forked from bartvdbraak/blender
67c0b32375
Level option is now available on all sensors but is only implemented on mouse and keyboard sensors. The purpose of that option is to make the sensor react on level rather than edge by default. It's only applicable to state engine system when there is a state transition: the sensor will generate a pulse if the condition is met from the start of the state. Normally, the keyboard sensor generate a pulse only when the key is pressed and not when the key is already pressed. This patch allows to select this behavior. The second part of the patch corrects the reset method for sensors with inverted output.
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 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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#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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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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}
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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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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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}
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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 - 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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/**
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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 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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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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