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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-28 15:22:06 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-28 15:22:06 +0400
commitce70b6bf3b1543ec575e513947d04a34ff1368b9 (patch)
treef8a322cc82e2277b7232ca98f0a4ade1a44a5f71
parent1aa359ab7bda681539a87bb6da5f1397b337e6eb (diff)
Apricot Branch:
svn merge -r 16266:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp39
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h18
-rw-r--r--extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp6
-rw-r--r--extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h3
-rw-r--r--projectfiles_vc7/gameengine/ketsji/KX_ketsji.vcproj6
-rw-r--r--source/blender/include/BDR_gpencil.h3
-rw-r--r--source/blender/include/BSE_drawipo.h3
-rw-r--r--source/blender/src/buttons_logic.c2
-rw-r--r--source/blender/src/drawgpencil.c2
-rw-r--r--source/blender/src/drawipo.c2
-rw-r--r--source/blender/src/editobject.c2
-rw-r--r--source/blender/src/gpencil.c224
-rw-r--r--source/blender/src/space.c2
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp11
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h4
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp78
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.h6
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp12
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h4
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp50
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.h5
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp102
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h5
-rw-r--r--source/gameengine/Ketsji/KX_IPO_SGController.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp31
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.h2
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp17
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h6
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp53
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.cpp85
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.h60
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp42
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp64
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp3
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp5
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h15
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp95
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h3
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp3
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h3
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp31
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h3
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h47
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py33
-rw-r--r--source/gameengine/PyDoc/KX_MeshProxy.py15
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h2
50 files changed, 895 insertions, 325 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
index b49036a5b50..7dc7d8d2f68 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
@@ -181,7 +181,9 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
- RayResultCallback& resultCallback,short int collisionFilterMask)
+ RayResultCallback& resultCallback,
+ short int collisionFilterMask,
+ bool faceNormal)
{
btSphereShape pointShape(btScalar(0.0));
@@ -191,14 +193,16 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
collisionObject,
collisionShape,
colObjWorldTransform,
- resultCallback,collisionFilterMask);
+ resultCallback,collisionFilterMask,faceNormal);
}
void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const btTransform& rayFromTrans,const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
- RayResultCallback& resultCallback,short int collisionFilterMask)
+ RayResultCallback& resultCallback,
+ short int collisionFilterMask,
+ bool faceNormal)
{
@@ -257,9 +261,9 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
btCollisionObject* m_collisionObject;
btTriangleMeshShape* m_triangleMesh;
- BridgeTriangleRaycastCallback( const btVector3& from,const btVector3& to,
- btCollisionWorld::RayResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape* triangleMesh):
- btTriangleRaycastCallback(from,to),
+ BridgeTriangleRaycastCallback( const btVector3& from,const btVector3& to,bool faceNormal,
+ btCollisionWorld::RayResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape* triangleMesh):
+ btTriangleRaycastCallback(from,to,faceNormal),
m_resultCallback(resultCallback),
m_collisionObject(collisionObject),
m_triangleMesh(triangleMesh)
@@ -272,6 +276,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
btCollisionWorld::LocalShapeInfo shapeInfo;
shapeInfo.m_shapePart = partId;
shapeInfo.m_triangleIndex = triangleIndex;
+ shapeInfo.m_triangleShape = m_triangleMesh;
btCollisionWorld::LocalRayResult rayResult
(m_collisionObject,
@@ -287,7 +292,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
};
- BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
+ BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,faceNormal,&resultCallback,collisionObject,triangleMesh);
rcb.m_hitFraction = resultCallback.m_closestHitFraction;
btVector3 rayAabbMinLocal = rayFromLocal;
@@ -313,7 +318,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
collisionObject,
childCollisionShape,
childWorldTrans,
- resultCallback, collisionFilterMask);
+ resultCallback, collisionFilterMask, faceNormal);
}
@@ -323,7 +328,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
}
}
-void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback,short int collisionFilterMask)
+void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback,short int collisionFilterMask, bool faceNormal)
{
@@ -350,11 +355,17 @@ void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& r
btVector3 hitNormal;
if (btRayAabb(rayFromWorld,rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
{
- rayTestSingle(rayFromTrans,rayToTrans,
- collisionObject,
- collisionObject->getCollisionShape(),
- collisionObject->getWorldTransform(),
- resultCallback);
+ // before testing this object, verify that it is not filtered out
+ if (resultCallback.NeedRayCast(collisionObject))
+ {
+ rayTestSingle(rayFromTrans,rayToTrans,
+ collisionObject,
+ collisionObject->getCollisionShape(),
+ collisionObject->getWorldTransform(),
+ resultCallback,
+ collisionFilterMask,
+ faceNormal);
+ }
}
}
}
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
index b6d80233ab7..ed41232ece3 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionWorld.h
@@ -125,8 +125,8 @@ public:
{
int m_shapePart;
int m_triangleIndex;
-
- //const btCollisionShape* m_shapeTemp;
+ // needed in case of compound shape
+ const btCollisionShape* m_triangleShape;
//const btTransform* m_shapeLocalTransform;
};
@@ -166,6 +166,10 @@ public:
:m_closestHitFraction(btScalar(1.))
{
}
+ virtual bool NeedRayCast(btCollisionObject* object)
+ {
+ return true;
+ }
virtual btScalar AddSingleResult(LocalRayResult& rayResult) = 0;
};
@@ -209,7 +213,7 @@ public:
/// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
- void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback, short int collisionFilterMask=-1);
+ void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback, short int collisionFilterMask=-1, bool faceNormal=false);
/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
@@ -218,14 +222,18 @@ public:
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
- RayResultCallback& resultCallback, short int collisionFilterMask=-1);
+ RayResultCallback& resultCallback,
+ short int collisionFilterMask=-1,
+ bool faceNormal=false);
/// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
- RayResultCallback& resultCallback, short int collisionFilterMask=-1);
+ RayResultCallback& resultCallback,
+ short int collisionFilterMask=-1,
+ bool faceNormal=false);
void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
diff --git a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
index 31b91467777..68ac93ec3cc 100644
--- a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
+++ b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
@@ -16,10 +16,11 @@ subject to the following restrictions:
#include "btRaycastCallback.h"
-btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to)
+btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to,bool faceNormal)
:
m_from(from),
m_to(to),
+ m_faceNormal(faceNormal),
m_hitFraction(btScalar(1.))
