Blender  V2.59
KX_CameraActuator.cpp
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00001 /*
00002  * KX_CameraActuator.cpp
00003  *
00004  * $Id: KX_CameraActuator.cpp 37455 2011-06-13 17:08:33Z dfelinto $
00005  *
00006  * ***** BEGIN GPL LICENSE BLOCK *****
00007  *
00008  * This program is free software; you can redistribute it and/or
00009  * modify it under the terms of the GNU General Public License
00010  * as published by the Free Software Foundation; either version 2
00011  * of the License, or (at your option) any later version.
00012  *
00013  * This program is distributed in the hope that it will be useful,
00014  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00015  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016  * GNU General Public License for more details.
00017  *
00018  * You should have received a copy of the GNU General Public License
00019  * along with this program; if not, write to the Free Software Foundation,
00020  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00021  *
00022  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00023  * All rights reserved.
00024  *
00025  * The Original Code is: all of this file.
00026  *
00027  * Contributor(s): none yet.
00028  *
00029  * ***** END GPL LICENSE BLOCK *****
00030  *
00031  */
00032 
00038 #include "KX_CameraActuator.h"
00039 #include <iostream>
00040 #include <math.h>
00041 #include <float.h>
00042 #include "KX_GameObject.h"
00043 
00044 #include "PyObjectPlus.h" 
00045 
00046 
00047 /* ------------------------------------------------------------------------- */
00048 /* Native functions                                                          */
00049 /* ------------------------------------------------------------------------- */
00050 
00051 KX_CameraActuator::KX_CameraActuator(
00052         SCA_IObject* gameobj, 
00053         SCA_IObject *obj,
00054         float hght,
00055         float minhght,
00056         float maxhght,
00057         bool  xytog,
00058         float damping
00059 ): 
00060         SCA_IActuator(gameobj, KX_ACT_CAMERA),
00061         m_ob (obj),
00062         m_height (hght),
00063         m_minHeight (minhght),
00064         m_maxHeight (maxhght),
00065         m_x (xytog),
00066         m_damping (damping)
00067 {
00068         if (m_ob)
00069                 m_ob->RegisterActuator(this);
00070 }
00071 
00072 KX_CameraActuator::~KX_CameraActuator()
00073 {
00074         if (m_ob)
00075                 m_ob->UnregisterActuator(this);
00076 }
00077 
00078         CValue* 
00079 KX_CameraActuator::
00080 GetReplica(
00081 ) {
00082         KX_CameraActuator* replica = new KX_CameraActuator(*this);
00083         replica->ProcessReplica();
00084         return replica;
00085 };
00086 
00087 void KX_CameraActuator::ProcessReplica()
00088 {
00089         if (m_ob)
00090                 m_ob->RegisterActuator(this);
00091         SCA_IActuator::ProcessReplica();
00092 }
00093 
00094 bool KX_CameraActuator::UnlinkObject(SCA_IObject* clientobj)
00095 {
00096         if (clientobj == m_ob)
00097         {
00098                 // this object is being deleted, we cannot continue to track it.
00099                 m_ob = NULL;
00100                 return true;
00101         }
00102         return false;
00103 }
00104 
00105 
00106 void KX_CameraActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map)
00107 {
00108         void **h_obj = (*obj_map)[m_ob];
00109         if (h_obj) {
00110                 if (m_ob)
00111                         m_ob->UnregisterActuator(this);
00112                 m_ob = (SCA_IObject*)(*h_obj);
00113                 m_ob->RegisterActuator(this);
00114         }
00115 }
00116 
00117 /* three functions copied from blender arith... don't know if there's an equivalent */
00118 
00119 static float Kx_Normalize(float *n)
00120 {
00121         float d;
00122         
00123         d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
00124         /* FLT_EPSILON is too large! A larger value causes normalize errors in a scaled down utah teapot */
00125         if(d>0.0000000000001) {
00126                 d= sqrt(d);
00127 
00128                 n[0]/=d; 
00129                 n[1]/=d; 
00130                 n[2]/=d;
00131         } else {
00132                 n[0]=n[1]=n[2]= 0.0;
00133                 d= 0.0;
00134         }
00135         return d;
00136 }
00137 
00138 static void Kx_Crossf(float *c, float *a, float *b)
00139 {
00140         c[0] = a[1] * b[2] - a[2] * b[1];
00141         c[1] = a[2] * b[0] - a[0] * b[2];
00142         c[2] = a[0] * b[1] - a[1] * b[0];
00143 }
00144 
00145 
00146 static void Kx_VecUpMat3(float *vec, float mat[][3], short axis)
00147 {
00148 
00149         // Construct a camera matrix s.t. the specified axis
00150 
00151         // maps to the given vector (*vec). Also defines the rotation
00152 
00153         // about this axis by mapping one of the other axis to the y-axis.
