blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
Andre Susano Pinto 2fff90bbb4 Added function name to many of the PyArg_ParseTuple calls in gameengine
This way python raises more useful messages.
2009-04-10 16:45:19 +00:00

621 lines
17 KiB
C++

/**
* KX_CameraActuator.cpp
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
#include "KX_CameraActuator.h"
#include <iostream>
#include <math.h>
#include "KX_GameObject.h"
#include "PyObjectPlus.h"
#include "blendef.h"
STR_String KX_CameraActuator::X_AXIS_STRING = "x";
STR_String KX_CameraActuator::Y_AXIS_STRING = "y";
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_CameraActuator::KX_CameraActuator(
SCA_IObject* gameobj,
SCA_IObject *obj,
float hght,
float minhght,
float maxhght,
bool xytog,
PyTypeObject* T
):
SCA_IActuator(gameobj, T),
m_ob (obj),
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
m_x (xytog)
{
if (m_ob)
m_ob->RegisterActuator(this);
}
KX_CameraActuator::~KX_CameraActuator()
{
if (m_ob)
m_ob->UnregisterActuator(this);
}
CValue*
KX_CameraActuator::
GetReplica(
) {
KX_CameraActuator* replica = new KX_CameraActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
void KX_CameraActuator::ProcessReplica()
{
if (m_ob)
m_ob->RegisterActuator(this);
SCA_IActuator::ProcessReplica();
}
bool KX_CameraActuator::UnlinkObject(SCA_IObject* clientobj)
{
if (clientobj == m_ob)
{
// this object is being deleted, we cannot continue to track it.
m_ob = NULL;
return true;
}
return false;
}
void KX_CameraActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
{
void **h_obj = (*obj_map)[m_ob];
if (h_obj) {
if (m_ob)
m_ob->UnregisterActuator(this);
m_ob = (SCA_IObject*)(*h_obj);
m_ob->RegisterActuator(this);
}
}
/* three functions copied from blender arith... don't know if there's an equivalent */
static float Kx_Normalize(float *n)
{
float d;
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* FLT_EPSILON is too large! A larger value causes normalize errors in a scaled down utah teapot */
if(d>0.0000000000001) {
d= sqrt(d);
n[0]/=d;
n[1]/=d;
n[2]/=d;
} else {
n[0]=n[1]=n[2]= 0.0;
d= 0.0;
}
return d;
}
static void Kx_Crossf(float *c, float *a, float *b)
{
c[0] = a[1] * b[2] - a[2] * b[1];
c[1] = a[2] * b[0] - a[0] * b[2];
c[2] = a[0] * b[1] - a[1] * b[0];
}
static void Kx_VecUpMat3(float *vec, float mat[][3], short axis)
{
// Construct a camera matrix s.t. the specified axis
// maps to the given vector (*vec). Also defines the rotation
// about this axis by mapping one of the other axis to the y-axis.
float inp;
short cox = 0, coy = 0, coz = 0;
/* up varieeren heeft geen zin, is eigenlijk helemaal geen up!
