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KX_CameraActuator.cpp

/**
 * KX_CameraActuator.cpp
 *
 * $Id: KX_CameraActuator.cpp,v 1.7 2004/11/22 10:19:19 kester Exp $
 *
 * ***** 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 *****
 *
 */

#include "KX_CameraActuator.h"
#include <iostream>
#include <math.h>
#include "KX_GameObject.h"

STR_String KX_CameraActuator::X_AXIS_STRING = "x";
STR_String KX_CameraActuator::Y_AXIS_STRING = "y";

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif


/* ------------------------------------------------------------------------- */
/* Native functions                                                          */
/* ------------------------------------------------------------------------- */

KX_CameraActuator::KX_CameraActuator(
      SCA_IObject* gameobj, 
      const CValue *obj,
      MT_Scalar hght,
      MT_Scalar minhght,
      MT_Scalar maxhght,
      bool  xytog,
      PyTypeObject* T
): 
      SCA_IActuator(gameobj, T),
      m_ob (obj),
      m_height (hght),
      m_minHeight (minhght),
      m_maxHeight (maxhght),
      m_x (xytog)
{
      // nothing to do
}

KX_CameraActuator::~KX_CameraActuator()
{
      //nothing to do
}

      CValue* 
KX_CameraActuator::
GetReplica(
) {
      KX_CameraActuator* replica = new KX_CameraActuator(*this);
      replica->ProcessReplica();
      // this will copy properties and so on...
      CValue::AddDataToReplica(replica);
      return replica;
};




/* three functions copied from blender arith... don't know if there's an equivalent */

float Normalise(float *n)
{
      float d;
      
      d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
      /* FLT_EPSILON is too large! A larger value causes normalise errors in a scaled down utah teapot */
      if(d>0.0000000000001) {
            d= sqrt(d);

            n[0]/=d; 
            n[1]/=d; 
            n[2]/=d;
      } else {
            n[0]=n[1]=n[2]= 0.0;
            d= 0.0;
      }
      return d;
}

void Crossf(float *c, float *a, float *b)
{
      c[0] = a[1] * b[2] - a[2] * b[1];
      c[1] = a[2] * b[0] - a[0] * b[2];
      c[2] = a[0] * b[1] - a[1] * b[0];
}


void VecUpMat3(float *vec, float mat[][3], short axis)
{

      // Construct a camera matrix s.t. the specified axis

      // maps to the given vector (*vec). Also defines the rotation

      // about this axis by mapping one of the other axis to the y-axis.


      float inp;
      short cox = 0, coy = 0, coz = 0;
      
      /* up varieeren heeft geen zin, is eigenlijk helemaal geen up!
       * zie VecUpMat3old
       */

      if(axis==0) {
            cox= 0; coy= 1; coz= 2;       /* Y up Z tr */
      }
      if(axis==1) {
            cox= 1; coy= 2; coz= 0;       /* Z up X tr */
      }
      if(axis==2) {
            cox= 2; coy= 0; coz= 1;       /* X up Y tr */
      }
      if(axis==3) {
            cox= 0; coy= 1; coz= 2;       /* Y op -Z tr */
            vec[0]= -vec[0];
            vec[1]= -vec[1];
            vec[2]= -vec[2];
      }
      if(axis==4) {
            cox= 1; coy= 0; coz= 2;       /*  */
      }
      if(axis==5) {
            cox= 2; coy= 1; coz= 0;       /* Y up X tr */
      }

      mat[coz][0]= vec[0];
      mat[coz][1]= vec[1];
      mat[coz][2]= vec[2];
      Normalise((float *)mat[coz]);
      
      inp= mat[coz][2];
      mat[coy][0]= - inp*mat[coz][0];
      mat[coy][1]= - inp*mat[coz][1];
      mat[coy][2]= 1.0 - inp*mat[coz][2];

      Normalise((float *)mat[coy]);
      
      Crossf(mat[cox], mat[coy], mat[coz]);
      
}

bool KX_CameraActuator::Update(double curtime, bool frame)
{
      bool result = true;

      KX_GameObject *obj = (KX_GameObject*) GetParent();
      MT_Point3 from = obj->NodeGetWorldPosition();
      MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
      /* These casts are _very_ dangerous!!! */
      MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition();
      MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation();

      float fp1[3], fp2[3], rc[3];
      float inp, fac; //, factor = 0.0; /* some factor...                                    */
      float mindistsq, maxdistsq, distsq;
      float mat[3][3];
      
      /* wondering... is it really neccesary/desirable to suppress negative    */
      /* events here?                                                          */
      bool bNegativeEvent = IsNegativeEvent();
      RemoveAllEvents();

      if (bNegativeEvent) return false;
      
