bge camera actuator: -X and -Y axis

The camera actuator only allows to look the object from its front face.

Given that Blender takes -Y as the default forward orientation, the current
functionality doesn't let a camera to track an actor from behind.

This patch allows for -X and -Y axis tracking. This way a camera over the
shoulders of a character is possible (without resorting to rotate the
mesh/armature original orientation.

- patch reviewed by Campbell Barton, thanks
This commit is contained in:
Dalai Felinto 2012-01-11 07:27:39 +00:00
parent 0effb45d58
commit 782f0b6382
7 changed files with 72 additions and 31 deletions

@ -428,7 +428,7 @@ void init_actuator(bActuator *act)
case ACT_CAMERA:
act->data= MEM_callocN(sizeof(bCameraActuator), "camact");
ca = act->data;
ca->axis = ACT_CAMERA_X;
ca->axis = OB_POSX;
ca->damping = 1.0/32.0;
break;
case ACT_EDIT_OBJECT:

@ -12941,7 +12941,23 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
/* put compatibility code here until next subversion bump */
{
{
/* convert Camera Actuator values to defines */
Object *ob;
bActuator *act;
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_CAMERA) {
bCameraActuator *ba= act->data;
if(ba->axis==(float) 'x') ba->axis=OB_POSX;
else if (ba->axis==(float)'y') ba->axis=OB_POSY;
/* don't do an if/else to avoid imediate subversion bump*/
// ba->axis=((ba->axis == (float) 'x')?OB_POSX_X:OB_POSY);
}
}
}
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */

@ -520,10 +520,6 @@ typedef struct bActuator {
#define ACT_STATE_REMOVE 2
#define ACT_STATE_CHANGE 3
/* cameraactuator->axis */
#define ACT_CAMERA_X (float)'x'
#define ACT_CAMERA_Y (float)'y'
/* steeringactuator->type */
#define ACT_STEERING_SEEK 0
#define ACT_STEERING_FLEE 1

@ -867,8 +867,10 @@ static void rna_def_camera_actuator(BlenderRNA *brna)
PropertyRNA *prop;
static EnumPropertyItem prop_axis_items[] ={
{ACT_CAMERA_X, "X", 0, "X", "Camera tries to get behind the X axis"},
{ACT_CAMERA_Y, "Y", 0, "Y", "Camera tries to get behind the Y axis"},
{OB_POSX, "POS_X", 0, "+X", "Camera tries to get behind the X axis"},
{OB_POSY, "POS_Y", 0, "+Y", "Camera tries to get behind the Y axis"},
{OB_NEGX, "NEG_X", 0, "-X", "Camera tries to get behind the -X axis"},
{OB_NEGY, "NEG_Y", 0, "-Y", "Camera tries to get behind the -Y axis"},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "CameraActuator", "Actuator");
@ -905,7 +907,7 @@ static void rna_def_camera_actuator(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Damping", "Strength of the constraint that drives the camera behind the target");
RNA_def_property_update(prop, NC_LOGIC, NULL);
/* x/y */
/* +x/+y/-x/-y */
prop= RNA_def_property(srna, "axis", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "axis");
RNA_def_property_enum_items(prop, prop_axis_items);

@ -300,7 +300,7 @@ void BL_ConvertActuators(const char* maggiename,
camact->height,
camact->min,
camact->max,
camact->axis=='x',
camact->axis,
camact->damping);
baseact = tmpcamact;
}

@ -53,7 +53,7 @@ KX_CameraActuator::KX_CameraActuator(
float hght,
float minhght,
float maxhght,
bool xytog,
short axis,
float damping
):
SCA_IActuator(gameobj, KX_ACT_CAMERA),
@ -61,7 +61,7 @@ KX_CameraActuator::KX_CameraActuator(
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
m_x (xytog),
m_axis(axis),
m_damping (damping)
{
if (m_ob)
@ -264,7 +264,9 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
/* C4: camera behind actor */
if (m_x) {
switch (m_axis) {
case OB_POSX:
/* X */
fp1[0] = actormat[0][0];
fp1[1] = actormat[1][0];
fp1[2] = actormat[2][0];
@ -272,8 +274,9 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
fp2[0] = frommat[0][0];
fp2[1] = frommat[1][0];
fp2[2] = frommat[2][0];
}
else {
break;
case OB_POSY:
/* Y */
fp1[0] = actormat[0][1];
fp1[1] = actormat[1][1];
fp1[2] = actormat[2][1];
@ -281,6 +284,30 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
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];
@ -389,7 +416,7 @@ 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_BOOL_RW("useXY",KX_CameraActuator,m_x),
KX_PYATTRIBUTE_SHORT_RW("axis", 0, 3, 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}

@ -70,8 +70,8 @@ private :
/** max (float), */
float m_maxHeight;
/** xy toggle (pick one): true == x, false == y */
bool m_x;
/** axis the camera tries to get behind: +x/+y/-x/-y */
short m_axis;
/** damping (float), */
float m_damping;
@ -97,7 +97,7 @@ private :
float hght,
float minhght,
float maxhght,
bool xytog,
short axis,
float damping
);