/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** * KX_MouseFocusSensor determines mouse in/out/over events. */ /** \file gameengine/Ketsji/KX_MouseFocusSensor.cpp * \ingroup ketsji */ #ifdef _MSC_VER /* This warning tells us about truncation of __long__ stl-generated names. * It can occasionally cause DevStudio to have internal compiler warnings. */ # pragma warning(disable:4786) #endif #include "MT_Point3.h" #include "RAS_FramingManager.h" #include "RAS_ICanvas.h" #include "RAS_IRasterizer.h" #include "SCA_IScene.h" #include "KX_Scene.h" #include "KX_Camera.h" #include "KX_MouseFocusSensor.h" #include "KX_PyMath.h" #include "KX_RayCast.h" #include "PHY_IPhysicsController.h" #include "PHY_IPhysicsEnvironment.h" #include "KX_ClientObjectInfo.h" /* ------------------------------------------------------------------------- */ /* Native functions */ /* ------------------------------------------------------------------------- */ KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr, int startx, int starty, short int mousemode, int focusmode, bool bTouchPulse, const STR_String& propname, bool bFindMaterial, bool bXRay, KX_Scene* kxscene, KX_KetsjiEngine *kxengine, SCA_IObject* gameobj) : SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj), m_focusmode(focusmode), m_bTouchPulse(bTouchPulse), m_bXRay(bXRay), m_bFindMaterial(bFindMaterial), m_propertyname(propname), m_kxscene(kxscene), m_kxengine(kxengine) { Init(); } void KX_MouseFocusSensor::Init() { m_mouse_over_in_previous_frame = (m_invert)?true:false; m_positive_event = false; m_hitObject = 0; m_hitObject_Last = NULL; m_reset = true; m_hitPosition.setValue(0,0,0); m_prevTargetPoint.setValue(0,0,0); m_prevSourcePoint.setValue(0,0,0); m_hitNormal.setValue(0,0,1); } bool KX_MouseFocusSensor::Evaluate() { bool result = false; bool obHasFocus = false; bool reset = m_reset && m_level; // cout << "evaluate focus mouse sensor "<m_gameobject; /* Is this me? In the ray test, there are a lot of extra checks * for aliasing artifacts from self-hits. That doesn't happen * here, so a simple test suffices. Or does the camera also get * self-hits? (No, and the raysensor shouldn't do it either, since * self-hits are excluded by setting the correct ignore-object.) * Hitspots now become valid. */ KX_GameObject* thisObj = (KX_GameObject*) GetParent(); bool bFound = false; if ((m_focusmode == 2) || hitKXObj == thisObj) { if (m_propertyname.Length() == 0) { bFound = true; } else { if (m_bFindMaterial) { if (client_info->m_auxilary_info) { bFound = (m_propertyname== ((char*)client_info->m_auxilary_info)); } } else { bFound = hitKXObj->GetProperty(m_propertyname) != NULL; } } if (bFound) { m_hitObject = hitKXObj; m_hitPosition = result->m_hitPoint; m_hitNormal = result->m_hitNormal; m_hitUV = result->m_hitUV; return true; } } return true; // object must be visible to trigger //return false; // occluded objects can trigger } /* this function is used to pre-filter the object before casting the ray on them. * This is useful for "X-Ray" option when we want to see "through" unwanted object. */ bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client) { if (client->m_type > KX_ClientObjectInfo::ACTOR) { // Unknown type of object, skip it. // Should not occur as the sensor objects are filtered in RayTest() printf("Invalid client type %d found ray casting\n", client->m_type); return false; } if (m_bXRay && m_propertyname.Length() != 0) { if (m_bFindMaterial) { // not quite correct: an object may have multiple material // should check all the material and not only the first one if (!client->m_auxilary_info || (m_propertyname != ((char*)client->m_auxilary_info))) return false; } else { if (client->m_gameobject->GetProperty(m_propertyname) == NULL) return false; } } return true; } bool KX_MouseFocusSensor::ParentObjectHasFocusCamera(KX_Camera *cam) { /* All screen handling in the gameengine is done by GL, * specifically the model/view and projection parts. The viewport * part is in the creator. * * The theory is this: * WCS - world coordinates * -> wcs_camcs_trafo -> * camCS - camera coordinates * -> camcs_clip_trafo -> * clipCS - normalized device coordinates? * -> normview_win_trafo * winCS - window coordinates * * The first two transforms are respectively the model/view and * the projection matrix. These are passed to the rasterizer, and * we store them in the camera for easy access. * * For normalized device coords (xn = x/w, yn = y/w/zw) the * windows coords become (lb = left bottom) * * xwin = [(xn + 1.0) * width]/2 + x_lb * ywin = [(yn + 1.0) * height]/2 + y_lb * * Inverting (blender y is flipped!): * * xn = 2(xwin - x_lb)/width - 1.0 * yn = 2(ywin - y_lb)/height - 1.0 * = 2(height - y_blender - y_lb)/height - 1.0 * = 1.0 - 2(y_blender - y_lb)/height * * */ /* 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 * here as well. These reads are not the main cost. If there is no * 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...