00154 
00155 
00156         float inp;
00157         short cox = 0, coy = 0, coz = 0;
00158         
00159         /* up varieeren heeft geen zin, is eigenlijk helemaal geen up!
00160          * zie VecUpMat3old
00161          */
00162 
00163         if(axis==0) {
00164                 cox= 0; coy= 1; coz= 2;         /* Y up Z tr */
00165         }
00166         if(axis==1) {
00167                 cox= 1; coy= 2; coz= 0;         /* Z up X tr */
00168         }
00169         if(axis==2) {
00170                 cox= 2; coy= 0; coz= 1;         /* X up Y tr */
00171         }
00172         if(axis==3) {
00173                 cox= 0; coy= 1; coz= 2;         /* Y op -Z tr */
00174                 vec[0]= -vec[0];
00175                 vec[1]= -vec[1];
00176                 vec[2]= -vec[2];
00177         }
00178         if(axis==4) {
00179                 cox= 1; coy= 0; coz= 2;         /*  */
00180         }
00181         if(axis==5) {
00182                 cox= 2; coy= 1; coz= 0;         /* Y up X tr */
00183         }
00184 
00185         mat[coz][0]= vec[0];
00186         mat[coz][1]= vec[1];
00187         mat[coz][2]= vec[2];
00188         if (Kx_Normalize((float *)mat[coz]) == 0.f) {
00189                 /* this is a very abnormal situation: the camera has reach the object center exactly
00190                    We will choose a completely arbitrary direction */
00191                 mat[coz][0] = 1.0f;
00192                 mat[coz][1] = 0.0f;
00193                 mat[coz][2] = 0.0f;
00194         }
00195         
00196         inp= mat[coz][2];
00197         mat[coy][0]= - inp*mat[coz][0];
00198         mat[coy][1]= - inp*mat[coz][1];
00199         mat[coy][2]= 1.0 - inp*mat[coz][2];
00200 
00201         if (Kx_Normalize((float *)mat[coy]) == 0.f) {
00202                 /* the camera is vertical, chose the y axis arbitrary */
00203                 mat[coy][0] = 0.f;
00204                 mat[coy][1] = 1.f;
00205                 mat[coy][2] = 0.f;
00206         }
00207         
00208         Kx_Crossf(mat[cox], mat[coy], mat[coz]);
00209         
00210 }
00211 
00212 bool KX_CameraActuator::Update(double curtime, bool frame)
00213 {
00214         /* wondering... is it really neccesary/desirable to suppress negative    */
00215         /* events here?                                                          */
00216         bool bNegativeEvent = IsNegativeEvent();
00217         RemoveAllEvents();
00218 
00219         if (bNegativeEvent || !m_ob) 
00220                 return false;
00221         
00222         KX_GameObject *obj = (KX_GameObject*) GetParent();
00223         MT_Point3 from = obj->NodeGetWorldPosition();
00224         MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
00225         /* These casts are _very_ dangerous!!! */
00226         MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition();
00227         MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation();
00228 
00229         float fp1[3], fp2[3], rc[3];
00230         float inp, fac; //, factor = 0.0; /* some factor...                                    */
00231         float mindistsq, maxdistsq, distsq;
00232         float mat[3][3];
00233         
00234         /* The rules:                                                            */
00235         /* CONSTRAINT 1: not implemented */
00236         /* CONSTRAINT 2: can camera see actor?              */
00237         /* CONSTRAINT 3: fixed height relative to floor below actor.             */
00238         /* CONSTRAINT 4: camera rotates behind actor                              */
00239         /* CONSTRAINT 5: minimum / maximum distance                             */
00240         /* CONSTRAINT 6: again: fixed height relative to floor below actor        */
