449 lines
13 KiB
C++
449 lines
13 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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* KX_MouseFocusSensor determines mouse in/out/over events.
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*/
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#include "MT_Point3.h"
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#include "RAS_FramingManager.h"
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#include "RAS_ICanvas.h"
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#include "RAS_IRasterizer.h"
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#include "SCA_IScene.h"
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#include "KX_Scene.h"
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#include "KX_Camera.h"
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#include "KX_MouseFocusSensor.h"
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#include "KX_RayCast.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IPhysicsController.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_ClientObjectInfo.h"
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
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int startx,
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int starty,
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short int mousemode,
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int focusmode,
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RAS_ICanvas* canvas,
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KX_Scene* kxscene,
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SCA_IObject* gameobj,
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PyTypeObject* T)
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: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj, T),
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m_focusmode(focusmode),
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m_gp_canvas(canvas),
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m_kxscene(kxscene)
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{
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m_mouse_over_in_previous_frame = false;
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m_positive_event = false;
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m_hitObject = 0;
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}
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bool KX_MouseFocusSensor::Evaluate(CValue* event)
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{
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bool result = false;
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bool obHasFocus = false;
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// cout << "evaluate focus mouse sensor "<<endl;
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if (m_focusmode) {
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/* Focus behaviour required. Test mouse-on. The rest is
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* equivalent to handling a key. */
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obHasFocus = ParentObjectHasFocus();
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if (!obHasFocus) {
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if (m_mouse_over_in_previous_frame) {
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m_positive_event = false;
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result = true;
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}
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} else {
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if (!m_mouse_over_in_previous_frame) {
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m_positive_event = true;
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result = true;
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}
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}
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} else {
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/* No focus behaviour required: revert to the basic mode. This
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* mode is never used, because the converter never makes this
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* sensor for a mouse-key event. It is here for
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* completeness. */
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result = SCA_MouseSensor::Evaluate(event);
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m_positive_event = (m_val!=0);
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}
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m_mouse_over_in_previous_frame = obHasFocus;
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return result;
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}
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bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
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{
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KX_GameObject* hitKXObj = client_info->m_gameobject;
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if (client_info->m_type > KX_ClientObjectInfo::ACTOR)
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{
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// false hit
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return false;
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}
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/* Is this me? In the ray test, there are a lot of extra checks
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* for aliasing artefacts from self-hits. That doesn't happen
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* here, so a simple test suffices. Or does the camera also get
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* self-hits? (No, and the raysensor shouldn't do it either, since
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* self-hits are excluded by setting the correct ignore-object.)
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* Hitspots now become valid. */
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KX_GameObject* thisObj = (KX_GameObject*) GetParent();
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if ((m_focusmode == 2) || hitKXObj == thisObj)
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{
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m_hitObject = hitKXObj;
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m_hitPosition = hit_point;
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m_hitNormal = hit_normal;
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return true;
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}
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return true; // object must be visible to trigger
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//return false; // occluded objects can trigger
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}
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bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
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{
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m_hitObject = 0;
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m_hitPosition = MT_Vector3(0,0,0);
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m_hitNormal = MT_Vector3(1,0,0);
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MT_Point3 resultpoint;
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MT_Vector3 resultnormal;
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/* All screen handling in the gameengine is done by GL,
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* specifically the model/view and projection parts. The viewport
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* part is in the creator.
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*
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* The theory is this:
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* WCS - world coordinates
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* -> wcs_camcs_trafo ->
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* camCS - camera coordinates
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* -> camcs_clip_trafo ->
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* clipCS - normalised device coordinates?
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* -> normview_win_trafo
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* winCS - window coordinates
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*
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* The first two transforms are respectively the model/view and
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* the projection matrix. These are passed to the rasterizer, and
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* we store them in the camera for easy access.