{
@@ -84,8 +85,7 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)
{
-
- if ( dist_a > 0 )
+ if (m_faceNormal || dist_a > 0)
{
m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
}
diff --git a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
index a0bbc9f8fe9..71ed9fead49 100644
--- a/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
+++ b/extern/bullet2/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
@@ -27,10 +27,11 @@ public:
//input
btVector3 m_from;
btVector3 m_to;
+ bool m_faceNormal;
btScalar m_hitFraction;
- btTriangleRaycastCallback(const btVector3& from,const btVector3& to);
+ btTriangleRaycastCallback(const btVector3& from,const btVector3& to,bool faceNormal);
virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
diff --git a/projectfiles_vc7/gameengine/ketsji/KX_ketsji.vcproj b/projectfiles_vc7/gameengine/ketsji/KX_ketsji.vcproj
index c046d434cb3..4e362faed69 100644
--- a/projectfiles_vc7/gameengine/ketsji/KX_ketsji.vcproj
+++ b/projectfiles_vc7/gameengine/ketsji/KX_ketsji.vcproj
@@ -395,6 +395,9 @@
RelativePath="..\..\..\source\gameengine\Ketsji\KX_PolygonMaterial.cpp">
</File>
<File
+ RelativePath="..\..\..\source\gameengine\Ketsji\KX_PolyProxy.cpp">
+ </File>
+ <File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_PyConstraintBinding.cpp">
</File>
<File
@@ -622,6 +625,9 @@
RelativePath="..\..\..\source\gameengine\Ketsji\KX_PolygonMaterial.h">
</File>
<File
+ RelativePath="..\..\..\source\gameengine\Ketsji\KX_PolyProxy.h">
+ </File>
+ <File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_PyConstraintBinding.h">
</File>
<File
diff --git a/source/blender/include/BDR_gpencil.h b/source/blender/include/BDR_gpencil.h
index 7340a2e44e0..9b9294b0343 100644
--- a/source/blender/include/BDR_gpencil.h
+++ b/source/blender/include/BDR_gpencil.h
@@ -76,6 +76,9 @@ void gpencil_delete_laststroke(struct bGPdata *gpd);
void gpencil_delete_operation(short mode);
void gpencil_delete_menu(void);
+void gpencil_convert_operation(short mode);
+void gpencil_convert_menu(void);
+
//short gpencil_paint(short mousebutton);
short gpencil_do_paint(struct ScrArea *sa, short mousebutton);
diff --git a/source/blender/include/BSE_drawipo.h b/source/blender/include/BSE_drawipo.h
index 932f103a579..b8388b2172a 100644
--- a/source/blender/include/BSE_drawipo.h
+++ b/source/blender/include/BSE_drawipo.h
@@ -42,6 +42,7 @@ struct ScrArea;
struct EditIpo;
struct View2D;
struct rctf;
+struct SpaceLink;
void calc_ipogrid(void);
void draw_ipogrid(void);
@@ -50,6 +51,8 @@ void areamouseco_to_ipoco (struct View2D *v2d, short *mval, float *x, float *y);
void ipoco_to_areaco (struct View2D *v2d, float *vec, short *mval);
void ipoco_to_areaco_noclip (struct View2D *v2d, float *vec, short *mval);
+struct View2D *spacelink_get_view2d(struct SpaceLink *sl);
+
void view2d_do_locks (struct ScrArea *cursa, int flag);
void view2d_zoom (struct View2D *v2d, float factor, int winx, int winy);
void view2d_getscale (struct View2D *v2d, float *x, float *y);
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 78bab43a3c1..b7ce16f50a6 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -1857,7 +1857,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
but = uiDefButBitS(block, TOG, ACT_IPOFORCE, ACT_IPOFORCE,
"Force", xco+10+(width-20)/2, yco-24, (width-20)/4-10, 19,
&ia->flag, 0, 0, 0, 0,
- "Convert Ipo to force. Force is applied in global or local coordinate according to Local flag");
+ "Apply Ipo as a global or local force depending on the local option (dynamic objects only)");
uiButSetFunc(but, change_ipo_actuator, but, ia);
but = uiDefButBitS(block, TOG, ACT_IPOADD, ACT_IPOADD,
diff --git a/source/blender/src/drawgpencil.c b/source/blender/src/drawgpencil.c
index dc9a880086f..4b6b5ab26c8 100644
--- a/source/blender/src/drawgpencil.c
+++ b/source/blender/src/drawgpencil.c
@@ -177,7 +177,7 @@ static void gp_drawui_layer (uiBlock *block, bGPdata *gpd, bGPDlayer *gpl, short
if (gpl->flag & (GP_LAYER_LOCKED|GP_LAYER_HIDE)) {
char name[256]; /* gpl->info is 128, but we need space for 'locked/hidden' as well */
- height= 26;
+ height= 0;
/* visibility button (only if hidden but not locked!) */
if ((gpl->flag & GP_LAYER_HIDE) && !(gpl->flag & GP_LAYER_LOCKED))
diff --git a/source/blender/src/drawipo.c b/source/blender/src/drawipo.c
index 1b5aacd3629..7e81385930c 100644
--- a/source/blender/src/drawipo.c
+++ b/source/blender/src/drawipo.c
@@ -442,7 +442,7 @@ int in_ipo_buttons(void)
else return 1;
}
-static View2D *spacelink_get_view2d(SpaceLink *sl)
+View2D *spacelink_get_view2d(SpaceLink *sl)
{
if(sl->spacetype==SPACE_IPO)
return &((SpaceIpo *)sl)->v2d;
diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c
index fee967bcd9a..1ba7bce6dab 100644
--- a/source/blender/src/editobject.c
+++ b/source/blender/src/editobject.c
@@ -172,6 +172,7 @@
#include "BDR_drawobject.h"
#include "BDR_editcurve.h"
#include "BDR_unwrapper.h"
+#include "BDR_gpencil.h"
#include <time.h>
#include "mydevice.h"
@@ -2827,7 +2828,6 @@ void convertmenu(void)
if(G.scene->id.lib) return;
obact= OBACT;
- if(obact==0) return;
if(!obact->flag & SELECT) return;
if(G.obedit) return;
diff --git a/source/blender/src/gpencil.c b/source/blender/src/gpencil.c
index 0b28e778f62..0148ace20d4 100644
--- a/source/blender/src/gpencil.c
+++ b/source/blender/src/gpencil.c
@@ -46,7 +46,9 @@
#include "BLI_blenlib.h"
#include "DNA_listBase.h"
+#include "DNA_curve_types.h"
#include "DNA_gpencil_types.h"
+#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
@@ -57,6 +59,7 @@
#include "BKE_global.h"
#include "BKE_utildefines.h"
#include "BKE_blender.h"
+#include "BKE_curve.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
@@ -74,6 +77,8 @@
#include "BDR_gpencil.h"
#include "BIF_drawgpencil.h"
+#include "BDR_editobject.h"
+
#include "BSE_drawipo.h"
#include "BSE_headerbuttons.h"
#include "BSE_view.h"
@@ -678,6 +683,208 @@ void gpencil_delete_menu (void)
gpencil_delete_operation(mode);
}
+/* --------- Data Conversion ---------- */
+
+/* convert the coordinates from the given stroke point into 3d-coordinates */
+static void gp_strokepoint_convertcoords (bGPDstroke *gps, bGPDspoint *pt, float p3d[3])
+{
+ if (gps->flag & GP_STROKE_3DSPACE) {
+ /* directly use 3d-coordinates */
+ // FIXME: maybe we need to counterotate this for object rotation?
