[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43282] trunk/blender/source: bge camera actuator: -X and -Y axis
Dalai Felinto
dfelinto at gmail.com
Wed Jan 11 08:27:40 CET 2012
Revision: 43282
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43282
Author: dfelinto
Date: 2012-01-11 07:27:39 +0000 (Wed, 11 Jan 2012)
Log Message:
-----------
bge camera actuator: -X and -Y axis
The camera actuator only allows to look the object from its front face.
Given that Blender takes -Y as the default forward orientation, the current
functionality doesn't let a camera to track an actor from behind.
This patch allows for -X and -Y axis tracking. This way a camera over the
shoulders of a character is possible (without resorting to rotate the
mesh/armature original orientation.
- patch reviewed by Campbell Barton, thanks
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/sca.c
trunk/blender/source/blender/blenloader/intern/readfile.c
trunk/blender/source/blender/makesdna/DNA_actuator_types.h
trunk/blender/source/blender/makesrna/intern/rna_actuator.c
trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.h
Modified: trunk/blender/source/blender/blenkernel/intern/sca.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/sca.c 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/blender/blenkernel/intern/sca.c 2012-01-11 07:27:39 UTC (rev 43282)
@@ -428,7 +428,7 @@
case ACT_CAMERA:
act->data= MEM_callocN(sizeof(bCameraActuator), "camact");
ca = act->data;
- ca->axis = ACT_CAMERA_X;
+ ca->axis = OB_POSX;
ca->damping = 1.0/32.0;
break;
case ACT_EDIT_OBJECT:
Modified: trunk/blender/source/blender/blenloader/intern/readfile.c
===================================================================
--- trunk/blender/source/blender/blenloader/intern/readfile.c 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/blender/blenloader/intern/readfile.c 2012-01-11 07:27:39 UTC (rev 43282)
@@ -12941,7 +12941,23 @@
/* put compatibility code here until next subversion bump */
{
-
+ {
+ /* convert Camera Actuator values to defines */
+ Object *ob;
+ bActuator *act;
+ for(ob = main->object.first; ob; ob= ob->id.next) {
+ for(act= ob->actuators.first; act; act= act->next) {
+ if (act->type == ACT_CAMERA) {
+ bCameraActuator *ba= act->data;
+
+ if(ba->axis==(float) 'x') ba->axis=OB_POSX;
+ else if (ba->axis==(float)'y') ba->axis=OB_POSY;
+ /* don't do an if/else to avoid imediate subversion bump*/
+// ba->axis=((ba->axis == (float) 'x')?OB_POSX_X:OB_POSY);
+ }
+ }
+ }
+ }
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
Modified: trunk/blender/source/blender/makesdna/DNA_actuator_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_actuator_types.h 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/blender/makesdna/DNA_actuator_types.h 2012-01-11 07:27:39 UTC (rev 43282)
@@ -520,10 +520,6 @@
#define ACT_STATE_REMOVE 2
#define ACT_STATE_CHANGE 3
-/* cameraactuator->axis */
-#define ACT_CAMERA_X (float)'x'
-#define ACT_CAMERA_Y (float)'y'
-
/* steeringactuator->type */
#define ACT_STEERING_SEEK 0
#define ACT_STEERING_FLEE 1
Modified: trunk/blender/source/blender/makesrna/intern/rna_actuator.c
===================================================================
--- trunk/blender/source/blender/makesrna/intern/rna_actuator.c 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/blender/makesrna/intern/rna_actuator.c 2012-01-11 07:27:39 UTC (rev 43282)
@@ -867,8 +867,10 @@
PropertyRNA *prop;
static EnumPropertyItem prop_axis_items[] ={
- {ACT_CAMERA_X, "X", 0, "X", "Camera tries to get behind the X axis"},
- {ACT_CAMERA_Y, "Y", 0, "Y", "Camera tries to get behind the Y axis"},
+ {OB_POSX, "POS_X", 0, "+X", "Camera tries to get behind the X axis"},
+ {OB_POSY, "POS_Y", 0, "+Y", "Camera tries to get behind the Y axis"},
+ {OB_NEGX, "NEG_X", 0, "-X", "Camera tries to get behind the -X axis"},
+ {OB_NEGY, "NEG_Y", 0, "-Y", "Camera tries to get behind the -Y axis"},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "CameraActuator", "Actuator");
@@ -905,7 +907,7 @@
RNA_def_property_ui_text(prop, "Damping", "Strength of the constraint that drives the camera behind the target");
RNA_def_property_update(prop, NC_LOGIC, NULL);
- /* x/y */
+ /* +x/+y/-x/-y */
prop= RNA_def_property(srna, "axis", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "axis");
RNA_def_property_enum_items(prop, prop_axis_items);
Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2012-01-11 07:27:39 UTC (rev 43282)
@@ -300,7 +300,7 @@
camact->height,
camact->min,
camact->max,
- camact->axis=='x',
+ camact->axis,
camact->damping);
baseact = tmpcamact;
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.cpp 2012-01-11 07:27:39 UTC (rev 43282)
@@ -53,7 +53,7 @@
float hght,
float minhght,
float maxhght,
- bool xytog,
+ short axis,
float damping
):
SCA_IActuator(gameobj, KX_ACT_CAMERA),
@@ -61,7 +61,7 @@
m_height (hght),
m_minHeight (minhght),
m_maxHeight (maxhght),
- m_x (xytog),
+ m_axis(axis),
m_damping (damping)
{
if (m_ob)
@@ -264,23 +264,50 @@
/* C4: camera behind actor */
- if (m_x) {
- fp1[0] = actormat[0][0];
- fp1[1] = actormat[1][0];
- fp1[2] = actormat[2][0];
+ 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];
- }
- else {
- fp1[0] = actormat[0][1];
- fp1[1] = actormat[1][1];
- fp1[2] = actormat[2][1];
+ 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];
+ 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];
@@ -389,7 +416,7 @@
KX_PYATTRIBUTE_FLOAT_RW("min",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_minHeight),
KX_PYATTRIBUTE_FLOAT_RW("max",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_maxHeight),
KX_PYATTRIBUTE_FLOAT_RW("height",-FLT_MAX,FLT_MAX,KX_CameraActuator,m_height),
- KX_PYATTRIBUTE_BOOL_RW("useXY",KX_CameraActuator,m_x),
+ KX_PYATTRIBUTE_SHORT_RW("axis", 0, 3, true, KX_CameraActuator,m_axis),
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_CameraActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_FLOAT_RW("damping",0.f,10.f,KX_CameraActuator,m_damping),
{NULL}
Modified: trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.h 2012-01-11 07:19:44 UTC (rev 43281)
+++ trunk/blender/source/gameengine/Ketsji/KX_CameraActuator.h 2012-01-11 07:27:39 UTC (rev 43282)
@@ -70,8 +70,8 @@
/** max (float), */
float m_maxHeight;
- /** xy toggle (pick one): true == x, false == y */
- bool m_x;
+ /** axis the camera tries to get behind: +x/+y/-x/-y */
+ short m_axis;
/** damping (float), */
float m_damping;
@@ -97,7 +97,7 @@
float hght,
float minhght,
float maxhght,
- bool xytog,
+ short axis,
float damping
);
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