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*
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* For normalised device coords (xn = x/w, yn = y/w/zw) the
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* windows coords become (lb = left bottom)
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*
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* xwin = [(xn + 1.0) * width]/2 + x_lb
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* ywin = [(yn + 1.0) * height]/2 + y_lb
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*
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* Inverting (blender y is flipped!):
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*
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* xn = 2(xwin - x_lb)/width - 1.0
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* yn = 2(ywin - y_lb)/height - 1.0
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* = 2(height - y_blender - y_lb)/height - 1.0
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* = 1.0 - 2(y_blender - y_lb)/height
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*
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* */
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/* Because we don't want to worry about resize events, camera
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* changes and all that crap, we just determine this over and
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* over. Stop whining. We have lots of other calculations to do
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* here as well. These reads are not the main cost. If there is no
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* canvas, the test is irrelevant. The 1.0 makes sure the
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* calculations don't bomb. Maybe we should explicitly guard for
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* division by 0.0...*/
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/**
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* Get the scenes current viewport.
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*/
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const RAS_Rect & viewport = m_kxscene->GetSceneViewport();
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float height = float(viewport.m_y2 - viewport.m_y1 + 1);
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float width = float(viewport.m_x2 - viewport.m_x1 + 1);
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float x_lb = float(viewport.m_x1);
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float y_lb = float(viewport.m_y1);
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KX_Camera* cam = m_kxscene->GetActiveCamera();
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/* There's some strangeness I don't fully get here... These values
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* _should_ be wrong! */
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/* old: */
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float nearclip = 0.0;
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float farclip = 1.0;
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/* build the from and to point in normalised device coordinates
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* Looks like normailized device coordinates are [-1,1] in x [-1,1] in y
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* [0,-1] in z
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*
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* The actual z coordinates used don't have to be exact just infront and
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* behind of the near and far clip planes.
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*/
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MT_Vector4 frompoint = MT_Vector4(
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(2 * (m_x-x_lb) / width) - 1.0,
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1.0 - (2 * (m_y - y_lb) / height),
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nearclip,
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1.0
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);
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MT_Vector4 topoint = MT_Vector4(
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(2 * (m_x-x_lb) / width) - 1.0,
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1.0 - (2 * (m_y-y_lb) / height),
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farclip,
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1.0
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);
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/* camera to world */
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MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
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if (!cam->GetCameraData()->m_perspective)
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wcs_camcs_tranform.getOrigin()[2] *= 100.0;
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MT_Transform cams_wcs_transform;
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cams_wcs_transform.invert(wcs_camcs_tranform);
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MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform);
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/* badly defined, the first time round.... I wonder why... I might
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* want to guard against floating point errors here.*/
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MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix());
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clip_camcs_matrix.invert();
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/* shoot-points: clip to cam to wcs . win to clip was already done.*/
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frompoint = clip_camcs_matrix * frompoint;
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topoint = clip_camcs_matrix * topoint;
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frompoint = camcs_wcs_matrix * frompoint;
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topoint = camcs_wcs_matrix * topoint;
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/* from hom wcs to 3d wcs: */
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MT_Point3 frompoint3 = MT_Point3(frompoint[0]/frompoint[3],
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frompoint[1]/frompoint[3],
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frompoint[2]/frompoint[3]);
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MT_Point3 topoint3 = MT_Point3(topoint[0]/topoint[3],
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topoint[1]/topoint[3],
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topoint[2]/topoint[3]);
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m_prevTargetPoint = topoint3;
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m_prevSourcePoint = frompoint3;
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/* 2. Get the object from PhysicsEnvironment */
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/* Shoot! Beware that the first argument here is an
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* ignore-object. We don't ignore anything... */
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KX_IPhysicsController* physics_controller = cam->GetPhysicsController();
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PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
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bool result = false;
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result = KX_RayCast::RayTest(physics_controller, physics_environment, frompoint3, topoint3, resultpoint, resultnormal, KX_RayCast::Callback<KX_MouseFocusSensor>(this));
