forked from bartvdbraak/blender
0a7767d597
correct if there was more than one camera. It shoots rays from the active camera, but used the viewport from whichever camera was drawn last, now it uses the correct vieport.
163 lines
4.3 KiB
C++
163 lines
4.3 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., 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 LICENSE BLOCK *****
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* KX_MouseFocusSensor determines mouse in/out/over events.
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*/
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#ifndef __KX_MOUSEFOCUSSENSOR
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#define __KX_MOUSEFOCUSSENSOR
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#include "SCA_MouseSensor.h"
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class KX_RayCast;
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/**
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* The mouse focus sensor extends the basic SCA_MouseSensor. It has
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* been placed in KX because it needs access to the rasterizer and
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* SuMO.
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*
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* - extend the valid modes?
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* - */
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class KX_MouseFocusSensor : public SCA_MouseSensor
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{
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Py_Header;
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public:
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KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
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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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KX_KetsjiEngine* kxengine,
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SCA_IObject* gameobj,
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PyTypeObject* T=&Type );
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virtual ~KX_MouseFocusSensor() { ; };
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virtual CValue* GetReplica() {
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CValue* replica = new KX_MouseFocusSensor(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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/**
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* @attention Overrides default evaluate.
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*/
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virtual bool Evaluate(CValue* event);
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virtual void Init();
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virtual bool IsPositiveTrigger() {
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bool result = m_positive_event;
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if (m_invert) result = !result;
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return result;
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};
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayTarget);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRaySource);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitObject);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitPosition);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitNormal);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayDirection);
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/* --------------------------------------------------------------------- */
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SCA_IObject* m_hitObject;
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private:
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/**
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* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
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*/
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int m_focusmode;
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/**
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* Flags whether the previous test showed a mouse-over.
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*/
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bool m_mouse_over_in_previous_frame;
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/**
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* Flags whether the previous test evaluated positive.
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*/
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bool m_positive_event;
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/**
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* Tests whether the object is in mouse focus in this frame.
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*/
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bool ParentObjectHasFocus(void);
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/**
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* (in game world coordinates) the place where the object was hit.
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*/
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MT_Point3 m_hitPosition;
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/**
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* (in game world coordinates) the position to which to shoot the ray.
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*/
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MT_Point3 m_prevTargetPoint;
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/**
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* (in game world coordinates) the position from which to shoot the ray.
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*/
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MT_Point3 m_prevSourcePoint;
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/**
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* (in game world coordinates) the face normal of the vertex where
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* the object was hit. */
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MT_Vector3 m_hitNormal;
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/**
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* The active canvas. The size of this canvas determines a part of
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* the start position of the picking ray. */
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RAS_ICanvas* m_gp_canvas;
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/**
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* The KX scene that holds the camera. The camera position
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* determines a part of the start location of the picking ray. */
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KX_Scene* m_kxscene;
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/**
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* The KX engine is needed for computing the viewport */
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KX_KetsjiEngine* m_kxengine;
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};
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#endif //__KX_MOUSESENSOR
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