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KX_MouseFocusSensor.cpp

/**
 * $Id: KX_MouseFocusSensor.cpp,v 1.10 2004/11/23 10:10:21 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 *****
 * 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 "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 "SM_Object.h"
#include "SM_Scene.h"
#include "SumoPhysicsEnvironment.h"
#include "KX_SumoPhysicsController.h"
#include "KX_ClientObjectInfo.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,
            1.0
      );
      MT_Vector4 topoint = MT_Vector4( 
            (2 * (m_x-x_lb) / width) - 1.0,
            1.0 - (2 * (m_y-y_lb) / height),
            farclip,
            1.0
      );

      /* camera to world  */
      MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
      if (!cam->GetCameraData()->m_perspective)
            wcs_camcs_tranform.getOrigin()[2] *= 100.0;
      MT_Transform cams_wcs_transform;
      cams_wcs_transform.invert(wcs_camcs_tranform);
      
      MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform);

      /* 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;
      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;
      m_prevSourcePoint = frompoint3;
      
      /* 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();
      
      SumoPhysicsEnvironment *spe = dynamic_cast<SumoPhysicsEnvironment* > (m_kxscene->GetPhysicsEnvironment());
      SM_Scene *sumoScene = spe->GetSumoScene();
      KX_SumoPhysicsController *spc = dynamic_cast<KX_SumoPhysicsController*> (cam->GetPhysicsController());
      SM_Object *sumoCam = spc?spc->GetSumoObject():NULL;
      MT_Vector3 todir = topoint3 - frompoint3;
      if (todir.dot(todir) < MT_EPSILON)
            return false;
      todir.normalize();

      while (true)
      {     
            SM_Object* hitSMObj = sumoScene->rayTest(sumoCam, 
                                          frompoint3,
                                          topoint3,
                                          resultpoint, 
                                          resultnormal);
            
            if (!hitSMObj)
                  return false;
                  
            /* all this casting makes me nervous... */
            KX_ClientObjectInfo* client_info 
                  = ( hitSMObj ?
                        static_cast<KX_ClientObjectInfo*>( hitSMObj->getClientObject() ):
                        NULL);
            
            if (!client_info)
            {
                  std::cout<< "WARNING:  MouseOver sensor " << GetName() << " cannot sense SM_Object " << hitSMObj << " - no client info.\n" << std::endl;
                  return false;
            } 
      
            KX_GameObject* hitKXObj = client_info->m_gameobject;
            
            if (client_info->m_type > KX_ClientObjectInfo::ACTOR)
            {
                  // false hit
                  KX_SumoPhysicsController *hitspc = dynamic_cast<KX_SumoPhysicsController *> (static_cast<KX_GameObject*> (hitKXObj) ->GetPhysicsController());
                  if (hitspc)
                  {
                        /* We add 0.01 of fudge, so that if the margin && radius == 0., we don't endless loop. */
                        MT_Scalar marg = 0.01 + hitspc->GetSumoObject()->getMargin();
                        if (hitspc->GetSumoObject()->getShapeProps())
                        {
                              marg += 2*hitspc->GetSumoObject()->getShapeProps()->m_radius;
                        }
                        
                        /* Calculate the other side of this object */
                        MT_Point3 hitObjPos;
                        hitspc->GetWorldPosition(hitObjPos);
                        MT_Vector3 hitvector = hitObjPos - resultpoint;
                        if (hitvector.dot(hitvector) > MT_EPSILON)
                        {
                              hitvector.normalize();
                              marg *= 2.*todir.dot(hitvector);
                        }
                        frompoint3 = resultpoint + marg * todir;
                  } else {
                        return false;
                  }
                  continue;
            }
            /* 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;
                  return true;
            }
            
            return false;
      }

      return false;
}

/* ------------------------------------------------------------------------- */
/* 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(const STR_String& 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 */


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