blender/source/gameengine/VideoTexture/Exception.cpp
Benoit Bolsee 149d231d69 VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.

Constructor:

  VideoTexture.ImageMirror(scene,observer,mirror,material)
    scene:    reference to the scene that will be rendered.
              Both observer and mirror must be part of that scene.
    observer: reference to a game object used as view point for
              mirror rendering: the scene will be rendered through
              the mirror as if the active camera was at the observer 
              location. Usually the observer is the active camera
              but you can use any game obejct.
    mirror:   reference to the mesh object holding the mirror.
    material: material ID of the mirror texture as returned by 
              VideoTexture.materialID(). The mirror is formed by 
              the polygons mapped to that material.

There are no specific methods or attributes. ImageMirror inherits 
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror 
rendering.

Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror 
  rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
  or quasi planar mirror. For spherical mirror, you will get better
  results with ImageRender and a camera at the center of the mirror. 
  ImageMirror automatically computes the mirror orientation and 
  position. The mirror doesn't need to be rectangular, it can be 
  circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
  coordinates. If the mirror is not vertical, ImageMirror will 
  compute the up direction as being the projection of the Z axis
  on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
  - make a planar projection of the mirror polygons (Unwrap or projection from view)
  - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
  - scale the projection so that the extreme points touch the border of the texture
  - flip the UV projection horizontally (scale -1 on X axis). This is needed
    because the mirror texture is rendered from the back of the mirror and
    thus is reversed from the view point of the observer. Horizontal flip 
    in the UV map restores the correct orientation.

Besides these simple rules, the mirror rendering is completely automatic. 
In particular, you don't need to allocate a camera for the rendering, 
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the 
algorithm always computes the correct camera position based on observer 
relative position. You don't have to worry about mirror position in the scene: 
the algorithm automatically computes the camera frustum so that any object 
behind the mirror is not rendered.

Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
  a pointer to them but does not increment the reference count. You must ensure 
  that these game objects are not deleted as long as you refresh() the ImageMirror
  object. You must release the ImageMirror object before you delete the game
  objects. To release the ImageMirror object (normally stored in GameLogic),
  just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
  but it is not disabled when the mirror is out of sight of the observer.
  You should only refresh the mirror when you know that the observer is likely to see it.
  For example, no need to refresh a car inner mirror when the player is not in the car.

Example:

  contr = GameLogic.getCurrentController()
  # object holding the mirror
  mirror = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # observer will be the active camere
  camera = scene.getObjectList()['OBCamera']
  matID = VideoTexture.materialID(mirror, 'IMmirror.png')
  GameLogic.mirror = VideoTexture.Texture(mirror, matID)
  GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
  # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00

216 lines
5.1 KiB
C++

/* $Id$
-----------------------------------------------------------------------------
This source file is part of VideoTexture library
Copyright (c) 2006 The Zdeno Ash Miklas
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#include <strstream>
#include <fstream>
#include <PyObjectPlus.h>
#include "Exception.h"
// exception identificators
ExceptionID ErrGeneral, ErrNotFound;
// exception descriptions
ExpDesc errGenerDesc (ErrGeneral, "General Error");
ExpDesc errNFoundDesc (ErrNotFound, "Error description not found");
// implementation of ExpDesc
// constructor
ExpDesc::ExpDesc (ExceptionID & exp, char * desc, RESULT hres)
: m_expID(exp), m_hRslt(hres), m_description(desc)
{
}
// destructor
ExpDesc::~ExpDesc (void) {}
// list of descriptions
std::vector<ExpDesc*> ExpDesc::m_expDescs;
// class Exception
// last exception description
std::string Exception::m_lastError;
// log file name
char * Exception::m_logFile = NULL;
// basic constructor
Exception::Exception ()
{
// default values
m_expID = &ErrNotFound;
m_hRslt = S_OK;
m_line = 0;
}
// destructor
Exception::~Exception () throw() { }
// copy constructor
Exception::Exception (const Exception & xpt)
{ copy (xpt); }
// assignment operator
Exception & Exception::operator= (const Exception & xpt)
{ copy (xpt); return *this; }
// get exception description
const char * Exception::what()
{
// set exception description
setXptDesc();
// return c string
return m_desc.c_str();
}
// debug version - with file and line of exception
Exception::Exception (ExceptionID & expID, RESULT rslt, char * fil, int lin)
: m_expID (&expID), m_hRslt (rslt)
{
// set file and line
if (strlen(fil) > 0 || lin > 0)
setFileLine (fil, lin);
}
// set file and line
void Exception::setFileLine (char * fil, int lin)
{
if (fil != NULL) m_fileName = fil;
m_line = lin;
}
// report exception
void Exception::report(void)
{
// set exception description
setXptDesc();
// set python error
PyErr_SetString(PyExc_RuntimeError, what());
// if log file is set
if (m_logFile != NULL)
{
// write description to log
std::ofstream logf (m_logFile, std::ios_base::app);
logf << m_fileName << ':' << m_line << ':' << m_desc << std::endl;
logf.flush();
logf.close();
}
}
// set exception description
void Exception::setXptDesc (void)
{
// if description is not set
if (m_desc.size() == 0)
{
// start of search -1
// found description "NotFound" 0
// found description without matching result 1
// found description with matching result 2
int best = -1;
// find exception description
for (std::vector<ExpDesc*>::iterator it = ExpDesc::m_expDescs.begin(); it != ExpDesc::m_expDescs.end(); ++it)
{
// use "NotFound", if there is not better
if (best < 0 && (*it)->isExp(&ErrNotFound) > 0)
{
(*it)->loadDesc(m_desc);
best = 0;
}
// match exception
int nBest = (*it)->isExp(m_expID, m_hRslt);
// if exception is matching better
if (nBest > 0 && best < nBest)
{
// set description
(*it)->loadDesc(m_desc);
best = nBest;
// if matching exactly, finish search
if (best == 2) break;
}
}
// add result code
// length of result code
const size_t rsltSize = 11;
// delimit description
const char delimRslt[] = ": ";
// set text of description
char rsltTxt[rsltSize];
std::ostrstream os(rsltTxt, rsltSize);
os << std::hex << m_hRslt << delimRslt << '\0';
// copy result to description
m_desc.insert(0, rsltTxt);
// copy exception description to last exception string
m_lastError = m_desc;
}
}
// copy exception data
void Exception::copy (const Exception & xpt)
{
// standard data
m_expID = xpt.m_expID;
m_hRslt = xpt.m_hRslt;
m_desc = xpt.m_desc;
// debug data
m_fileName = xpt.m_fileName;
m_line = xpt.m_line;
}
void registerAllExceptions(void)
{
errGenerDesc.registerDesc();
errNFoundDesc.registerDesc();
MaterialNotAvailDesc.registerDesc();
ImageSizesNotMatchDesc.registerDesc();
SceneInvalidDesc.registerDesc();
CameraInvalidDesc.registerDesc();
ObserverInvalidDesc.registerDesc();
MirrorInvalidDesc.registerDesc();
MirrorSizeInvalidDesc.registerDesc();
MirrorNormalInvalidDesc.registerDesc();
MirrorHorizontalDesc.registerDesc();
MirrorTooSmallDesc.registerDesc();
SourceVideoEmptyDesc.registerDesc();
SourceVideoCreationDesc.registerDesc();
}