* zie VecUpMat3old
*/
if(axis==0) {
cox= 0; coy= 1; coz= 2; /* Y up Z tr */
}
if(axis==1) {
cox= 1; coy= 2; coz= 0; /* Z up X tr */
}
if(axis==2) {
cox= 2; coy= 0; coz= 1; /* X up Y tr */
}
if(axis==3) {
cox= 0; coy= 1; coz= 2; /* Y op -Z tr */
vec[0]= -vec[0];
vec[1]= -vec[1];
vec[2]= -vec[2];
}
if(axis==4) {
cox= 1; coy= 0; coz= 2; /* */
}
if(axis==5) {
cox= 2; coy= 1; coz= 0; /* Y up X tr */
}
mat[coz][0]= vec[0];
mat[coz][1]= vec[1];
mat[coz][2]= vec[2];
if (Kx_Normalize((float *)mat[coz]) == 0.f) {
/* this is a very abnormal situation: the camera has reach the object center exactly
We will choose a completely arbitrary direction */
mat[coz][0] = 1.0f;
mat[coz][1] = 0.0f;
mat[coz][2] = 0.0f;
}
inp= mat[coz][2];
mat[coy][0]= - inp*mat[coz][0];
mat[coy][1]= - inp*mat[coz][1];
mat[coy][2]= 1.0 - inp*mat[coz][2];
if (Kx_Normalize((float *)mat[coy]) == 0.f) {
/* the camera is vertical, chose the y axis arbitrary */
mat[coy][0] = 0.f;
mat[coy][1] = 1.f;
mat[coy][2] = 0.f;
}
Kx_Crossf(mat[cox], mat[coy], mat[coz]);
}
bool KX_CameraActuator::Update(double curtime, bool frame)
{
/* wondering... is it really neccesary/desirable to suppress negative */
/* events here? */
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent || !m_ob)
return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
MT_Point3 from = obj->NodeGetWorldPosition();
MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
/* These casts are _very_ dangerous!!! */
MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition();
MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation();
float fp1[3], fp2[3], rc[3];
float inp, fac; //, factor = 0.0; /* some factor... */
float mindistsq, maxdistsq, distsq;
float mat[3][3];
/* The rules: */
/* CONSTRAINT 1: not implemented */
/* CONSTRAINT 2: can camera see actor? */
/* CONSTRAINT 3: fixed height relative to floor below actor. */
/* CONSTRAINT 4: camera rotates behind actor */
/* CONSTRAINT 5: minimum / maximum distance */
/* CONSTRAINT 6: again: fixed height relative to floor below actor */
/* CONSTRAINT 7: track to floor below actor */
/* CONSTRAINT 8: look a little bit left or right, depending on how the
character is looking (horizontal x)
*/
/* ...and then set the camera position. Since we assume the parent of */
/* this actuator is always a camera, just set the parent position and */
/* rotation. We do not check whether we really have a camera as parent. */
/* It may be better to turn this into a general tracking actuator later */
/* on, since lots of plausible relations can be filled in here. */
/* ... set up some parameters ... */
/* missing here: the 'floorloc' of the actor's shadow */
mindistsq= m_minHeight*m_minHeight;
maxdistsq= m_maxHeight*m_maxHeight;
/* C1: not checked... is a future option */
/* C2: blender test_visibility function. Can this be a ray-test? */
/* C3: fixed height */
from[2] = (15.0*from[2] + lookat[2] + m_height)/16.0;
/* C4: camera behind actor */
if (m_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];
}
else {
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];
}
inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
fac= (-1.0 + inp)/32.0;
from[0]+= fac*fp1[0];
from[1]+= fac*fp1[1];
from[2]+= fac*fp1[2];
/* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
if(inp<0.0) {
if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
from[0]-= fac*fp1[1];
from[1]+= fac*fp1[0];
}
else {
from[0]+= fac*fp1[1];
from[1]-= fac*fp1[0];
}
}
/* CONSTRAINT 5: minimum / maximum afstand */
rc[0]= (lookat[0]-from[0]);
rc[1]= (lookat[1]-from[1]);
rc[2]= (lookat[2]-from[2]);
distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];
if(distsq > maxdistsq) {
distsq = 0.15*(distsq-maxdistsq)/distsq;
from[0] += distsq*rc[0];
from[1] += distsq*rc[1];
from[2] += distsq*rc[2];
}
else if(distsq < mindistsq) {
distsq = 0.15*(mindistsq-distsq)/mindistsq;
from[0] -= distsq*rc[0];
from[1] -= distsq*rc[1];
