forked from bartvdbraak/blender
454 lines
14 KiB
C++
454 lines
14 KiB
C++
/*
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* $Id$
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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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* KX_MouseFocusSensor determines mouse in/out/over events.
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*/
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/** \file gameengine/Ketsji/KX_MouseFocusSensor.cpp
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* \ingroup ketsji
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*/
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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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_PyMath.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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bool bTouchPulse,
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KX_Scene* kxscene,
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KX_KetsjiEngine *kxengine,
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SCA_IObject* gameobj)
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: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj),
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m_focusmode(focusmode),
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m_bTouchPulse(bTouchPulse),
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m_kxscene(kxscene),
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m_kxengine(kxengine)
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{
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Init();
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}
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void KX_MouseFocusSensor::Init()
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{
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m_mouse_over_in_previous_frame = (m_invert)?true:false;
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m_positive_event = false;
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m_hitObject = 0;
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m_hitObject_Last = NULL;
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m_reset = true;
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m_hitPosition.setValue(0,0,0);
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m_prevTargetPoint.setValue(0,0,0);
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m_prevSourcePoint.setValue(0,0,0);
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m_hitNormal.setValue(0,0,1);
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}
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bool KX_MouseFocusSensor::Evaluate()
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{
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bool result = false;
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bool obHasFocus = false;
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bool reset = m_reset && m_level;
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// cout << "evaluate focus mouse sensor "<<endl;
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m_reset = false;
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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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m_positive_event = false;
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if (m_mouse_over_in_previous_frame) {
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result = true;
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}
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} else {
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m_positive_event = true;
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if (!m_mouse_over_in_previous_frame) {
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result = true;
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}
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else if(m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
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result = true;
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}
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}
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if (reset) {
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// force an event
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result = true;
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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();
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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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m_hitObject_Last = (void *)m_hitObject;
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return result;
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}
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bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* result, void * const data)
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{
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KX_GameObject* hitKXObj = client_info->m_gameobject;
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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 = result->m_hitPoint;
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m_hitNormal = result->m_hitNormal;
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m_hitUV = result->m_hitUV;
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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::ParentObjectHasFocusCamera(KX_Camera *cam)
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{
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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 - normalized 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 normalized 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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RAS_Rect area, viewport;
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short m_y_inv = m_kxengine->GetCanvas()->GetHeight()-m_y;
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m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport);
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/* Check if the mouse is in the viewport */
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if (( m_x < viewport.m_x2 && // less then right
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m_x > viewport.m_x1 && // more then then left
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m_y_inv < viewport.m_y2 && // below top
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m_y_inv > viewport.m_y1) == 0) // above bottom
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{
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return false;
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}
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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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MT_Vector4 frompoint;
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MT_Vector4 topoint;
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/* m_y_inv - inverting for a bounds check is only part of it, now make relative to view bounds */
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m_y_inv = (viewport.m_y2 - m_y_inv) + viewport.m_y1;
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/* There's some strangeness I don't fully get here... These values
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* _should_ be wrong! - see from point Z values */
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/* build the from and to point in normalized 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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frompoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
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1.0 - (2 * (m_y_inv - y_lb) / height),
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/*cam->GetCameraData()->m_perspective ? 0.0:cdata->m_clipstart,*/ /* real clipstart is scaled in ortho for some reason, zero is ok */
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0.0, /* nearclip, see above comments */
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1.0 );
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topoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
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1.0 - (2 * (m_y_inv-y_lb) / height),
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cam->GetCameraData()->m_perspective ? 1.0:cam->GetCameraData()->m_clipend, /* farclip, see above comments */
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1.0 );
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/* camera to world */
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MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
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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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m_prevSourcePoint.setValue( frompoint[0]/frompoint[3],
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frompoint[1]/frompoint[3],
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frompoint[2]/frompoint[3]);
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m_prevTargetPoint.setValue( topoint[0]/topoint[3],
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topoint[1]/topoint[3],
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topoint[2]/topoint[3]);
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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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// get UV mapping
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KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller,NULL,false,true);
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KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback);
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if (m_hitObject)
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return true;
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return false;
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}
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bool KX_MouseFocusSensor::ParentObjectHasFocus()
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{
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m_hitObject = 0;
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m_hitPosition.setValue(0,0,0);
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m_hitNormal.setValue(1,0,0);
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KX_Camera *cam= m_kxscene->GetActiveCamera();
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if(ParentObjectHasFocusCamera(cam))
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return true;
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list<class KX_Camera*>* cameras = m_kxscene->GetCameras();
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list<KX_Camera*>::iterator it = cameras->begin();
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while(it != cameras->end())
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{
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if(((*it) != cam) && (*it)->GetViewport())
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if (ParentObjectHasFocusCamera(*it))
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return true;
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it++;
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}
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return false;
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}
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const MT_Point3& KX_MouseFocusSensor::RaySource() const
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{
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return m_prevSourcePoint;
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}
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const MT_Point3& KX_MouseFocusSensor::RayTarget() const
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{
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return m_prevTargetPoint;
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}
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const MT_Point3& KX_MouseFocusSensor::HitPosition() const
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{
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return m_hitPosition;
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}
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const MT_Vector3& KX_MouseFocusSensor::HitNormal() const
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{
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return m_hitNormal;
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}
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const MT_Vector2& KX_MouseFocusSensor::HitUV() const
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{
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return m_hitUV;
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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_MouseFocusSensor::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_MouseFocusSensor",
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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_MouseSensor::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_MouseFocusSensor::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_MouseFocusSensor::Attributes[] = {
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KX_PYATTRIBUTE_RO_FUNCTION("raySource", KX_MouseFocusSensor, pyattr_get_ray_source),
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KX_PYATTRIBUTE_RO_FUNCTION("rayTarget", KX_MouseFocusSensor, pyattr_get_ray_target),
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KX_PYATTRIBUTE_RO_FUNCTION("rayDirection", KX_MouseFocusSensor, pyattr_get_ray_direction),
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KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_MouseFocusSensor, pyattr_get_hit_object),
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KX_PYATTRIBUTE_RO_FUNCTION("hitPosition", KX_MouseFocusSensor, pyattr_get_hit_position),
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KX_PYATTRIBUTE_RO_FUNCTION("hitNormal", KX_MouseFocusSensor, pyattr_get_hit_normal),
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KX_PYATTRIBUTE_RO_FUNCTION("hitUV", KX_MouseFocusSensor, pyattr_get_hit_uv),
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KX_PYATTRIBUTE_BOOL_RW("usePulseFocus", KX_MouseFocusSensor,m_bTouchPulse),
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{ NULL } //Sentinel
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};
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/* Attributes */
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PyObject* KX_MouseFocusSensor::pyattr_get_ray_source(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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return PyObjectFrom(self->RaySource());
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_ray_target(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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return PyObjectFrom(self->RayTarget());
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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MT_Vector3 dir = self->RayTarget() - self->RaySource();
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if(MT_fuzzyZero(dir)) dir.setValue(0,0,0);
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else dir.normalize();
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return PyObjectFrom(dir);
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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if(self->m_hitObject)
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return self->m_hitObject->GetProxy();
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Py_RETURN_NONE;
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_hit_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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return PyObjectFrom(self->HitPosition());
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_hit_normal(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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return PyObjectFrom(self->HitNormal());
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}
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PyObject* KX_MouseFocusSensor::pyattr_get_hit_uv(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
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return PyObjectFrom(self->HitUV());
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}
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#endif // WITH_PYTHON
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/* eof */
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