BGE Bugfix

[#17678] "Mouse over" sensor broken when using viewports

Loop over all the scenes camera viewports and check the mouse is inside the viewport before casting a ray.
This commit is contained in:
Campbell Barton 2009-04-14 03:08:09 +00:00
parent 0b8661ab4d
commit 1bc31fc7f9

@ -150,11 +150,11 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* r
bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
bool KX_MouseFocusSensor::ParentObjectHasFocus()
{
m_hitObject = 0;
m_hitPosition = MT_Vector3(0,0,0);
m_hitNormal = MT_Vector3(1,0,0);
m_hitPosition.setValue(0,0,0);
m_hitNormal.setValue(1,0,0);
/* All screen handling in the gameengine is done by GL,
* specifically the model/view and projection parts. The viewport
@ -188,6 +188,11 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
*
* */
MT_Vector4 frompoint;
MT_Vector4 topoint;
bool result = false;
/* Because we don't want to worry about resize events, camera
* changes and all that crap, we just determine this over and
* over. Stop whining. We have lots of other calculations to do
@ -195,96 +200,105 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
* canvas, the test is irrelevant. The 1.0 makes sure the
* calculations don't bomb. Maybe we should explicitly guard for
* division by 0.0...*/
KX_Camera* cam = m_kxscene->GetActiveCamera();
/* 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);
list<class KX_Camera*>* cameras = m_kxscene->GetCameras();
float x_lb = float(viewport.m_x1);
float y_lb = float(viewport.m_y1);
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
KX_Camera* cam= (*it);
/* 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 */
/* There's some strangeness I don't fully get here... These values
* _should_ be wrong! */
RAS_Rect area, viewport;
m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport);
/* Check if the mouse is in the viewport */
if ( m_x < viewport.m_x2 && // less then right
m_x > viewport.m_x1 && // more then then left
m_y < viewport.m_y2 && // below top
m_y > viewport.m_y1) // above bottom
{
float height = float(viewport.m_y2 - viewport.m_y1 + 1);
float width = float(viewport.m_x2 - viewport.m_x1 + 1);
float x_lb = float(viewport.m_x1);
float y_lb = float(viewport.m_y1);
/* There's some strangeness I don't fully get here... These values
* _should_ be wrong! - see from point Z values */
/* build the from and to point in normalized device coordinates
* Looks like normailized device coordinates are [-1,1] in x [-1,1] in y
* [0,-1] in z
*
* The actual z coordinates used don't have to be exact just infront and
* behind of the near and far clip planes.
*/
frompoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y - y_lb) / height),
0.0, /* nearclip, see above comments */
1.0 );
topoint.setValue( (2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y-y_lb) / height),
1.0, /* farclip, see above comments */
1.0 );
/* camera to world */
MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
if (!cam->GetCameraData()->m_perspective)
wcs_camcs_tranform.getOrigin()[2] *= 100.0;
MT_Transform cams_wcs_transform;
cams_wcs_transform.invert(wcs_camcs_tranform);
MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform);
/* badly defined, the first time round.... I wonder why... I might
* want to guard against floating point errors here.*/
MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix());
clip_camcs_matrix.invert();
/* shoot-points: clip to cam to wcs . win to clip was already done.*/
frompoint = clip_camcs_matrix * frompoint;
topoint = clip_camcs_matrix * topoint;
frompoint = camcs_wcs_matrix * frompoint;
topoint = camcs_wcs_matrix * topoint;
/* from hom wcs to 3d wcs: */
m_prevSourcePoint.setValue( frompoint[0]/frompoint[3],
frompoint[1]/frompoint[3],
frompoint[2]/frompoint[3]);
m_prevTargetPoint.setValue( topoint[0]/topoint[3],
topoint[1]/topoint[3],
topoint[2]/topoint[3]);
/* 2. Get the object from PhysicsEnvironment */
/* Shoot! Beware that the first argument here is an
* ignore-object. We don't ignore anything... */
KX_IPhysicsController* physics_controller = cam->GetPhysicsController();
PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller);
KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback);
if (m_hitObject) {
result= true;
break;
}
}
}
it++;
}
/* old: */
float nearclip = 0.0;
float farclip = 1.0;
/* build the from and to point in normalized device coordinates
* Looks like normailized device coordinates are [-1,1] in x [-1,1] in y
* [0,-1] in z
*
* The actual z coordinates used don't have to be exact just infront and
* behind of the near and far clip planes.
*/
MT_Vector4 frompoint = MT_Vector4(
(2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y - y_lb) / height),
nearclip,
1.0
);
MT_Vector4 topoint = MT_Vector4(
(2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y-y_lb) / height),
farclip,
1.0
);
/* camera to world */
MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
if (!cam->GetCameraData()->m_perspective)
wcs_camcs_tranform.getOrigin()[2] *= 100.0;
MT_Transform cams_wcs_transform;
cams_wcs_transform.invert(wcs_camcs_tranform);
MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform);
/* badly defined, the first time round.... I wonder why... I might
* want to guard against floating point errors here.*/
MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix());
clip_camcs_matrix.invert();
/* shoot-points: clip to cam to wcs . win to clip was already done.*/
frompoint = clip_camcs_matrix * frompoint;
topoint = clip_camcs_matrix * topoint;
frompoint = camcs_wcs_matrix * frompoint;
topoint = camcs_wcs_matrix * topoint;
/* from hom wcs to 3d wcs: */
MT_Point3 frompoint3 = MT_Point3(frompoint[0]/frompoint[3],
frompoint[1]/frompoint[3],
frompoint[2]/frompoint[3]);
MT_Point3 topoint3 = MT_Point3(topoint[0]/topoint[3],
topoint[1]/topoint[3],
topoint[2]/topoint[3]);
m_prevTargetPoint = topoint3;
m_prevSourcePoint = frompoint3;
/* 2. Get the object from PhysicsEnvironment */
/* Shoot! Beware that the first argument here is an
* ignore-object. We don't ignore anything... */
KX_IPhysicsController* physics_controller = cam->GetPhysicsController();
PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
bool result = false;
KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller);
KX_RayCast::RayTest(physics_environment, frompoint3, topoint3, callback);
result = (m_hitObject!=0);
return result;
}
/* ------------------------------------------------------------------------- */