+ VecCopyf(p3d, &pt->x);
+ }
+ else {
+ short mval[2], mx, my;
+ float *fp= give_cursor();
+ float dvec[3];
+
+ /* get screen coordinate */
+ if (gps->flag & GP_STROKE_2DSPACE) {
+ View2D *v2d= spacelink_get_view2d(curarea->spacedata.first);
+ ipoco_to_areaco_noclip(v2d, &pt->x, mval);
+ }
+ else {
+ mval[0]= (pt->x / 1000 * curarea->winx);
+ mval[1]= (pt->y / 1000 * curarea->winy);
+ }
+ mx= mval[0];
+ my= mval[1];
+
+ /* convert screen coordinate to 3d coordinates
+ * - method taken from editview.c - mouse_cursor()
+ */
+ project_short_noclip(fp, mval);
+ window_to_3d(dvec, mval[0]-mx, mval[1]-my);
+ VecSubf(p3d, fp, dvec);
+ }
+}
+
+/* convert stroke to 3d path */
+static void gp_layer_to_path (bGPDlayer *gpl, bGPDstroke *gps, Curve *cu)
+{
+ bGPDspoint *pt;
+ Nurb *nu;
+ BPoint *bp;
+ int i;
+
+ /* create new 'nurb' within the curve */
+ nu = (Nurb *)MEM_callocN(sizeof(Nurb), "gpstroke_to_path(nurb)");
+
+ nu->pntsu= gps->totpoints;
+ nu->pntsv= 1;
+ nu->orderu= gps->totpoints;
+ nu->flagu= 2; /* endpoint */
+ nu->resolu= 32;
+
+ nu->bp= (BPoint *)MEM_callocN(sizeof(BPoint)*gps->totpoints, "bpoints");
+
+ /* add points */
+ for (i=0, pt=gps->points, bp=nu->bp; i < gps->totpoints; i++, pt++, bp++) {
+ float p3d[3];
+
+ /* get coordinates to add at */
+ gp_strokepoint_convertcoords(gps, pt, p3d);
+ VecCopyf(bp->vec, p3d);
+
+ /* set settings */
+ bp->f1= SELECT;
+ bp->radius = bp->weight = pt->pressure * gpl->thickness;
+ }
+
+ /* add nurb to curve */
+ BLI_addtail(&cu->nurb, nu);
+}
+
+/* convert stroke to 3d bezier */
+static void gp_layer_to_bezier (bGPDlayer *gpl, bGPDstroke *gps, Curve *cu)
+{
+ bGPDspoint *pt;
+ Nurb *nu;
+ BezTriple *bezt;
+ int i;
+
+ /* create new 'nurb' within the curve */
+ nu = (Nurb *)MEM_callocN(sizeof(Nurb), "gpstroke_to_bezier(nurb)");
+
+ nu->pntsu= gps->totpoints;
+ nu->resolu= 12;
+ nu->resolv= 12;
+ nu->type= CU_BEZIER;
+ nu->bezt = (BezTriple *)MEM_callocN(gps->totpoints*sizeof(BezTriple), "bezts");
+
+ /* add points */
+ for (i=0, pt=gps->points, bezt=nu->bezt; i < gps->totpoints; i++, pt++, bezt++) {
+ float p3d[3];
+
+ /* get coordinates to add at */
+ gp_strokepoint_convertcoords(gps, pt, p3d);
+
+ /* TODO: maybe in future the handles shouldn't be in same place */
+ VecCopyf(bezt->vec[0], p3d);
+ VecCopyf(bezt->vec[1], p3d);
+ VecCopyf(bezt->vec[2], p3d);
+
+ /* set settings */
+ bezt->h1= bezt->h2= HD_FREE;
+ bezt->f1= bezt->f2= bezt->f3= SELECT;
+ bezt->radius = bezt->weight = pt->pressure * gpl->thickness;
+ }
+
+ /* must calculate handles or else we crash */
+ calchandlesNurb(nu);
+
+ /* add nurb to curve */
+ BLI_addtail(&cu->nurb, nu);
+}
+
+/* convert a given grease-pencil layer to a 3d-curve representation (using current view if appropriate) */
+static void gp_layer_to_curve (bGPdata *gpd, bGPDlayer *gpl, short mode)
+{
+ bGPDframe *gpf= gpencil_layer_getframe(gpl, CFRA, 0);
+ bGPDstroke *gps;
+ Object *ob;
+ Curve *cu;
+
+ /* error checking */
+ if (ELEM3(NULL, gpd, gpl, gpf))
+ return;
+
+ /* only convert if there are any strokes on this layer's frame to convert */
+ if (gpf->strokes.first == NULL)
+ return;
+
+ /* initialise the curve */
+ cu= add_curve(gpl->info, 1);
+ cu->flag |= CU_3D;
+
+ /* init the curve object (remove rotation and assign curve data to it) */
+ add_object_draw(OB_CURVE);
+ ob= OBACT;
+ ob->loc[0]= ob->loc[1]= ob->loc[2]= 0;
+ ob->rot[0]= ob->rot[1]= ob->rot[2]= 0;
+ ob->data= cu;
+
+ /* add points to curve */
+ for (gps= gpf->strokes.first; gps; gps= gps->next) {
+ switch (mode) {
+ case 1:
+ gp_layer_to_path(gpl, gps, cu);
+ break;
+ case 2:
+ gp_layer_to_bezier(gpl, gps, cu);
+ break;
+ }
+ }
+}
+
+/* convert grease-pencil strokes to another representation
+ * mode: 1 - Active layer to path
+ * 2 - Active layer to bezier
+ */
+void gpencil_convert_operation (short mode)
+{
+ bGPdata *gpd;
+ float *fp= give_cursor();
+
+ /* get datablock to work on */
+ gpd= gpencil_data_getactive(NULL);
+ if (gpd == NULL) return;
+
+ /* initialise 3d-cursor correction globals */
+ initgrabz(fp[0], fp[1], fp[2]);
+
+ /* handle selection modes */
+ switch (mode) {
+ case 1: /* active layer only (to path) */
+ case 2: /* active layer only (to bezier) */
+ {
+ bGPDlayer *gpl= gpencil_layer_getactive(gpd);
+ gp_layer_to_curve(gpd, gpl, mode);
+ }
+ break;
+ }
+
+ /* redraw and undo-push */
+ BIF_undo_push("GPencil Convert");
+ allqueue(REDRAWVIEW3D, 0);
+ allqueue(REDRAWOOPS, 0);
+}
+
+/* display a menu for converting grease-pencil strokes */
+void gpencil_convert_menu (void)
+{
+ bGPdata *gpd= gpencil_data_getactive(NULL);
+ short mode;
+
+ /* only show menu if it will be relevant */
+ if (gpd == NULL) return;
+
+ mode= pupmenu("Grease Pencil Convert %t|Active Layer To Path%x1|Active Layer to Bezier%x2");
+ if (mode <= 0) return;
+
+ gpencil_convert_operation(mode);
+}
+
/* ************************************************** */
/* GREASE-PENCIL EDITING MODE - Painting */
@@ -1113,12 +1320,11 @@ static short gp_stroke_eraser_splitdel (bGPDframe *gpf, bGPDstroke *gps, int i)
/* eraser tool - check if part of stroke occurs within last segment drawn by eraser */
