BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true...
[blender.git] / source / gameengine / Ketsji / KX_MouseFocusSensor.cpp
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * KX_MouseFocusSensor determines mouse in/out/over events.
29  */
30
31 #ifdef WIN32
32 // This warning tells us about truncation of __long__ stl-generated names.
33 // It can occasionally cause DevStudio to have internal compiler warnings.
34 #pragma warning( disable : 4786 )     
35 #endif
36
37 #include "MT_Point3.h"
38 #include "RAS_FramingManager.h"
39 #include "RAS_ICanvas.h"
40 #include "RAS_IRasterizer.h"
41 #include "SCA_IScene.h"
42 #include "KX_Scene.h"
43 #include "KX_Camera.h"
44 #include "KX_MouseFocusSensor.h"
45
46 #include "KX_RayCast.h"
47 #include "KX_IPhysicsController.h"
48 #include "PHY_IPhysicsController.h"
49 #include "PHY_IPhysicsEnvironment.h"
50
51
52 #include "KX_ClientObjectInfo.h"
53
54 /* ------------------------------------------------------------------------- */
55 /* Native functions                                                          */
56 /* ------------------------------------------------------------------------- */
57
58 KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr, 
59                                                                                  int startx,
60                                                                                  int starty,
61                                                                                  short int mousemode,
62                                                                                  int focusmode,
63                                                                                  RAS_ICanvas* canvas,
64                                                                                  KX_Scene* kxscene,
65                                                                                  SCA_IObject* gameobj, 
66                                                                                  PyTypeObject* T)
67     : SCA_MouseSensor(eventmgr, startx, starty, mousemode, gameobj, T),
68           m_focusmode(focusmode),
69           m_gp_canvas(canvas),
70           m_kxscene(kxscene)
71 {
72         Init();
73 }
74
75 void KX_MouseFocusSensor::Init()
76 {
77         m_mouse_over_in_previous_frame = (m_invert)?true:false;
78         m_positive_event = false;
79         m_hitObject = 0;
80         m_reset = true;
81 }
82
83 bool KX_MouseFocusSensor::Evaluate(CValue* event)
84 {
85         bool result = false;
86         bool obHasFocus = false;
87         bool reset = m_reset && m_level;
88
89 //      cout << "evaluate focus mouse sensor "<<endl;
90         m_reset = false;
91         if (m_focusmode) {
92                 /* Focus behaviour required. Test mouse-on. The rest is
93                  * equivalent to handling a key. */
94                 obHasFocus = ParentObjectHasFocus();
95                 
96                 if (!obHasFocus) {
97                         m_positive_event = false;
98                         if (m_mouse_over_in_previous_frame) {
99                                 result = true;
100                         } 
101                 } else {
102                         m_positive_event = true;
103                         if (!m_mouse_over_in_previous_frame) {
104                                 result = true;
105                         } 
106                 } 
107                 if (reset) {
108                         // force an event 
109                         result = true;
110                 }
111         } else {
112                 /* No focus behaviour required: revert to the basic mode. This
113          * mode is never used, because the converter never makes this
114          * sensor for a mouse-key event. It is here for
115          * completeness. */
116                 result = SCA_MouseSensor::Evaluate(event);
117                 m_positive_event = (m_val!=0);
118         }
119
120         m_mouse_over_in_previous_frame = obHasFocus;
121
122         return result;
123 }
124
125 bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* result, void * const data)
126 {
127         KX_GameObject* hitKXObj = client_info->m_gameobject;
128         
129         /* Is this me? In the ray test, there are a lot of extra checks
130         * for aliasing artefacts from self-hits. That doesn't happen
131         * here, so a simple test suffices. Or does the camera also get
132         * self-hits? (No, and the raysensor shouldn't do it either, since
133         * self-hits are excluded by setting the correct ignore-object.)