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result = (m_hitObject!=0);
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return result;
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}
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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_MouseFocusSensor::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_MouseFocusSensor",
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sizeof(KX_MouseFocusSensor),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_MouseFocusSensor::Parents[] = {
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&KX_MouseFocusSensor::Type,
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&SCA_MouseSensor::Type,
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&SCA_ISensor::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_MouseFocusSensor::Methods[] = {
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{"getRayTarget", (PyCFunction) KX_MouseFocusSensor::sPyGetRayTarget,
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METH_VARARGS, GetRayTarget_doc},
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{"getRaySource", (PyCFunction) KX_MouseFocusSensor::sPyGetRaySource,
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METH_VARARGS, GetRaySource_doc},
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{"getHitObject",(PyCFunction) KX_MouseFocusSensor::sPyGetHitObject,METH_VARARGS, GetHitObject_doc},
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{"getHitPosition",(PyCFunction) KX_MouseFocusSensor::sPyGetHitPosition,METH_VARARGS, GetHitPosition_doc},
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{"getHitNormal",(PyCFunction) KX_MouseFocusSensor::sPyGetHitNormal,METH_VARARGS, GetHitNormal_doc},
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{"getRayDirection",(PyCFunction) KX_MouseFocusSensor::sPyGetRayDirection,METH_VARARGS, GetRayDirection_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_MouseFocusSensor::_getattr(const STR_String& attr) {
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_getattr_up(SCA_MouseSensor);
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}
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char KX_MouseFocusSensor::GetHitObject_doc[] =
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"getHitObject()\n"
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"\tReturns the name of the object that was hit by this ray.\n";
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PyObject* KX_MouseFocusSensor::PyGetHitObject(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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if (m_hitObject)
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{
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return m_hitObject->AddRef();
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}
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Py_Return;
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}
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char KX_MouseFocusSensor::GetHitPosition_doc[] =
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"getHitPosition()\n"
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"\tReturns the position (in worldcoordinates) where the object was hit by this ray.\n";
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PyObject* KX_MouseFocusSensor::PyGetHitPosition(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Point3 pos = m_hitPosition;
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
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}
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return resultlist;
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}
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char KX_MouseFocusSensor::GetRayDirection_doc[] =
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"getRayDirection()\n"
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"\tReturns the direction from the ray (in worldcoordinates) .\n";
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PyObject* KX_MouseFocusSensor::PyGetRayDirection(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Vector3 dir = m_prevTargetPoint - m_prevSourcePoint;
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dir.normalize();
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(dir[index]));
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}
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return resultlist;
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}
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char KX_MouseFocusSensor::GetHitNormal_doc[] =
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"getHitNormal()\n"
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"\tReturns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.\n";
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PyObject* KX_MouseFocusSensor::PyGetHitNormal(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Vector3 pos = m_hitNormal;
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
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}
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return resultlist;
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}
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/* getRayTarget */
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char KX_MouseFocusSensor::GetRayTarget_doc[] =
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"getRayTarget()\n"
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"\tReturns the target of the ray that seeks the focus object,\n"
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"\tin worldcoordinates.";
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PyObject* KX_MouseFocusSensor::PyGetRayTarget(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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PyObject *retVal = PyList_New(3);
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PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevTargetPoint[0]));
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PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevTargetPoint[1]));
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PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevTargetPoint[2]));
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return retVal;
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}
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/* getRayTarget */
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char KX_MouseFocusSensor::GetRaySource_doc[] =
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"getRaySource()\n"
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"\tReturns the source of the ray that seeks the focus object,\n"
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"\tin worldcoordinates.";
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PyObject* KX_MouseFocusSensor::PyGetRaySource(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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PyObject *retVal = PyList_New(3);
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PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevSourcePoint[0]));
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PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevSourcePoint[1]));
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PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevSourcePoint[2]));
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return retVal;
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}
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/* eof */
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