blender/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
Kent Mein 209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00

352 lines
10 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// 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 "KX_ClientObjectInfo.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"
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
int startx,
int starty,
short int mousemode,
bool focusmode,
RAS_ICanvas* canvas,
KX_Scene* kxscene,
SCA_IObject* gameobj,
PyTypeObject* T)
: SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj, T),
m_focusmode(focusmode),
m_gp_canvas(canvas),
m_kxscene(kxscene)
{
/* Or postpone? I think a sumo scene and kx scene go pretty much
* together, so it should be safe to do it here. */
m_mouse_over_in_previous_frame = false;
m_positive_event = false;
}
bool KX_MouseFocusSensor::Evaluate(CValue* event)
{
bool result = false;
bool obHasFocus = false;
// cout << "evaluate focus mouse sensor "<<endl;
if (m_focusmode) {
/* Focus behaviour required. Test mouse-on. The rest is
* equivalent to handling a key. */
obHasFocus = ParentObjectHasFocus();
if (!obHasFocus) {
if (m_mouse_over_in_previous_frame) {
m_positive_event = false;
result = true;
}
} else {
if (!m_mouse_over_in_previous_frame) {
m_positive_event = true;
result = true;
}
}
} else {
/* No focus behaviour required: revert to the basic mode. This
* mode is never used, because the converter never makes this
* sensor for a mouse-key event. It is here for
* completeness. */
result = SCA_MouseSensor::Evaluate(event);
m_positive_event = (m_val!=0);
}
m_mouse_over_in_previous_frame = obHasFocus;
return result;
}
bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
{
bool res = false;
m_hitPosition = MT_Vector3(0,0,0);
m_hitNormal = MT_Vector3(1,0,0);
MT_Point3 resultpoint;
MT_Vector3 resultnormal;
/* 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 - normalised 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 normalised 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...*/
/**
* Get the scenes current viewport.
*/
const RAS_Rect & viewport = m_kxscene->GetSceneViewport();
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);
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;
float farclip = -1.0;
/* build the from and to point in normalised 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 + 3 * farclip) / (farclip - nearclip),
1.0
);
MT_Vector4 topoint = MT_Vector4(
(2 * (m_x-x_lb) / width) - 1.0,
1.0 - (2 * (m_y-y_lb) / height),
(3 * nearclip + farclip) / (farclip - nearclip),
1.0
);
/* camera to world */
MT_Matrix4x4 camcs_wcs_matrix;
cam->GetModelviewMatrix(camcs_wcs_matrix);
camcs_wcs_matrix.invert();
MT_Matrix4x4 clip_camcs_matrix;
/* badly defined, the first time round.... I wonder why... I might
* want to guard against floating point errors here.*/
cam->GetProjectionMatrix(clip_camcs_matrix);
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;
/* 2. Get the object from SuMO*/
/* Shoot! Beware that the first argument here is an
* ignore-object. We don't ignore anything... */
KX_GameObject* thisObj = (KX_GameObject*) GetParent();
//SM_Object* hitSMObj = m_sumoScene->rayTest(NULL,
// frompoint3,
// topoint3,
// resultpoint,
// resultnormal);
KX_GameObject* hitKXObj = 0;
/* all this casting makes me nervous... */
//SM_ClientObjectInfo* client_info
// = ( hitSMObj ?
// (SM_ClientObjectInfo*) ((SM_Object*)hitSMObj)->getClientObject() :
// NULL);
//KX_GameObject* hitKXObj = ( client_info ?
// (KX_GameObject*)client_info->m_clientobject :
// NULL);
/* Is this me? In the ray test, there are a lot of extra checks
* for aliasing artefacts 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. */
if (hitKXObj == thisObj)
{
m_hitPosition = resultpoint;
m_hitNormal = resultnormal;
res = true;
}
return res;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_MouseFocusSensor::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_MouseFocusSensor",
sizeof(KX_MouseFocusSensor),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_MouseFocusSensor::Parents[] = {
&KX_MouseFocusSensor::Type,
&SCA_MouseSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_MouseFocusSensor::Methods[] = {
{"getRayTarget", (PyCFunction) KX_MouseFocusSensor::sPyGetRayTarget,
METH_VARARGS, GetRayTarget_doc},
{"getRaySource", (PyCFunction) KX_MouseFocusSensor::sPyGetRaySource,
METH_VARARGS, GetRaySource_doc},
{NULL,NULL} //Sentinel
};
PyObject* KX_MouseFocusSensor::_getattr(char* attr) {
_getattr_up(SCA_MouseSensor);
}
/* getRayTarget */
char KX_MouseFocusSensor::GetRayTarget_doc[] =
"getRayTarget()\n"
"\tReturns the target of the ray that seeks the focus object,\n"
"\tin worldcoordinates.";
PyObject* KX_MouseFocusSensor::PyGetRayTarget(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *retVal = PyList_New(3);
PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevTargetPoint[0]));
PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevTargetPoint[1]));
PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevTargetPoint[2]));
return retVal;
}
/* getRayTarget */
char KX_MouseFocusSensor::GetRaySource_doc[] =
"getRaySource()\n"
"\tReturns the source of the ray that seeks the focus object,\n"
"\tin worldcoordinates.";
PyObject* KX_MouseFocusSensor::PyGetRaySource(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *retVal = PyList_New(3);
PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevSourcePoint[0]));
PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevSourcePoint[1]));
PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevSourcePoint[2]));
return retVal;
}
/* eof */