134         * Hitspots now become valid. */
135         KX_GameObject* thisObj = (KX_GameObject*) GetParent();
136         if ((m_focusmode == 2) || hitKXObj == thisObj)
137         {
138                 m_hitObject = hitKXObj;
139                 m_hitPosition = result->m_hitPoint;
140                 m_hitNormal = result->m_hitNormal;
141                 return true;
142         }
143         
144         return true;     // object must be visible to trigger
145         //return false;  // occluded objects can trigger
146 }
147
148
149
150 bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
151 {
152         m_hitObject = 0;
153         m_hitPosition = MT_Vector3(0,0,0);
154         m_hitNormal =   MT_Vector3(1,0,0);
155
156         /* All screen handling in the gameengine is done by GL,
157          * specifically the model/view and projection parts. The viewport
158          * part is in the creator. 
159          *
160          * The theory is this:
161          * WCS - world coordinates
162          * -> wcs_camcs_trafo ->
163          * camCS - camera coordinates
164          * -> camcs_clip_trafo ->
165          * clipCS - normalized device coordinates?
166          * -> normview_win_trafo
167          * winCS - window coordinates
168          *
169          * The first two transforms are respectively the model/view and
170          * the projection matrix. These are passed to the rasterizer, and
171          * we store them in the camera for easy access.
172          *
173          * For normalized device coords (xn = x/w, yn = y/w/zw) the
174          * windows coords become (lb = left bottom)
175          *
176          * xwin = [(xn + 1.0) * width]/2 + x_lb
177          * ywin = [(yn + 1.0) * height]/2 + y_lb
178          *
179          * Inverting (blender y is flipped!):
180          *
181          * xn = 2(xwin - x_lb)/width - 1.0
182          * yn = 2(ywin - y_lb)/height - 1.0 
183          *    = 2(height - y_blender - y_lb)/height - 1.0
184          *    = 1.0 - 2(y_blender - y_lb)/height
185          *
186          * */
187         
188         /* Because we don't want to worry about resize events, camera
189          * changes and all that crap, we just determine this over and
190          * over. Stop whining. We have lots of other calculations to do
191          * here as well. These reads are not the main cost. If there is no
192          * canvas, the test is irrelevant. The 1.0 makes sure the
193          * calculations don't bomb. Maybe we should explicitly guard for
194          * division by 0.0...*/
195
196         /**
197          * Get the scenes current viewport.
198          */
199
200         const RAS_Rect & viewport = m_kxscene->GetSceneViewport();
201
202         float height = float(viewport.m_y2 - viewport.m_y1 + 1);
203         float width  = float(viewport.m_x2 - viewport.m_x1 + 1);
204         
205         float x_lb = float(viewport.m_x1);
206         float y_lb = float(viewport.m_y1);
207
208         KX_Camera* cam = m_kxscene->GetActiveCamera();
209         /* There's some strangeness I don't fully get here... These values
210          * _should_ be wrong! */
211
212         /* old: */
213         float nearclip = 0.0;
214         float farclip = 1.0;
215
216         /*      build the from and to point in normalized device coordinates 
217          *      Looks like normailized device coordinates are [-1,1] in x [-1,1] in y
218          *      [0,-1] in z 
219          *      
220          *      The actual z coordinates used don't have to be exact just infront and 
221          *      behind of the near and far clip planes.