static short gp_stroke_eraser_strokeinside (short mval[], short mvalo[], short rad, short x0, short y0, short x1, short y1)
{
- /* step 1: check if within the radius for the new one */
- /* simple within-radius check */
+ /* simple within-radius check for now */
if (edge_inside_circle(mval[0], mval[1], rad, x0, y0, x1, y1))
return 1;
- /* step 2: check if within the quad formed between the two eraser coords */
+ /* not inside */
return 0;
}
@@ -1203,7 +1409,6 @@ static void gp_stroke_eraser_dostroke (tGPsdata *p, short mval[], short mvalo[],
/* check if point segment of stroke had anything to do with
* eraser region (either within stroke painted, or on its lines)
* - this assumes that linewidth is irrelevant
- * - handled using the lasso-select checking code
*/
if (gp_stroke_eraser_strokeinside(mval, mvalo, rad, x0, y0, x1, y1)) {
/* if function returns true, break this loop (as no more point to check) */
@@ -1288,6 +1493,12 @@ static void gp_paint_initstroke (tGPsdata *p, short paintmode)
case SPACE_SEQ:
{
/* for now, this is not applicable here... */
+ //p->gpd->sbuffer_sflag |= GP_STROKE_2DIMAGE;
+ }
+ break;
+ case SPACE_IMAGE:
+ {
+ p->gpd->sbuffer_sflag |= GP_STROKE_2DIMAGE;
}
break;
}
@@ -1298,10 +1509,7 @@ static void gp_paint_initstroke (tGPsdata *p, short paintmode)
static void gp_paint_strokeend (tGPsdata *p)
{
/* check if doing eraser or not */
- if (p->gpd->sbuffer_sflag & GP_STROKE_ERASER) {
- /* don't do anything */
- }
- else {
+ if ((p->gpd->sbuffer_sflag & GP_STROKE_ERASER) == 0) {
/* transfer stroke to frame */
gp_stroke_newfrombuffer(p);
}
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 1483bddf1b3..066c1c750ee 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -1916,6 +1916,8 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
else
copy_attr_menu();
}
+ else if(G.qual==(LR_ALTKEY|LR_SHIFTKEY))
+ gpencil_convert_menu(); /* gpencil.c */
else if(G.qual==LR_ALTKEY) {
if(ob && (ob->flag & OB_POSEMODE))
pose_clear_constraints(); /* poseobject.c */
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 07cbb2ecf8f..1797d6c1a0f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -145,11 +145,11 @@ void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
}
}
-bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
double* const oglmatrix = (double* const) data;
- MT_Point3 resultpoint(hit_point);
- MT_Vector3 resultnormal(hit_normal);
+ MT_Point3 resultpoint(result->m_hitPoint);
+ MT_Vector3 resultnormal(result->m_hitNormal);
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
left = (dir.cross(resultnormal)).safe_normalized();
@@ -250,9 +250,8 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
if (parent)
parent->Release();
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
- if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
+ KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
+ if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
glMultMatrixd(oglmatrix);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
index 7d52c6905bf..a7618462c9b 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.h
@@ -38,6 +38,7 @@
#include "RAS_IRenderTools.h"
struct KX_ClientObjectInfo;
+class KX_RayCast;
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
@@ -83,7 +84,8 @@ public:
void PushMatrix();
void PopMatrix();
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, class KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo*) { return true; }
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 7771d710e46..321fc325bb8 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -406,50 +406,51 @@ void BL_ConvertActuators(char* maggiename,
/* Note, allowing actuators for sounds that are not there was added since 2.47
* This is because python may expect the actuator and raise an exception if it dosnt find it
* better just to add a dummy sound actuator. */
- /*if (sampleisloaded)*/
-
- /* setup the SND_SoundObject */
- SND_SoundObject* sndobj = new SND_SoundObject();
- sndobj->SetSampleName(samplename.Ptr());
- sndobj->SetObjectName(bact->name);
- if (soundact->sound) {
- sndobj->SetRollOffFactor(soundact->sound->attenuation);
- sndobj->SetGain(soundact->sound->volume);
- sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
- // sndobj->SetLoopStart(soundact->sound->loopstart);
- // sndobj->SetLoopStart(soundact->sound->loopend);
- if (soundact->sound->flags & SOUND_FLAGS_LOOP)
- {
- if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
- sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
+ SND_SoundObject* sndobj = NULL;
+ if (sampleisloaded)
+ {
+ /* setup the SND_SoundObject */
+ sndobj = new SND_SoundObject();
+ sndobj->SetSampleName(samplename.Ptr());
+ sndobj->SetObjectName(bact->name);
+ if (soundact->sound) {
+ sndobj->SetRollOffFactor(soundact->sound->attenuation);
+ sndobj->SetGain(soundact->sound->volume);
+ sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
+ // sndobj->SetLoopStart(soundact->sound->loopstart);
+ // sndobj->SetLoopStart(soundact->sound->loopend);
+ if (soundact->sound->flags & SOUND_FLAGS_LOOP)
+ {
+ if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
+ sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
+ else
+ sndobj->SetLoopMode(SND_LOOP_NORMAL);