*/ RAS_Rect area, viewport; short m_y_inv = m_kxengine->GetCanvas()->GetHeight()-m_y; 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_inv < viewport.m_y2 && // below top m_y_inv > viewport.m_y1) == 0) // above bottom { return false; } 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); MT_Vector4 frompoint; MT_Vector4 topoint; /* m_y_inv - inverting for a bounds check is only part of it, now make relative to view bounds */ m_y_inv = (viewport.m_y2 - m_y_inv) + 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 * Normalized device coordinates are [-1,1] in x, y, 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_inv - y_lb) / height), -1.0, 1.0 ); topoint.setValue( (2 * (m_x-x_lb) / width) - 1.0, 1.0 - (2 * (m_y_inv-y_lb) / height), 1.0, 1.0 ); /* camera to world */ MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cam->GetCameraToWorld()); /* 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; /* clipstart = - (frompoint[2] / frompoint[3]) * clipend = - (topoint[2] / topoint[3]) */ 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... */ PHY_IPhysicsController* physics_controller = cam->GetPhysicsController(); PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment(); // get UV mapping KX_RayCast::Callback callback(this,physics_controller,NULL,false,true); KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback); if (m_hitObject) return true; return false; } bool KX_MouseFocusSensor::ParentObjectHasFocus() { m_hitObject = 0; m_hitPosition.setValue(0,0,0); m_hitNormal.setValue(1,0,0); KX_Camera *cam= m_kxscene->GetActiveCamera(); if (ParentObjectHasFocusCamera(cam)) return true; list* cameras = m_kxscene->GetCameras(); list::iterator it = cameras->begin(); while (it != cameras->end()) { if (((*it) != cam) && (*it)->GetViewport()) if (ParentObjectHasFocusCamera(*it)) return true; it++; } return false; } const MT_Point3& KX_MouseFocusSensor::RaySource() const { return m_prevSourcePoint; } const MT_Point3& KX_MouseFocusSensor::RayTarget() const { return m_prevTargetPoint; } const MT_Point3& KX_MouseFocusSensor::HitPosition() const { return m_hitPosition; } const MT_Vector3& KX_MouseFocusSensor::HitNormal() const { return m_hitNormal; } const MT_Vector2& KX_MouseFocusSensor::HitUV() const { return m_hitUV; } #ifdef WITH_PYTHON /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject KX_MouseFocusSensor::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_MouseFocusSensor", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &SCA_MouseSensor::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_MouseFocusSensor::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_MouseFocusSensor::Attributes[] = { KX_PYATTRIBUTE_RO_FUNCTION("raySource", KX_MouseFocusSensor, pyattr_get_ray_source), KX_PYATTRIBUTE_RO_FUNCTION("rayTarget", KX_MouseFocusSensor, pyattr_get_ray_target), KX_PYATTRIBUTE_RO_FUNCTION("rayDirection", KX_MouseFocusSensor, pyattr_get_ray_direction), KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_MouseFocusSensor, pyattr_get_hit_object), KX_PYATTRIBUTE_RO_FUNCTION("hitPosition", KX_MouseFocusSensor, pyattr_get_hit_position), KX_PYATTRIBUTE_RO_FUNCTION("hitNormal", KX_MouseFocusSensor, pyattr_get_hit_normal), KX_PYATTRIBUTE_RO_FUNCTION("hitUV", KX_MouseFocusSensor, pyattr_get_hit_uv), KX_PYATTRIBUTE_BOOL_RW("usePulseFocus", KX_MouseFocusSensor, m_bTouchPulse), KX_PYATTRIBUTE_BOOL_RW("useXRay", KX_MouseFocusSensor, m_bXRay), KX_PYATTRIBUTE_BOOL_RW("useMaterial", KX_MouseFocusSensor, m_bFindMaterial), KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, KX_MouseFocusSensor, m_propertyname), { NULL } //Sentinel }; /* Attributes */ PyObject *KX_MouseFocusSensor::pyattr_get_ray_source(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); return PyObjectFrom(self->RaySource()); } PyObject *KX_MouseFocusSensor::pyattr_get_ray_target(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); return PyObjectFrom(self->RayTarget()); } PyObject *KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); MT_Vector3 dir = self->RayTarget() - self->RaySource(); if (MT_fuzzyZero(dir)) dir.setValue(0,0,0); else dir.normalize(); return PyObjectFrom(dir); } PyObject *KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); if (self->m_hitObject) return self->m_hitObject->GetProxy(); Py_RETURN_NONE; } PyObject *KX_MouseFocusSensor::pyattr_get_hit_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); return PyObjectFrom(self->HitPosition()); } PyObject *KX_MouseFocusSensor::pyattr_get_hit_normal(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); return PyObjectFrom(self->HitNormal()); } PyObject *KX_MouseFocusSensor::pyattr_get_hit_uv(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_MouseFocusSensor* self = static_cast(self_v); return PyObjectFrom(self->HitUV()); } #endif // WITH_PYTHON /* eof */