Beispiel #1
0
bool KX_CameraActuator::Update(double curtime, bool frame)
{
	/* wondering... is it really necessary/desirable to suppress negative    */
	/* events here?                                                          */
	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();

	if (bNegativeEvent || !m_ob) 
		return false;
	
	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]={0}, fp2[3]={0}, rc[3];
	float inp, fac; //, factor = 0.0; /* some factor...                                    */
	float mindistsq, maxdistsq, distsq;
	float mat[3][3];
	
	/* 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] = (15.0f * from[2] + lookat[2] + m_height) / 16.0f;


	/* C4: camera behind actor   */
	switch (m_axis) {
		case OB_POSX:
			/* 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];
			break;
		case OB_POSY:
			/* Y */
			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];
			break;
		case OB_NEGX:
			/* -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];
			break;
		case OB_NEGY:
			/* -Y */
			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];
			break;
		default:
			assert(0);
			break;
	}

	inp = fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
	fac = (-1.0f + inp) * m_damping;

	from[0] += fac * fp1[0];
	from[1] += fac * fp1[1];
	from[2] += fac * fp1[2];
	
	/* only for it lies: cross test and perpendicular bites up */
	if (inp < 0.0f) {
		/* Don't do anything if the cross product is too small.
		 * The camera up-axis becomes unstable and starts to oscillate.
		 * The 0.01f threshold is arbitrary but seems to work well in practice. */
		float cross = fp1[0] * fp2[1] - fp1[1] * fp2[0];
		if (cross > 0.01f) {
			from[0] -= fac * fp1[1];
			from[1] += fac * fp1[0];
		}
		else if (cross < -0.01f) {
			from[0] += fac * fp1[1];
			from[1] -= fac * fp1[0];
		}
	}

	/* CONSTRAINT 5: minimum / maximum distance */

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


	/* CONSTRAINT 7: track to floor below actor */
	rc[0] = (lookat[0]-from[0]);
	rc[1] = (lookat[1]-from[1]);
	rc[2] = (lookat[2]-from[2]);
	Kx_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 true;
}
Beispiel #2
0
bool KX_CameraActuator::Update(double curtime, bool frame)
{
	/* wondering... is it really neccesary/desirable to suppress negative    */
	/* events here?                                                          */
	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();

	if (bNegativeEvent || !m_ob) 
		return false;
	
	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];
	
	/* 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) * m_damping;

	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]);
	Kx_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 true;
}