+ }
+ else {
+ sndobj->SetLoopMode(SND_LOOP_OFF);
+ }
+
+ if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
+ sndobj->SetHighPriority(true);
else
- sndobj->SetLoopMode(SND_LOOP_NORMAL);
+ sndobj->SetHighPriority(false);
+
+ if (soundact->sound->flags & SOUND_FLAGS_3D)
+ sndobj->Set3D(true);
+ else
+ sndobj->Set3D(false);
}
else {
+ /* dummy values for a NULL sound
+ * see editsound.c - defaults are unlikely to change soon */
+ sndobj->SetRollOffFactor(1.0);
+ sndobj->SetGain(1.0);
+ sndobj->SetPitch(1.0);
sndobj->SetLoopMode(SND_LOOP_OFF);
- }
-
- if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
- sndobj->SetHighPriority(true);
- else
sndobj->SetHighPriority(false);
-
- if (soundact->sound->flags & SOUND_FLAGS_3D)
- sndobj->Set3D(true);
- else
sndobj->Set3D(false);
+ }
}
- else {
- /* dummy values for a NULL sound
- * see editsound.c - defaults are unlikely to change soon */
- sndobj->SetRollOffFactor(1.0);
- sndobj->SetGain(1.0);
- sndobj->SetPitch(1.0);
- sndobj->SetLoopMode(SND_LOOP_OFF);
- sndobj->SetHighPriority(false);
- sndobj->Set3D(false);
- }
-
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
sndobj,
@@ -460,7 +461,8 @@ void BL_ConvertActuators(char* maggiename,
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;
- soundscene->AddObject(sndobj);
+ if (sndobj)
+ soundscene->AddObject(sndobj);
}
break;
}
diff --git a/source/gameengine/Expressions/PyObjectPlus.h b/source/gameengine/Expressions/PyObjectPlus.h
index deb47322d49..65cd4e890f7 100644
--- a/source/gameengine/Expressions/PyObjectPlus.h
+++ b/source/gameengine/Expressions/PyObjectPlus.h
@@ -156,6 +156,9 @@ static inline void Py_Fatal(char *M) {
#define KX_PYMETHODTABLE(class_name, method_name) \
{#method_name , (PyCFunction) class_name::sPy##method_name, METH_VARARGS, class_name::method_name##_doc}
+#define KX_PYMETHODTABLE_NOARG(class_name, method_name) \
+ {#method_name , (PyCFunction) class_name::sPy##method_name, METH_NOARGS, class_name::method_name##_doc}
+
/**
* Function implementation macro
*/
@@ -163,6 +166,9 @@ static inline void Py_Fatal(char *M) {
char class_name::method_name##_doc[] = doc_string; \
PyObject* class_name::Py##method_name(PyObject*, PyObject* args, PyObject*)
+#define KX_PYMETHODDEF_DOC_NOARG(class_name, method_name, doc_string) \
+char class_name::method_name##_doc[] = doc_string; \
+PyObject* class_name::Py##method_name(PyObject*)
/*------------------------------
* PyObjectPlus
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 986ed46455d..78d8eaf2aa3 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -150,12 +150,11 @@ void GPC_RenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
}
}
-
-bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool GPC_RenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
double* const oglmatrix = (double* const) data;
- MT_Point3 resultpoint(hit_point);
- MT_Vector3 resultnormal(hit_normal);
+ MT_Point3 resultpoint(result->m_hitPoint);
+ MT_Vector3 resultnormal(result->m_hitNormal);
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
left = (dir.cross(resultnormal)).safe_normalized();
@@ -256,9 +255,8 @@ void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,in
if (parent)
parent->Release();
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
- if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<GPC_RenderTools>(this, oglmatrix)))
+ KX_RayCast::Callback<GPC_RenderTools> callback(this, physics_controller, oglmatrix);
+ if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
glMultMatrixd(oglmatrix);
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 18401ce6577..382956e73ea 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -41,6 +41,7 @@
#include "BMF_Api.h"
struct KX_ClientObjectInfo;
+class KX_RayCast;
/* BlenderRenderTools are a set of tools to apply 2D/3D graphics effects, which
* are not part of the (polygon) Rasterizer. Effects like 2D text, 3D (polygon)
@@ -89,7 +90,8 @@ public:
void PushMatrix();
void PopMatrix();
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
virtual void MotionBlur(RAS_IRasterizer* rasterizer);
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index e00ec68ad33..4b57b0e8c54 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -109,16 +109,11 @@ KX_ConstraintActuator::~KX_ConstraintActuator()
// there's nothing to be done here, really....
} /* end of destructor */
-bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
KX_GameObject* hitKXObj = client->m_gameobject;
- if (client->m_type > KX_ClientObjectInfo::ACTOR)
- {
- // false hit
- return false;
- }
bool bFound = false;
if (m_property[0] == 0)
@@ -139,8 +134,26 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_p
bFound = hitKXObj->GetProperty(m_property) != NULL;
}
}
+ // update the hit status
+ result->m_hitFound = bFound;
+ // stop looking
+ return true;
+}
- return bFound;
+/* this function is used to pre-filter the object before casting the ray on them.
+ This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ */
+bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo* client)
+{
+ if (client->m_type > KX_ClientObjectInfo::ACTOR)
+ {
+ // Unknown type of object, skip it.