00241         /* CONSTRAINT 7: track to floor below actor                               */
00242         /* CONSTRAINT 8: look a little bit left or right, depending on how the
00243 
00244            character is looking (horizontal x)
00245  */
00246 
00247         /* ...and then set the camera position. Since we assume the parent of    */
00248         /* this actuator is always a camera, just set the parent position and    */
00249         /* rotation. We do not check whether we really have a camera as parent.  */
00250         /* It may be better to turn this into a general tracking actuator later  */
00251         /* on, since lots of plausible relations can be filled in here.          */
00252 
00253         /* ... set up some parameters ...                                        */
00254         /* missing here: the 'floorloc' of the actor's shadow */
00255 
00256         mindistsq= m_minHeight*m_minHeight;
00257         maxdistsq= m_maxHeight*m_maxHeight;
00258 
00259         /* C1: not checked... is a future option                                 */
00260 
00261         /* C2: blender test_visibility function. Can this be a ray-test?         */
00262 
00263         /* C3: fixed height  */
00264         from[2] = (15.0*from[2] + lookat[2] + m_height)/16.0;
00265 
00266 
00267         /* C4: camera behind actor   */
00268         if (m_x) {
00269                 fp1[0] = actormat[0][0];
00270                 fp1[1] = actormat[1][0];
00271                 fp1[2] = actormat[2][0];
00272 
00273                 fp2[0] = frommat[0][0];
00274                 fp2[1] = frommat[1][0];
00275                 fp2[2] = frommat[2][0];
00276         } 
00277         else {
00278                 fp1[0] = actormat[0][1];
00279                 fp1[1] = actormat[1][1];
00280                 fp1[2] = actormat[2][1];
00281 
00282                 fp2[0] = frommat[0][1];
00283                 fp2[1] = frommat[1][1];
00284                 fp2[2] = frommat[2][1];
00285         }
00286         
00287         inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
00288         fac= (-1.0 + inp) * m_damping;
00289 
00290         from[0]+= fac*fp1[0];
00291         from[1]+= fac*fp1[1];
00292         from[2]+= fac*fp1[2];
00293         
00294         /* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
00295         if(inp<0.0) {
00296                 if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
00297                         from[0]-= fac*fp1[1];
00298                         from[1]+= fac*fp1[0];
00299                 }
00300                 else {
00301                         from[0]+= fac*fp1[1];
00302                         from[1]-= fac*fp1[0];
00303                 }
00304         }
00305 
00306         /* CONSTRAINT 5: minimum / maximum afstand */
00307 
00308         rc[0]= (lookat[0]-from[0]);
00309         rc[1]= (lookat[1]-from[1]);
00310         rc[2]= (lookat[2]-from[2]);
00311         distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];
00312 
00313         if(distsq > maxdistsq) {
00314                 distsq = 0.15*(distsq-maxdistsq)/distsq;
00315                 
00316                 from[0] += distsq*rc[0];
00317                 from[1] += distsq*rc[1];
00318                 from[2] += distsq*rc[2];
00319         }
00320         else if(distsq < mindistsq) {
00321                 distsq = 0.15*(mindistsq-distsq)/mindistsq;
00322                 
00323                 from[0] -= distsq*rc[0];
00324                 from[1] -= distsq*rc[1];
00325                 from[2] -= distsq*rc[2];
00326         }
00327 
00328 
00329         /* CONSTRAINT 7: track to schaduw */
00330         rc[0]= (lookat[0]-from[0]);