222          */ 
223         MT_Vector4 frompoint = MT_Vector4( 
224                 (2 * (m_x-x_lb) / width) - 1.0,
225                 1.0 - (2 * (m_y - y_lb) / height),
226                 nearclip,
227                 1.0
228         );
229         MT_Vector4 topoint = MT_Vector4( 
230                 (2 * (m_x-x_lb) / width) - 1.0,
231                 1.0 - (2 * (m_y-y_lb) / height),
232                 farclip,
233                 1.0
234         );
235
236         /* camera to world  */
237         MT_Transform wcs_camcs_tranform = cam->GetWorldToCamera();
238         if (!cam->GetCameraData()->m_perspective)
239                 wcs_camcs_tranform.getOrigin()[2] *= 100.0;
240         MT_Transform cams_wcs_transform;
241         cams_wcs_transform.invert(wcs_camcs_tranform);
242         
243         MT_Matrix4x4 camcs_wcs_matrix = MT_Matrix4x4(cams_wcs_transform);
244
245         /* badly defined, the first time round.... I wonder why... I might
246          * want to guard against floating point errors here.*/
247         MT_Matrix4x4 clip_camcs_matrix = MT_Matrix4x4(cam->GetProjectionMatrix());
248         clip_camcs_matrix.invert();
249
250         /* shoot-points: clip to cam to wcs . win to clip was already done.*/
251         frompoint = clip_camcs_matrix * frompoint;
252         topoint   = clip_camcs_matrix * topoint;
253         frompoint = camcs_wcs_matrix * frompoint;
254         topoint   = camcs_wcs_matrix * topoint;
255         
256         /* from hom wcs to 3d wcs: */
257         MT_Point3 frompoint3 = MT_Point3(frompoint[0]/frompoint[3], 
258                                                                          frompoint[1]/frompoint[3], 
259                                                                          frompoint[2]/frompoint[3]); 
260         MT_Point3 topoint3 = MT_Point3(topoint[0]/topoint[3], 
261                                                                    topoint[1]/topoint[3], 
262                                                                    topoint[2]/topoint[3]); 
263         m_prevTargetPoint = topoint3;
264         m_prevSourcePoint = frompoint3;
265         
266         /* 2. Get the object from PhysicsEnvironment */
267         /* Shoot! Beware that the first argument here is an
268          * ignore-object. We don't ignore anything... */
269         
270         KX_IPhysicsController* physics_controller = cam->GetPhysicsController();
271         PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
272
273         bool result = false;
274
275         KX_RayCast::RayTest(physics_environment, frompoint3, topoint3, KX_RayCast::Callback<KX_MouseFocusSensor>(this,physics_controller));
276         
277         result = (m_hitObject!=0);
278
279         return result;
280
281 }
282
283 /* ------------------------------------------------------------------------- */
284 /* Python functions                                                          */
285 /* ------------------------------------------------------------------------- */
286
287 /* Integration hooks ------------------------------------------------------- */
288 PyTypeObject KX_MouseFocusSensor::Type = {
289         PyObject_HEAD_INIT(&PyType_Type)
290         0,
291         "KX_MouseFocusSensor",
292         sizeof(KX_MouseFocusSensor),
293         0,
294         PyDestructor,
295         0,
296         __getattr,
297         __setattr,
298         0, //&MyPyCompare,
299         __repr,
300         0, //&cvalue_as_number,
301         0,
302         0,
303         0,
304         0
305 };
306
307 PyParentObject KX_MouseFocusSensor::Parents[] = {
308         &KX_MouseFocusSensor::Type,
309         &SCA_MouseSensor::Type,
310         &SCA_ISensor::Type,
311         &SCA_ILogicBrick::Type,
312         &CValue::Type,
313         NULL
314 };
315
316 PyMethodDef KX_MouseFocusSensor::Methods[] = {
317         {"getRayTarget", (PyCFunction) KX_MouseFocusSensor::sPyGetRayTarget, 
318          METH_VARARGS, GetRayTarget_doc},
319         {"getRaySource", (PyCFunction) KX_MouseFocusSensor::sPyGetRaySource, 
320          METH_VARARGS, GetRaySource_doc},
321         {"getHitObject",(PyCFunction) KX_MouseFocusSensor::sPyGetHitObject,METH_VARARGS, GetHitObject_doc},
322         {"getHitPosition",(PyCFunction) KX_MouseFocusSensor::sPyGetHitPosition,METH_VARARGS, GetHitPosition_doc},
323         {"getHitNormal",(PyCFunction) KX_MouseFocusSensor::sPyGetHitNormal,METH_VARARGS, GetHitNormal_doc},
324         {"getRayDirection",(PyCFunction) KX_MouseFocusSensor::sPyGetRayDirection,METH_VARARGS, GetRayDirection_doc},
