_RW("damping",0.f,10.f,KX_CameraActuator,m_damping),
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{NULL}
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};
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PyObject *KX_CameraActuator::pyattr_get_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_CameraActuator* self = static_cast<KX_CameraActuator*>(self_v);
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if (self->m_ob==NULL)
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Py_RETURN_NONE;
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else
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return self->m_ob->GetProxy();
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}
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int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_CameraActuator* self = static_cast<KX_CameraActuator*>(self_v);
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KX_GameObject *gameobj;
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_CameraActuator"))
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return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
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if (self->m_ob)
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self->m_ob->UnregisterActuator(self);
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if ((self->m_ob = (SCA_IObject*)gameobj))
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self->m_ob->RegisterActuator(self);
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return PY_SET_ATTR_SUCCESS;
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}
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#endif // WITH_PYTHON
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/* eof */
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