00331         rc[1]= (lookat[1]-from[1]);
00332         rc[2]= (lookat[2]-from[2]);
00333         Kx_VecUpMat3(rc, mat, 3);       /* y up Track -z */
00334         
00335 
00336 
00337 
00338         /* now set the camera position and rotation */
00339         
00340         obj->NodeSetLocalPosition(from);
00341         
00342         actormat[0][0]= mat[0][0]; actormat[0][1]= mat[1][0]; actormat[0][2]= mat[2][0];
00343         actormat[1][0]= mat[0][1]; actormat[1][1]= mat[1][1]; actormat[1][2]= mat[2][1];
00344         actormat[2][0]= mat[0][2]; actormat[2][1]= mat[1][2]; actormat[2][2]= mat[2][2];
00345         obj->NodeSetLocalOrientation(actormat);
00346 
00347         return true;
00348 }
00349 
00350 CValue *KX_CameraActuator::findObject(char *obName) 
00351 {
00352         /* hook to object system */
00353         return NULL;
00354 }
00355 
00356 #ifdef WITH_PYTHON
00357 
00358 /* ------------------------------------------------------------------------- */
00359 /* Python functions                                                          */
00360 /* ------------------------------------------------------------------------- */
00361 
00362 /* Integration hooks ------------------------------------------------------- */
00363 PyTypeObject KX_CameraActuator::Type = {
00364         PyVarObject_HEAD_INIT(NULL, 0)
00365         "KX_CameraActuator",
00366         sizeof(PyObjectPlus_Proxy),
00367         0,
00368         py_base_dealloc,
00369         0,
00370         0,
00371         0,
00372         0,
00373         py_base_repr,
00374         0,0,0,0,0,0,0,0,0,
00375         Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
00376         0,0,0,0,0,0,0,
00377         Methods,
00378         0,
00379         0,
00380         &SCA_IActuator::Type,
00381         0,0,0,0,0,0,
00382         py_base_new
00383 };
00384 
00385 PyMethodDef KX_CameraActuator::Methods[] = {
00386         {NULL, NULL} //Sentinel
00387 };
00388 
00389 PyAttributeDef KX_CameraActuator::Attributes[] = {
00390         KX_PYATTRIBUTE_FLOAT_RW("min",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_minHeight),
00391         KX_PYATTRIBUTE_FLOAT_RW("max",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_maxHeight),
00392         KX_PYATTRIBUTE_FLOAT_RW("height",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_height),
00393         KX_PYATTRIBUTE_BOOL_RW("useXY",KX_CameraActuator,m_x),
00394         KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object,      pyattr_set_object),
00395         KX_PYATTRIBUTE_FLOAT_RW("damping",0.f,10.f,KX_CameraActuator,m_damping),
00396         {NULL}
00397 };
00398 
00399 PyObject* KX_CameraActuator::pyattr_get_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
00400 {
00401         KX_CameraActuator* self= static_cast<KX_CameraActuator*>(self_v);
00402         if (self->m_ob==NULL)
00403                 Py_RETURN_NONE;
00404         else
00405                 return self->m_ob->GetProxy();
00406 }
00407 
00408 int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
00409 {
00410         KX_CameraActuator* self= static_cast<KX_CameraActuator*>(self_v);
00411         KX_GameObject *gameobj;
00412         
00413         if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_CameraActuator"))
00414                 return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
00415         
00416         if (self->m_ob)
00417                 self->m_ob->UnregisterActuator(self);   
00418 
00419         if ((self->m_ob = (SCA_IObject*)gameobj))
00420                 self->m_ob->RegisterActuator(self);
00421         
00422         return PY_SET_ATTR_SUCCESS;
00423 }
00424 
00425 #endif // WITH_PYTHON
00426 
00427 /* eof */