from[2] -= distsq*rc[2];
}
/* CONSTRAINT 7: track to schaduw */
rc[0]= (lookat[0]-from[0]);
rc[1]= (lookat[1]-from[1]);
rc[2]= (lookat[2]-from[2]);
Kx_VecUpMat3(rc, mat, 3); /* y up Track -z */
/* now set the camera position and rotation */
obj->NodeSetLocalPosition(from);
actormat[0][0]= mat[0][0]; actormat[0][1]= mat[1][0]; actormat[0][2]= mat[2][0];
actormat[1][0]= mat[0][1]; actormat[1][1]= mat[1][1]; actormat[1][2]= mat[2][1];
actormat[2][0]= mat[0][2]; actormat[2][1]= mat[1][2]; actormat[2][2]= mat[2][2];
obj->NodeSetLocalOrientation(actormat);
return true;
}
CValue *KX_CameraActuator::findObject(char *obName)
{
/* hook to object system */
return NULL;
}
bool KX_CameraActuator::string2axischoice(const char *axisString)
{
bool res = true;
res = !(axisString == Y_AXIS_STRING);
return res;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_CameraActuator::Type = {
PyObject_HEAD_INIT(NULL)
0,
"KX_CameraActuator",
sizeof(KX_CameraActuator),
0,
PyDestructor,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_CameraActuator::Parents[] = {
&KX_CameraActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_CameraActuator::Methods[] = {
// ---> deprecated (all)
{"setObject",(PyCFunction) KX_CameraActuator::sPySetObject, METH_O, (PY_METHODCHAR)SetObject_doc},
{"getObject",(PyCFunction) KX_CameraActuator::sPyGetObject, METH_VARARGS, (PY_METHODCHAR)GetObject_doc},
{"setMin" ,(PyCFunction) KX_CameraActuator::sPySetMin, METH_VARARGS, (PY_METHODCHAR)SetMin_doc},
{"getMin" ,(PyCFunction) KX_CameraActuator::sPyGetMin, METH_NOARGS, (PY_METHODCHAR)GetMin_doc},
{"setMax" ,(PyCFunction) KX_CameraActuator::sPySetMax, METH_VARARGS, (PY_METHODCHAR)SetMax_doc},
{"getMax" ,(PyCFunction) KX_CameraActuator::sPyGetMax, METH_NOARGS, (PY_METHODCHAR)GetMax_doc},
{"setHeight",(PyCFunction) KX_CameraActuator::sPySetHeight, METH_VARARGS, (PY_METHODCHAR)SetHeight_doc},
{"getHeight",(PyCFunction) KX_CameraActuator::sPyGetHeight, METH_NOARGS, (PY_METHODCHAR)GetHeight_doc},
{"setXY" ,(PyCFunction) KX_CameraActuator::sPySetXY, METH_VARARGS, (PY_METHODCHAR)SetXY_doc},
{"getXY" ,(PyCFunction) KX_CameraActuator::sPyGetXY, METH_VARARGS, (PY_METHODCHAR)GetXY_doc},
{NULL,NULL,NULL,NULL} //Sentinel
};
PyAttributeDef KX_CameraActuator::Attributes[] = {
KX_PYATTRIBUTE_FLOAT_RW("min",-MAXFLOAT,MAXFLOAT,KX_CameraActuator,m_minHeight),
KX_PYATTRIBUTE_FLOAT_RW("max",-MAXFLOAT,MAXFLOAT,KX_CameraActuator,m_maxHeight),
KX_PYATTRIBUTE_FLOAT_RW("height",-MAXFLOAT,MAXFLOAT,KX_CameraActuator,m_height),
KX_PYATTRIBUTE_BOOL_RW("xy",KX_CameraActuator,m_x),
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object, pyattr_set_object),
{NULL}
};
PyObject* KX_CameraActuator::py_getattro(PyObject *attr) {
py_getattro_up(SCA_IActuator);
}
int KX_CameraActuator::py_setattro(PyObject *attr, PyObject* value) {
py_setattro_up(SCA_IActuator);
}
/* get obj ---------------------------------------------------------- */
const char KX_CameraActuator::GetObject_doc[] =
"getObject(name_only = 1)\n"
"name_only - optional arg, when true will return the KX_GameObject rather then its name\n"
"\tReturns the object this sensor reacts to.\n";
PyObject* KX_CameraActuator::PyGetObject(PyObject* self, PyObject* args)
{
int ret_name_only = 1;
ShowDeprecationWarning("getObject()", "the object property");
if (!PyArg_ParseTuple(args, "|i:getObject", &ret_name_only))
return NULL;
if (!m_ob)
Py_RETURN_NONE;
if (ret_name_only)
return PyString_FromString(m_ob->GetName());
else
return m_ob->AddRef();
}
/* set obj ---------------------------------------------------------- */
const char KX_CameraActuator::SetObject_doc[] =
"setObject(object)\n"
"\t- object: KX_GameObject, string or None\n"
"\tSets the object this sensor reacts to.\n";
PyObject* KX_CameraActuator::PySetObject(PyObject* self, PyObject* value)
{
KX_GameObject *gameobj;
ShowDeprecationWarning("setObject()", "the object property");
if (!ConvertPythonToGameObject(value, &gameobj, true))
