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source/gameengine/Ketsji/KX_CameraActuator.cpp
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368
source/gameengine/Ketsji/KX_CameraActuator.cpp
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/**
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* KX_CameraActuator.cpp
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*
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*/
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#include "KX_CameraActuator.h"
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#include <iostream>
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#include <math.h>
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#include "KX_GameObject.h"
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STR_String KX_CameraActuator::X_AXIS_STRING = "x";
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STR_String KX_CameraActuator::Y_AXIS_STRING = "y";
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_CameraActuator::KX_CameraActuator(
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SCA_IObject* gameobj,
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const CValue *obj,
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MT_Scalar hght,
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MT_Scalar minhght,
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MT_Scalar maxhght,
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bool xytog,
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PyTypeObject* T
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):
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SCA_IActuator(gameobj, T),
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m_ob (obj),
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m_height (hght),
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m_minHeight (minhght),
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m_maxHeight (maxhght),
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m_x (xytog)
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{
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// nothing to do
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}
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KX_CameraActuator::~KX_CameraActuator()
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{
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//nothing to do
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}
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CValue*
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KX_CameraActuator::
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GetReplica(
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) {
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KX_CameraActuator* replica = new KX_CameraActuator(*this);
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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/* three functions copied from blender arith... don't know if there's an equivalent */
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float Normalise(float *n)
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{
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float d;
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d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
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/* FLT_EPSILON is too large! A larger value causes normalise errors in a scaled down utah teapot */
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if(d>0.0000000000001) {
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d= sqrt(d);
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n[0]/=d;
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n[1]/=d;
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n[2]/=d;
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} else {
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n[0]=n[1]=n[2]= 0.0;
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d= 0.0;
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}
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return d;
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}
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void Crossf(float *c, float *a, float *b)
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{
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c[0] = a[1] * b[2] - a[2] * b[1];
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c[1] = a[2] * b[0] - a[0] * b[2];
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c[2] = a[0] * b[1] - a[1] * b[0];
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}
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void VecUpMat3(float *vec, float mat[][3], short axis)
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{
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// Construct a camera matrix s.t. the specified axis
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// maps to the given vector (*vec). Also defines the rotation
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// about this axis by mapping one of the other axis to the y-axis.
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float inp;
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short cox = 0, coy = 0, coz = 0;
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/* up varieeren heeft geen zin, is eigenlijk helemaal geen up!
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* zie VecUpMat3old
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*/
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if(axis==0) {
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cox= 0; coy= 1; coz= 2; /* Y up Z tr */
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}
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if(axis==1) {
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cox= 1; coy= 2; coz= 0; /* Z up X tr */
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}
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if(axis==2) {
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cox= 2; coy= 0; coz= 1; /* X up Y tr */
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}
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if(axis==3) {
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cox= 0; coy= 1; coz= 2; /* Y op -Z tr */
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vec[0]= -vec[0];
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vec[1]= -vec[1];
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vec[2]= -vec[2];
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}
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if(axis==4) {
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cox= 1; coy= 0; coz= 2; /* */
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}
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if(axis==5) {
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cox= 2; coy= 1; coz= 0; /* Y up X tr */
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}
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mat[coz][0]= vec[0];
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mat[coz][1]= vec[1];
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mat[coz][2]= vec[2];
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Normalise((float *)mat[coz]);
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inp= mat[coz][2];
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mat[coy][0]= - inp*mat[coz][0];
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mat[coy][1]= - inp*mat[coz][1];
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mat[coy][2]= 1.0 - inp*mat[coz][2];
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Normalise((float *)mat[coy]);
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Crossf(mat[cox], mat[coy], mat[coz]);
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}
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bool KX_CameraActuator::Update(double curtime,double deltatime)
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{
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bool result = true;
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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MT_Point3 from = obj->NodeGetWorldPosition();
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MT_Matrix3x3 frommat = obj->NodeGetWorldOrientation();
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/* These casts are _very_ dangerous!!! */
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MT_Point3 lookat = ((KX_GameObject*)m_ob)->NodeGetWorldPosition();
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MT_Matrix3x3 actormat = ((KX_GameObject*)m_ob)->NodeGetWorldOrientation();
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float fp1[3], fp2[3], rc[3];
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float inp, fac; //, factor = 0.0; /* some factor... */
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float mindistsq, maxdistsq, distsq;
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float mat[3][3];
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/* wondering... is it really neccesary/desirable to suppress negative */
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/* events here? */