+ // Should not occur as the sensor objects are filtered in RayTest()
+ printf("Invalid client type %d found in ray casting\n", client->m_type);
+ return false;
+ }
+ // no X-Ray function yet
+ return true;
}
bool KX_ConstraintActuator::Update(double curtime, bool frame)
@@ -287,8 +300,6 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
direction.normalize();
{
MT_Point3 topoint = position + (m_maximumBound) * direction;
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
KX_IPhysicsController *spc = obj->GetPhysicsController();
@@ -304,9 +315,10 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
parent->Release();
}
}
- result = KX_RayCast::RayTest(spc, pe, position, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_ConstraintActuator>(this));
-
+ KX_RayCast::Callback<KX_ConstraintActuator> callback(this,spc);
+ result = KX_RayCast::RayTest(pe, position, topoint, callback);
if (result) {
+ MT_Vector3 newnormal = callback.m_hitNormal;
// compute new position & orientation
if ((m_option & (KX_ACT_CONSTRAINT_NORMAL|KX_ACT_CONSTRAINT_DISTANCE)) == 0) {
// if none option is set, the actuator does nothing but detect ray
@@ -316,27 +328,27 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
if (m_option & KX_ACT_CONSTRAINT_NORMAL) {
// the new orientation must be so that the axis is parallel to normal
if (sign)
- resultnormal = -resultnormal;
+ newnormal = -newnormal;
// apply damping on the direction
if (m_rotDampTime) {
MT_Scalar rotFilter = 1.0/(1.0+m_rotDampTime);
- resultnormal = (-m_rotDampTime*rotFilter)*direction + rotFilter*resultnormal;
+ newnormal = (-m_rotDampTime*rotFilter)*direction + rotFilter*newnormal;
} else if (m_posDampTime) {
- resultnormal = -filter*direction + (1.0-filter)*resultnormal;
+ newnormal = -filter*direction + (1.0-filter)*newnormal;
}
- obj->AlignAxisToVect(resultnormal, axis);
- direction = -resultnormal;
+ obj->AlignAxisToVect(newnormal, axis);
+ direction = -newnormal;
}
if (m_option & KX_ACT_CONSTRAINT_DISTANCE) {
if (m_posDampTime) {
- newdistance = filter*(position-resultpoint).length()+(1.0-filter)*m_minimumBound;
+ newdistance = filter*(position-callback.m_hitPoint).length()+(1.0-filter)*m_minimumBound;
} else {
newdistance = m_minimumBound;
}
} else {
- newdistance = (position-resultpoint).length();
+ newdistance = (position-callback.m_hitPoint).length();
}
- newposition = resultpoint-newdistance*direction;
+ newposition = callback.m_hitPoint-newdistance*direction;
} else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) {
// no contact but still keep running
result = true;
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.h b/source/gameengine/Ketsji/KX_ConstraintActuator.h
index d9f39124cac..6ec4de9aad9 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.h
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.h
@@ -37,6 +37,8 @@
#include "MT_Vector3.h"
#include "KX_ClientObjectInfo.h"
+class KX_RayCast;
+
class KX_ConstraintActuator : public SCA_IActuator
{
Py_Header;
@@ -100,7 +102,8 @@ protected:
KX_ACT_CONSTRAINT_DISTANCE = 512
};
bool IsValidMode(KX_CONSTRAINTTYPE m);
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo*);
KX_ConstraintActuator(SCA_IObject* gameobj,
int posDamptime,
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index e49172236d6..71bb1fc90d8 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -51,6 +51,7 @@ typedef unsigned long uint_ptr;
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
+#include "KX_PolyProxy.h"
#include <stdio.h> // printf
#include "SG_Controller.h"
#include "KX_IPhysicsController.h"
@@ -86,6 +87,7 @@ KX_GameObject::KX_GameObject(
m_bCulled(true),
m_pPhysicsController1(NULL),
m_pPhysicsEnvironment(NULL),
+ m_xray(false),
m_pHitObject(NULL),
m_isDeformable(false)
{
@@ -1614,25 +1616,45 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getVectTo,
return returnValue;
}
-bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
+ KX_GameObject* hitKXObj = client->m_gameobject;
+
+ // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
+ // if not, all objects were tested and the front one may not be the correct one.
+ if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
+ {
+ m_pHitObject = hitKXObj;
+ return true;
+ }
+ // return true to stop RayCast::RayTest from looping, the above test was decisive
+ // We would want to loop only if we want to get more than one hit point
+ return true;
+}
+/* this function is used to pre-filter the object before casting the ray on them.
+ This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ */
+bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
+{
KX_GameObject* hitKXObj = client->m_gameobject;
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
- // false hit
+ // Unknown type of object, skip it.
+ // Should not occur as the sensor objects are filtered in RayTest()
+ printf("Invalid client type %d found in ray casting\n", client->m_type);
return false;
}
-
- if (m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
+
+ // if X-Ray option is selected, skip object that don't match the criteria as we see through them
+ // if not, test all objects because we don't know yet which one will be on front
+ if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
{
- m_pHitObject = hitKXObj;
return true;
}
-
+ // skip the object
return false;
-
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
@@ -1672,8 +1694,6 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
toPoint = fromPoint + (dist) * toDir;
}
- MT_Point3 resultPoint;
- MT_Vector3 resultNormal;
PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
@@ -1687,7 +1707,8 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
m_testPropName = propName;
else
m_testPropName.SetLength(0);
- KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
+ KX_RayCast::Callback<KX_GameObject> callback(this,spc);
+ KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
if (m_pHitObject)
{
@@ -1698,13 +1719,24 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
- "rayCast(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) of contact point with object within dist that matches prop or (None,None,None) tuple if no hit\n"
-" prop = property name that object must have; can be omitted => detect any object\n"
-" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
+ "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n"
+ " If no hit, return (None,None,None) or (None,None,None,None).\n"
+" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
" Can be None or omitted => start from self object center\n"
-" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
-"Note: the object on which you call this method matters: the ray will ignore it if it goes through it\n")
+" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
+" prop = property name that object must have; can be omitted => detect any object\n"
+" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
+" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
+" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
+" which can be None if hit object has no mesh or if there is no hit\n"
+" If 0 or omitted, return value is a 3-tuple\n"
+"Note: The object on which you call this method matters: the ray will ignore it.\n"
+" prop and xray option interact as follow:\n"
+" prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
+" prop off, xray on : idem\n"
+" prop on, xray off: return closest hit if it matches prop, no hit otherwise\n"
+" prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n")
{
MT_Point3 toPoint;
MT_Point3 fromPoint;
@@ -1713,8 +1745,9 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
float dist = 0.0f;
char *propName = NULL;
KX_GameObject *other;
+ int face=0, xray=0, poly=0;
- if (!PyArg_ParseTuple(args,"O|Ofs", &pyto, &pyfrom, &dist, &propName)) {
+ if (!PyArg_ParseTuple(args,"O|Ofsiii", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
return NULL; // Python sets a simple error
}
@@ -1760,8 +1793,6 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
}
- MT_Point3 resultPoint;
- MT_Vector3 resultNormal;
PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
@@ -1775,20 +1806,41 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
m_testPropName = propName;
else
m_testPropName.SetLength(0);
- KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
+ m_xray = xray;
+ // to get the hit results
+ KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
+ KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
- if (m_pHitObject)
+ if (m_pHitObject)
{
- PyObject* returnValue = PyTuple_New(3);
+ PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
if (returnValue) { // unlikely this would ever fail, if it does python sets an error
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
- PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(resultPoint));
- PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(resultNormal));
+ PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
+ PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
+ if (poly)
+ {
+ if (callback.m_hitMesh)
+ {
+ // if this field is set, then we can trust that m_hitPolygon is a valid polygon
+ RAS_Polygon* poly = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
+ KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, poly);
+ PyTuple_SET_ITEM(returnValue, 3, polyproxy);
+ }
+ else
+ {
+ Py_INCREF(Py_None);
+ PyTuple_SET_ITEM(returnValue, 3, Py_None);
+ }
+ }
}
return returnValue;
}
- return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
- //Py_RETURN_NONE;
+ // no hit
+ if (poly)
+ return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
+ else
+ return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
}
/* ---------------------------------------------------------------------
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 8581e359f47..9dcf6526448 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -54,6 +54,7 @@
//Forward declarations.
