getScreenPosition, Ray and Vect fixes:

- fix for [#18867] getScreenRay error
 ... the Vector wasn't been added to KX_Camera origin. Therefore the Ray was always casted to the wrong coordinate when camera wasn't in [0,0,0] (where is obviously was in my tests :)

- making the input parameter compatible with Blender/BGE window coordinate system (Top-Bottom).
 ... that will break scripts done in 2.49. Since this feature was added only in 2.49 that fix is OK. (and the fix is ridiculous.

Note:
the input parameter is normalized. That means it runs from 0.0 to 1.0. Some users found it confusing, but it allows to make a game compatible with multiple desktop resolutions.a
This commit is contained in:
Dalai Felinto 2009-06-05 00:51:36 +00:00
parent 8154de7045
commit 52b7c157a0

@ -1047,8 +1047,10 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition,
gluProject(vect[0], vect[1], vect[2], modelmatrix, projmatrix, viewport, &win[0], &win[1], &win[2]);
vect[0] = win[0] / (viewport[0] + viewport[2]);
vect[1] = win[1] / (viewport[1] + viewport[3]);
vect[0] = (win[0] - viewport[0]) / viewport[2];
vect[1] = (win[1] - viewport[1]) / viewport[3];
vect[1] = 1.0 - vect[1]; //to follow Blender window coordinate system (Top-Down)
PyObject* ret = PyTuple_New(2);
if(ret){
@ -1068,6 +1070,8 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_Camera, getScreenVect,
if (!PyArg_ParseTuple(args,"dd:getScreenVect",&x,&y))
return NULL;
y = 1.0 - y; //to follow Blender window coordinate system (Top-Down)
MT_Vector3 vect;
MT_Point3 campos, screenpos;
@ -1127,7 +1131,8 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_Camera, getScreenRay,
}
Py_DECREF(argValue);
dist *= -1.0;
dist = -dist;
vect += this->GetCameraLocation();
argValue = (propName?PyTuple_New(3):PyTuple_New(2));
if (argValue) {