325
326
327         {NULL,NULL} //Sentinel
328 };
329
330 PyObject* KX_MouseFocusSensor::_getattr(const STR_String& attr) {
331         _getattr_up(SCA_MouseSensor);
332 }
333
334
335 char KX_MouseFocusSensor::GetHitObject_doc[] = 
336 "getHitObject()\n"
337 "\tReturns the name of the object that was hit by this ray.\n";
338 PyObject* KX_MouseFocusSensor::PyGetHitObject(PyObject* self, 
339                                                                                    PyObject* args, 
340                                                                                    PyObject* kwds)
341 {
342         if (m_hitObject)
343         {
344                 return m_hitObject->AddRef();
345         }
346         Py_Return;
347 }
348
349
350 char KX_MouseFocusSensor::GetHitPosition_doc[] = 
351 "getHitPosition()\n"
352 "\tReturns the position (in worldcoordinates) where the object was hit by this ray.\n";
353 PyObject* KX_MouseFocusSensor::PyGetHitPosition(PyObject* self, 
354                                PyObject* args, 
355                                PyObject* kwds)
356 {
357
358         MT_Point3 pos = m_hitPosition;
359
360         PyObject* resultlist = PyList_New(3);
361         int index;
362         for (index=0;index<3;index++)
363         {
364                 PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
365         }
366         return resultlist;
367
368 }
369
370 char KX_MouseFocusSensor::GetRayDirection_doc[] = 
371 "getRayDirection()\n"
372 "\tReturns the direction from the ray (in worldcoordinates) .\n";
373 PyObject* KX_MouseFocusSensor::PyGetRayDirection(PyObject* self, 
374                                PyObject* args, 
375                                PyObject* kwds)
376 {
377
378         MT_Vector3 dir = m_prevTargetPoint - m_prevSourcePoint;
379         dir.normalize();
380
381         PyObject* resultlist = PyList_New(3);
382         int index;
383         for (index=0;index<3;index++)
384         {
385                 PyList_SetItem(resultlist,index,PyFloat_FromDouble(dir[index]));
386         }
387         return resultlist;
388
389 }
390
391 char KX_MouseFocusSensor::GetHitNormal_doc[] = 
392 "getHitNormal()\n"
393 "\tReturns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.\n";
394 PyObject* KX_MouseFocusSensor::PyGetHitNormal(PyObject* self, 
395                                PyObject* args, 
396                                PyObject* kwds)
397 {
398         MT_Vector3 pos = m_hitNormal;
399
400         PyObject* resultlist = PyList_New(3);
401         int index;
402         for (index=0;index<3;index++)
403         {
404                 PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
405         }
406         return resultlist;
407
408 }
409
410
411 /*  getRayTarget                                                */
412 char KX_MouseFocusSensor::GetRayTarget_doc[] = 
413 "getRayTarget()\n"
414 "\tReturns the target of the ray that seeks the focus object,\n"
415 "\tin worldcoordinates.";
416 PyObject* KX_MouseFocusSensor::PyGetRayTarget(PyObject* self, 
417                                                                                           PyObject* args, 
418                                                                                           PyObject* kwds) {
419         PyObject *retVal = PyList_New(3);
420
421         PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevTargetPoint[0]));
422         PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevTargetPoint[1]));
423         PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevTargetPoint[2]));
424         
425         return retVal;
426 }
427
428 /*  getRayTarget                                                */
429 char KX_MouseFocusSensor::GetRaySource_doc[] = 
430 "getRaySource()\n"
431 "\tReturns the source of the ray that seeks the focus object,\n"
432 "\tin worldcoordinates.";
433 PyObject* KX_MouseFocusSensor::PyGetRaySource(PyObject* self, 
434                                                                                           PyObject* args, 
435                                                                                           PyObject* kwds) {
436         PyObject *retVal = PyList_New(3);
437
438         PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_prevSourcePoint[0]));
439         PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_prevSourcePoint[1]));
440         PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_prevSourcePoint[2]));
441         
442         return retVal;
443 }
444
445 /* eof */
446