struct KX_ClientObjectInfo;
+class KX_RayCast;
class RAS_MeshObject;
class KX_IPhysicsController;
class PHY_IPhysicsEnvironment;
@@ -90,6 +91,7 @@ protected:
// used for ray casting
PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
STR_String m_testPropName;
+ bool m_xray;
KX_GameObject* m_pHitObject;
SG_Node* m_pSGNode;
@@ -440,7 +442,8 @@ public:
return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
}
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo* client);
/**
diff --git a/source/gameengine/Ketsji/KX_IPO_SGController.cpp b/source/gameengine/Ketsji/KX_IPO_SGController.cpp
index d3aa924665e..6223643f75a 100644
--- a/source/gameengine/Ketsji/KX_IPO_SGController.cpp
+++ b/source/gameengine/Ketsji/KX_IPO_SGController.cpp
@@ -143,7 +143,7 @@ bool KX_IpoSGController::Update(double currentTime)
{
if (m_ipo_as_force == true)
{
- if (m_game_object && ob)
+ if (m_game_object && ob && m_game_object->GetPhysicsController())
{
m_game_object->GetPhysicsController()->ApplyForce(m_ipo_local ?
ob->GetWorldOrientation() * m_ipo_xform.GetPosition() :
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index 12d983eed21..5bfe8c70cba 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -35,6 +35,7 @@
#include "RAS_MeshObject.h"
#include "KX_VertexProxy.h"
+#include "KX_PolyProxy.h"
#include "KX_PolygonMaterial.h"
#include "KX_BlenderMaterial.h"
@@ -71,10 +72,12 @@ PyParentObject KX_MeshProxy::Parents[] = {
PyMethodDef KX_MeshProxy::Methods[] = {
{"getNumMaterials", (PyCFunction)KX_MeshProxy::sPyGetNumMaterials,METH_VARARGS},
+{"getNumPolygons", (PyCFunction)KX_MeshProxy::sPyGetNumPolygons,METH_NOARGS},
{"getMaterialName", (PyCFunction)KX_MeshProxy::sPyGetMaterialName,METH_VARARGS},
{"getTextureName", (PyCFunction)KX_MeshProxy::sPyGetTextureName,METH_VARARGS},
{"getVertexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetVertexArrayLength,METH_VARARGS},
{"getVertex", (PyCFunction)KX_MeshProxy::sPyGetVertex,METH_VARARGS},
+{"getPolygon", (PyCFunction)KX_MeshProxy::sPyGetPolygon,METH_VARARGS},
KX_PYMETHODTABLE(KX_MeshProxy, reinstancePhysicsMesh),
//{"getIndexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetIndexArrayLength,METH_VARARGS},
@@ -147,6 +150,12 @@ PyObject* KX_MeshProxy::PyGetNumMaterials(PyObject* self,
return PyInt_FromLong(num);
}
+PyObject* KX_MeshProxy::PyGetNumPolygons(PyObject* self)
+{
+ int num = m_meshobj->NumPolygons();
+ return PyInt_FromLong(num);
+}
+
PyObject* KX_MeshProxy::PyGetMaterialName(PyObject* self,
PyObject* args,
PyObject* kwds)
@@ -235,6 +244,28 @@ PyObject* KX_MeshProxy::PyGetVertex(PyObject* self,
}
+PyObject* KX_MeshProxy::PyGetPolygon(PyObject* self,
+ PyObject* args,
+ PyObject* kwds)
+{
+ int polyindex= 1;
+ PyObject* polyob = NULL;
+
+ if (!PyArg_ParseTuple(args,"i",&polyindex))
+ return NULL;
+
+ RAS_Polygon* polygon = m_meshobj->GetPolygon(polyindex);
+ if (polygon)
+ {
+ polyob = new KX_PolyProxy(m_meshobj, polygon);
+ }
+ else
+ {
+ PyErr_SetString(PyExc_AttributeError, "Invalid polygon index");
+ }
+ return polyob;
+}
+
KX_PYMETHODDEF_DOC(KX_MeshProxy, reinstancePhysicsMesh,
"Reinstance the physics mesh.")
{
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.h b/source/gameengine/Ketsji/KX_MeshProxy.h
index 7c6202c15a4..3335c349673 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.h
+++ b/source/gameengine/Ketsji/KX_MeshProxy.h
@@ -57,10 +57,12 @@ public:
KX_PYMETHOD(KX_MeshProxy,GetNumMaterials);
KX_PYMETHOD(KX_MeshProxy,GetMaterialName);
KX_PYMETHOD(KX_MeshProxy,GetTextureName);
+ KX_PYMETHOD_NOARGS(KX_MeshProxy,GetNumPolygons);
// both take materialid (int)
KX_PYMETHOD(KX_MeshProxy,GetVertexArrayLength);
KX_PYMETHOD(KX_MeshProxy,GetVertex);
+ KX_PYMETHOD(KX_MeshProxy,GetPolygon);
KX_PYMETHOD_DOC(KX_MeshProxy, reinstancePhysicsMesh);
};
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index db0bef8b7e1..3156f543ed5 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -122,16 +122,10 @@ bool KX_MouseFocusSensor::Evaluate(CValue* event)
return result;
}
-bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* result, void * const data)
{
KX_GameObject* hitKXObj = client_info->m_gameobject;
- if (client_info->m_type > KX_ClientObjectInfo::ACTOR)
- {
- // false hit
- return false;
- }
-
/* 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
@@ -142,8 +136,8 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, MT_Point3& hi
if ((m_focusmode == 2) || hitKXObj == thisObj)
{
m_hitObject = hitKXObj;
- m_hitPosition = hit_point;
- m_hitNormal = hit_normal;
+ m_hitPosition = result->m_hitPoint;
+ m_hitNormal = result->m_hitNormal;
return true;
}
@@ -158,8 +152,6 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
m_hitObject = 0;
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
@@ -280,7 +272,8 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus(void)
bool result = false;
- result = KX_RayCast::RayTest(physics_controller, physics_environment, frompoint3, topoint3, resultpoint, resultnormal, KX_RayCast::Callback<KX_MouseFocusSensor>(this));
+ KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller);
+ KX_RayCast::RayTest(physics_environment, frompoint3, topoint3, callback);
result = (m_hitObject!=0);
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index b011ebe1288..a6cc39d66eb 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -33,6 +33,8 @@
#include "SCA_MouseSensor.h"
+class KX_RayCast;
+
/**
* The mouse focus sensor extends the basic SCA_MouseSensor. It has
* been placed in KX because it needs access to the rasterizer and
@@ -76,7 +78,9 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
return result;
};
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
+
/* --------------------------------------------------------------------- */
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 2d8462ec622..cb215958cc4 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -933,13 +933,30 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