return NULL; // ConvertPythonToGameObject sets the error
if (m_ob != NULL)
m_ob->UnregisterActuator(this);
m_ob = (SCA_IObject*)gameobj;
if (m_ob)
m_ob->RegisterActuator(this);
Py_RETURN_NONE;
}
/* get min ---------------------------------------------------------- */
const char KX_CameraActuator::GetMin_doc[] =
"getMin\n"
"\tReturns the minimum value set in the Min: field.\n";
PyObject* KX_CameraActuator::PyGetMin(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getMin()", "the min property");
return PyFloat_FromDouble(m_minHeight);
}
/* set min ---------------------------------------------------------- */
const char KX_CameraActuator::SetMin_doc[] =
"setMin\n"
"\tSets the minimum value.\n";
PyObject* KX_CameraActuator::PySetMin(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("setMin()", "the min property");
float min;
if(PyArg_ParseTuple(args,"f:setMin", &min))
{
m_minHeight = min;
Py_RETURN_NONE;
}
return NULL;
}
/* get min ---------------------------------------------------------- */
const char KX_CameraActuator::GetMax_doc[] =
"getMax\n"
"\tReturns the maximum value set in the Max: field.\n";
PyObject* KX_CameraActuator::PyGetMax(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getMax()", "the max property");
return PyFloat_FromDouble(m_maxHeight);
}
/* set min ---------------------------------------------------------- */
const char KX_CameraActuator::SetMax_doc[] =
"setMax\n"
"\tSets the maximum value.\n";
PyObject* KX_CameraActuator::PySetMax(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getMax()", "the max property");
float max;
if(PyArg_ParseTuple(args,"f:setMax", &max))
{
m_maxHeight = max;
Py_RETURN_NONE;
}
return NULL;
}
/* get height ---------------------------------------------------------- */
const char KX_CameraActuator::GetHeight_doc[] =
"getHeight\n"
"\tReturns the height value set in the height: field.\n";
PyObject* KX_CameraActuator::PyGetHeight(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getHeight()", "the height property");
return PyFloat_FromDouble(m_height);
}
/* set height ---------------------------------------------------------- */
const char KX_CameraActuator::SetHeight_doc[] =
"setHeight\n"
"\tSets the height value.\n";
PyObject* KX_CameraActuator::PySetHeight(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getHeight()", "the height property");
float height;
if(PyArg_ParseTuple(args,"f:setHeight", &height))
{
m_height = height;
Py_RETURN_NONE;
}
return NULL;
}
/* set XY ---------------------------------------------------------- */
const char KX_CameraActuator::SetXY_doc[] =
"setXY\n"
"\tSets axis the camera tries to get behind.\n"
"\t1=x, 0=y\n";
PyObject* KX_CameraActuator::PySetXY(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("setXY()", "the xy property");
int value;
if(PyArg_ParseTuple(args,"i:setXY", &value))
{
m_x = value != 0;
Py_RETURN_NONE;
}
return NULL;
}
/* get XY -------------------------------------------------------------*/
const char KX_CameraActuator::GetXY_doc[] =
"getXY\n"
"\tGets the axis the camera tries to get behind.\n"
"\tTrue = X, False = Y\n";
PyObject* KX_CameraActuator::PyGetXY(PyObject* self,
PyObject* args,
PyObject* kwds)
{
ShowDeprecationWarning("getXY()", "the xy property");
return PyInt_FromLong(m_x);
}
PyObject* KX_CameraActuator::pyattr_get_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_CameraActuator* self= static_cast<KX_CameraActuator*>(self_v);
if (self->m_ob==NULL)
Py_RETURN_NONE;
else
return self->m_ob->AddRef();
}
int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_CameraActuator* self= static_cast<KX_CameraActuator*>(self_v);
KX_GameObject *gameobj;
if (!ConvertPythonToGameObject(value, &gameobj, true))
return 1; // ConvertPythonToGameObject sets the error
if (self->m_ob)
self->m_ob->UnregisterActuator(self);
if (self->m_ob = (SCA_IObject*)gameobj)
self->m_ob->RegisterActuator(self);
return 0;
}
/* eof */