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent) return false;
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/* The rules: */
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/* CONSTRAINT 1: not implemented */
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/* CONSTRAINT 2: can camera see actor? */
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/* CONSTRAINT 3: fixed height relative to floor below actor. */
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/* CONSTRAINT 4: camera rotates behind actor */
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/* CONSTRAINT 5: minimum / maximum distance */
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/* CONSTRAINT 6: again: fixed height relative to floor below actor */
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/* CONSTRAINT 7: track to floor below actor */
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/* CONSTRAINT 8: look a little bit left or right, depending on how the
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character is looking (horizontal x)
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*/
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/* ...and then set the camera position. Since we assume the parent of */
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/* this actuator is always a camera, just set the parent position and */
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/* rotation. We do not check whether we really have a camera as parent. */
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/* It may be better to turn this into a general tracking actuator later */
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/* on, since lots of plausible relations can be filled in here. */
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/* ... set up some parameters ... */
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/* missing here: the 'floorloc' of the actor's shadow */
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mindistsq= m_minHeight*m_minHeight;
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maxdistsq= m_maxHeight*m_maxHeight;
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/* C1: not checked... is a future option */
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/* C2: blender test_visibility function. Can this be a ray-test? */
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/* C3: fixed height */
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from[2] = (15.0*from[2] + lookat[2] + m_height)/16.0;
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/* C4: camera behind actor */
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if (m_x) {
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fp1[0] = actormat[0][0];
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fp1[1] = actormat[1][0];
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fp1[2] = actormat[2][0];
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fp2[0] = frommat[0][0];
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fp2[1] = frommat[1][0];
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fp2[2] = frommat[2][0];
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}
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else {
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fp1[0] = actormat[0][1];
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fp1[1] = actormat[1][1];
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fp1[2] = actormat[2][1];
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fp2[0] = frommat[0][1];
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fp2[1] = frommat[1][1];
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fp2[2] = frommat[2][1];
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}
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inp= fp1[0]*fp2[0] + fp1[1]*fp2[1] + fp1[2]*fp2[2];
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fac= (-1.0 + inp)/32.0;
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from[0]+= fac*fp1[0];
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from[1]+= fac*fp1[1];
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from[2]+= fac*fp1[2];
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/* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
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if(inp<0.0) {
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if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
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from[0]-= fac*fp1[1];
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from[1]+= fac*fp1[0];
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}
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else {
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from[0]+= fac*fp1[1];
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from[1]-= fac*fp1[0];
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}
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}
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/* CONSTRAINT 5: minimum / maximum afstand */
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rc[0]= (lookat[0]-from[0]);
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rc[1]= (lookat[1]-from[1]);
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rc[2]= (lookat[2]-from[2]);
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distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];
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if(distsq > maxdistsq) {
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distsq = 0.15*(distsq-maxdistsq)/distsq;
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from[0] += distsq*rc[0];
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from[1] += distsq*rc[1];
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from[2] += distsq*rc[2];
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}
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else if(distsq < mindistsq) {
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distsq = 0.15*(mindistsq-distsq)/mindistsq;
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from[0] -= distsq*rc[0];
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from[1] -= distsq*rc[1];
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from[2] -= distsq*rc[2];
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}
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/* CONSTRAINT 7: track to schaduw */
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rc[0]= (lookat[0]-from[0]);
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rc[1]= (lookat[1]-from[1]);
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rc[2]= (lookat[2]-from[2]);
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VecUpMat3(rc, mat, 3); /* y up Track -z */
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/* now set the camera position and rotation */
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obj->NodeSetLocalPosition(from);
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actormat[0][0]= mat[0][0]; actormat[0][1]= mat[1][0]; actormat[0][2]= mat[2][0];
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actormat[1][0]= mat[0][1]; actormat[1][1]= mat[1][1]; actormat[1][2]= mat[2][1];
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actormat[2][0]= mat[0][2]; actormat[2][1]= mat[1][2]; actormat[2][2]= mat[2][2];
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obj->NodeSetLocalOrientation(actormat);
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return result;
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}
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CValue *KX_CameraActuator::findObject(char *obName)
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{
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/* hook to object system */
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return NULL;
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}
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bool KX_CameraActuator::string2axischoice(const char *axisString)
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{
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bool res = true;
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res = !(axisString == Y_AXIS_STRING);
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return res;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_CameraActuator::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_CameraActuator",
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sizeof(KX_CameraActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_CameraActuator::Parents[] = {
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&KX_CameraActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_CameraActuator::Methods[] = {
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{NULL,NULL,NULL,NULL} //Sentinel
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};
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PyObject* KX_CameraActuator::_getattr(char* attr) {
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_getattr_up(SCA_IActuator);
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}
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/* eof */
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