Fix for bug #3858: the game engine mouse focus sensor did not work

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.
This commit is contained in:
Brecht Van Lommel 2008-09-18 01:46:28 +00:00
parent 3bf0a6fed8
commit 0a7767d597
7 changed files with 24 additions and 17 deletions

@ -2471,7 +2471,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
// set the init state to all objects
gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
}

@ -92,6 +92,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IInputDevice* keydev,
int & executePriority,
int activeLayerBitInfo,
@ -508,6 +509,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
trackfocus,
canvas,
kxscene,
kxengine,
gameobj);
}
} else {

@ -33,6 +33,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
class KX_GameObject* gameobj,
class SCA_LogicManager* logicmgr,
class KX_Scene* kxscene,
class KX_KetsjiEngine* kxengine,
class SCA_IInputDevice* keydev,
int & executePriority ,
int activeLayerBitInfo,

@ -299,7 +299,7 @@ void KX_KetsjiEngine::ClearFrame()
list<KX_Camera*>::iterator it;
for(it = cameras->begin(); it != cameras->end(); it++)
{
SetupViewport(scene, (*it), area, viewport);
GetSceneViewport(scene, (*it), area, viewport);
if(!doclear) {
clearvp = viewport;
@ -894,7 +894,7 @@ void KX_KetsjiEngine::SetCameraOverrideClipping(float near, float far)
m_overrideCamFar = far;
}
void KX_KetsjiEngine::SetupViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
@ -1001,7 +1001,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
if (!cam)
return;
SetupViewport(scene, cam, area, viewport);
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
scene->SetSceneViewport(viewport);

@ -179,7 +179,6 @@ private:
/** Blue component of framing bar color. */
float m_overrideFrameColorB;
void SetupViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderFrame();
void RenderDebugProperties();
@ -230,6 +229,8 @@ public:
void SuspendScene(const STR_String& scenename);
void ResumeScene(const STR_String& scenename);
void GetSceneViewport(KX_Scene* scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
void SetDrawType(int drawingtype);
void SetCameraZoom(float camzoom);

@ -62,12 +62,14 @@ KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
int focusmode,
RAS_ICanvas* canvas,
KX_Scene* kxscene,
KX_KetsjiEngine *kxengine,
SCA_IObject* gameobj,
PyTypeObject* T)
: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj, T),
m_focusmode(focusmode),
m_gp_canvas(canvas),
m_kxscene(kxscene)
m_kxscene(kxscene),
m_kxengine(kxengine)
{
Init();
}
@ -193,11 +195,14 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
* calculations don't bomb. Maybe we should explicitly guard for
* division by 0.0...*/
/**
* Get the scenes current viewport.
*/
KX_Camera* cam = m_kxscene->GetActiveCamera();
const RAS_Rect & viewport = m_kxscene->GetSceneViewport();
/* get the scenes current viewport. we recompute it because there
* may be multiple cameras and m_kxscene->GetSceneViewport() only
* has the one that was last drawn */
RAS_Rect area, viewport;
m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport);
float height = float(viewport.m_y2 - viewport.m_y1 + 1);
float width = float(viewport.m_x2 - viewport.m_x1 + 1);
@ -205,9 +210,9 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
float x_lb = float(viewport.m_x1);
float y_lb = float(viewport.m_y1);
KX_Camera* cam = m_kxscene->GetActiveCamera();
/* There's some strangeness I don't fully get here... These values
* _should_ be wrong! */
/* old: */
float nearclip = 0.0;

@ -56,6 +56,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
int focusmode,
RAS_ICanvas* canvas,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IObject* gameobj,
PyTypeObject* T=&Type );
@ -142,12 +143,6 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
MT_Vector3 m_hitNormal;
/**
* Ref to the engine, for retrieving a reference to the current
* scene. */
class KX_KetsjiEngine* m_engine;
/**
* The active canvas. The size of this canvas determines a part of
* the start position of the picking ray. */
@ -158,6 +153,9 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
* determines a part of the start location of the picking ray. */
KX_Scene* m_kxscene;
/**
* The KX engine is needed for computing the viewport */
KX_KetsjiEngine* m_kxengine;
};
#endif //__KX_MOUSESENSOR