      /* The rules:                                                            */
      /* CONSTRAINT 1: not implemented */
      /* CONSTRAINT 2: can camera see actor?              */
      /* CONSTRAINT 3: fixed height relative to floor below actor.             */
      /* CONSTRAINT 4: camera rotates behind actor                              */
      /* CONSTRAINT 5: minimum / maximum distance                             */
      /* CONSTRAINT 6: again: fixed height relative to floor below actor        */
      /* CONSTRAINT 7: track to floor below actor                               */
      /* CONSTRAINT 8: look a little bit left or right, depending on how the

         character is looking (horizontal x)
 */

      /* ...and then set the camera position. Since we assume the parent of    */
      /* this actuator is always a camera, just set the parent position and    */
      /* rotation. We do not check whether we really have a camera as parent.  */
      /* It may be better to turn this into a general tracking actuator later  */
      /* on, since lots of plausible relations can be filled in here.          */

      /* ... set up some parameters ...                                        */
      /* missing here: the 'floorloc' of the actor's shadow */

      mindistsq= m_minHeight*m_minHeight;
      maxdistsq= m_maxHeight*m_maxHeight;

      /* C1: not checked... is a future option                                 */

      /* C2: blender test_visibility function. Can this be a ray-test?         */

      /* C3: fixed height  */
      from[2] = (15.0*from[2] + lookat[2] + m_height)/16.0;


      /* C4: camera behind actor   */
      if (m_x) {
            fp1[0] = actormat[0][0];
            fp1[1] = actormat[1][0];
            fp1[2] = actormat[2][0];

            fp2[0] = frommat[0][0];
            fp2[1] = frommat[1][0];
            fp2[2] = frommat[2][0];
      } 
      else {
            fp1[0] = actormat[0][1];
            fp1[1] = actormat[1][1];
            fp1[2] = actormat[2][1];

            fp2[0] = frommat[0][1];
            fp2[1] = frommat[1][1];
            fp2[2] = frommat[2][1];
      }
      
      inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
      fac= (-1.0 + inp)/32.0;

      from[0]+= fac*fp1[0];
      from[1]+= fac*fp1[1];
      from[2]+= fac*fp1[2];
      
      /* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
      if(inp<0.0) {
            if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
                  from[0]-= fac*fp1[1];
                  from[1]+= fac*fp1[0];
            }
            else {
                  from[0]+= fac*fp1[1];
                  from[1]-= fac*fp1[0];
            }
      }

      /* CONSTRAINT 5: minimum / maximum afstand */

      rc[0]= (lookat[0]-from[0]);
      rc[1]= (lookat[1]-from[1]);
      rc[2]= (lookat[2]-from[2]);
      distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];

      if(distsq > maxdistsq) {
            distsq = 0.15*(distsq-maxdistsq)/distsq;
            
            from[0] += distsq*rc[0];
            from[1] += distsq*rc[1];
            from[2] += distsq*rc[2];
      }
      else if(distsq < mindistsq) {
            distsq = 0.15*(mindistsq-distsq)/mindistsq;
            
            from[0] -= distsq*rc[0];
            from[1] -= distsq*rc[1];
            from[2] -= distsq*rc[2];
      }


      /* CONSTRAINT 7: track to schaduw */
      rc[0]= (lookat[0]-from[0]);
      rc[1]= (lookat[1]-from[1]);
      rc[2]= (lookat[2]-from[2]);
      VecUpMat3(rc, mat, 3);  /* y up Track -z */
      



      /* now set the camera position and rotation */
      
      obj->NodeSetLocalPosition(from);
      
      actormat[0][0]= mat[0][0]; actormat[0][1]= mat[1][0]; actormat[0][2]= mat[2][0];
      actormat[1][0]= mat[0][1]; actormat[1][1]= mat[1][1]; actormat[1][2]= mat[2][1];
      actormat[2][0]= mat[0][2]; actormat[2][1]= mat[1][2]; actormat[2][2]= mat[2][2];
      obj->NodeSetLocalOrientation(actormat);

      return result;
}

CValue *KX_CameraActuator::findObject(char *obName) 
{
      /* hook to object system */
      return NULL;
}

bool KX_CameraActuator::string2axischoice(const char *axisString) 
{
      bool res = true;

      res = !(axisString == Y_AXIS_STRING);

      return res;
}

/* ------------------------------------------------------------------------- */
/* Python functions                                                          */
/* ------------------------------------------------------------------------- */

/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_CameraActuator::Type = {
      PyObject_HEAD_INIT(&PyType_Type)
      0,
      "KX_CameraActuator",
      sizeof(KX_CameraActuator),
      0,
      PyDestructor,
      0,
      __getattr,
      __setattr,
      0, //&MyPyCompare,
      __repr,
      0, //&cvalue_as_number,
      0,
      0,
      0,
      0
};

PyParentObject KX_CameraActuator::Parents[] = {
      &KX_CameraActuator::Type,
      &SCA_IActuator::Type,
      &SCA_ILogicBrick::Type,
      &CValue::Type,
      NULL
};

PyMethodDef KX_CameraActuator::Methods[] = {
      {NULL,NULL,NULL,NULL} //Sentinel
};

PyObject* KX_CameraActuator::_getattr(const STR_String& attr) {
      _getattr_up(SCA_IActuator);
}


/* eof */

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