// override builtin functions import() and open()
-PyObject *KXpy_open(PyObject *self, PyObject *args)
-{
+PyObject *KXpy_open(PyObject *self, PyObject *args) {
PyErr_SetString(PyExc_RuntimeError, "Sandbox: open() function disabled!\nGame Scripts should not use this function.");
return NULL;
}
+PyObject *KXpy_reload(PyObject *self, PyObject *args) {
+ PyErr_SetString(PyExc_RuntimeError, "Sandbox: reload() function disabled!\nGame Scripts should not use this function.");
+ return NULL;
+}
+
+PyObject *KXpy_file(PyObject *self, PyObject *args) {
+ PyErr_SetString(PyExc_RuntimeError, "Sandbox: file() function disabled!\nGame Scripts should not use this function.");
+ return NULL;
+}
+PyObject *KXpy_execfile(PyObject *self, PyObject *args) {
+ PyErr_SetString(PyExc_RuntimeError, "Sandbox: execfile() function disabled!\nGame Scripts should not use this function.");
+ return NULL;
+}
+
+PyObject *KXpy_compile(PyObject *self, PyObject *args) {
+ PyErr_SetString(PyExc_RuntimeError, "Sandbox: compile() function disabled!\nGame Scripts should not use this function.");
+ return NULL;
+}
PyObject *KXpy_import(PyObject *self, PyObject *args)
{
@@ -976,19 +993,13 @@ PyObject *KXpy_import(PyObject *self, PyObject *args)
}
+static PyMethodDef meth_open[] = {{ "open", KXpy_open, METH_VARARGS, "(disabled)"}};
+static PyMethodDef meth_reload[] = {{ "reload", KXpy_reload, METH_VARARGS, "(disabled)"}};
+static PyMethodDef meth_file[] = {{ "file", KXpy_file, METH_VARARGS, "(disabled)"}};
+static PyMethodDef meth_execfile[] = {{ "execfile", KXpy_execfile, METH_VARARGS, "(disabled)"}};
+static PyMethodDef meth_compile[] = {{ "compile", KXpy_compile, METH_VARARGS, "(disabled)"}};
-static PyMethodDef meth_open[] = {
- { "open", KXpy_open, METH_VARARGS,
- "(disabled)"}
-};
-
-
-static PyMethodDef meth_import[] = {
- { "import", KXpy_import, METH_VARARGS,
- "our own import"}
-};
-
-
+static PyMethodDef meth_import[] = {{ "import", KXpy_import, METH_VARARGS, "our own import"}};
//static PyObject *g_oldopen = 0;
//static PyObject *g_oldimport = 0;
@@ -999,15 +1010,21 @@ void setSandbox(TPythonSecurityLevel level)
{
PyObject *m = PyImport_AddModule("__builtin__");
PyObject *d = PyModule_GetDict(m);
- PyObject *meth = PyCFunction_New(meth_open, NULL);
switch (level) {
case psl_Highest:
//if (!g_security) {
//g_oldopen = PyDict_GetItemString(d, "open");
- PyDict_SetItemString(d, "open", meth);
- meth = PyCFunction_New(meth_import, NULL);
- PyDict_SetItemString(d, "__import__", meth);
+
+ // functions we cant trust
+ PyDict_SetItemString(d, "open", PyCFunction_New(meth_open, NULL));
+ PyDict_SetItemString(d, "reload", PyCFunction_New(meth_reload, NULL));
+ PyDict_SetItemString(d, "file", PyCFunction_New(meth_file, NULL));
+ PyDict_SetItemString(d, "execfile", PyCFunction_New(meth_execfile, NULL));
+ PyDict_SetItemString(d, "compile", PyCFunction_New(meth_compile, NULL));
+
+ // our own import
+ PyDict_SetItemString(d, "__import__", PyCFunction_New(meth_import, NULL));
//g_security = level;
//}
break;
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp
index 89e2d645d54..974d4b992a6 100644
--- a/source/gameengine/Ketsji/KX_RayCast.cpp
+++ b/source/gameengine/Ketsji/KX_RayCast.cpp
@@ -40,7 +40,21 @@
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
-bool KX_RayCast::RayTest(KX_IPhysicsController* ignore_controller, PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, MT_Point3& result_point, MT_Vector3& result_normal, const KX_RayCast& callback)
+KX_RayCast::KX_RayCast(KX_IPhysicsController* ignoreController, bool faceNormal)
+ :PHY_IRayCastFilterCallback(dynamic_cast<PHY_IPhysicsController*>(ignoreController), faceNormal)
+{
+}
+
+void KX_RayCast::reportHit(PHY_RayCastResult* result)
+{
+ m_hitFound = true;
+ m_hitPoint.setValue((const float*)result->m_hitPoint);
+ m_hitNormal.setValue((const float*)result->m_hitNormal);
+ m_hitMesh = result->m_meshObject;
+ m_hitPolygon = result->m_polygon;
+}
+
+bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, KX_RayCast& callback)
{
// Loops over all physics objects between frompoint and topoint,
// calling callback.RayHit for each one.
@@ -50,58 +64,51 @@ bool KX_RayCast::RayTest(KX_IPhysicsController* ignore_controller, PHY_IPhysicsE
// returns true if an object was found, false if not.
MT_Point3 frompoint(_frompoint);
const MT_Vector3 todir( (topoint - frompoint).safe_normalized() );
+ MT_Point3 prevpoint(_frompoint+todir*(-1.f));
PHY_IPhysicsController* hit_controller;
- PHY__Vector3 phy_pos;
- PHY__Vector3 phy_normal;
- while((hit_controller = physics_environment->rayTest(dynamic_cast<PHY_IPhysicsController*>(ignore_controller),
+ while((hit_controller = physics_environment->rayTest(callback,
frompoint.x(),frompoint.y(),frompoint.z(),
- topoint.x(),topoint.y(),topoint.z(),
- phy_pos[0],phy_pos[1],phy_pos[2],
- phy_normal[0],phy_normal[1],phy_normal[2])))
+ topoint.x(),topoint.y(),topoint.z())) != NULL)
{
- result_point = MT_Point3(phy_pos);
- result_normal = MT_Vector3(phy_normal);
KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(hit_controller->getNewClientInfo());
if (!info)
{
printf("no info!\n");
MT_assert(info && "Physics controller with no client object info");
- return false;
+ break;
}
- if (callback.RayHit(info, result_point, result_normal))
- return true;
-
- // There is a bug in the code below: the delta is computed with the wrong
- // sign on the face opposite to the center, resulting in infinite looping.
- // In Blender 2.45 this code was never executed because callback.RayHit() always
- // returned true, causing the ray sensor to stop on the first object.
- // To avoid changing the behaviour will simply return false here.
- // It should be discussed if we want the ray sensor to "see" through objects
- // that don't have the required property/material (condition to get here)
- return false;
-
- // skip past the object and keep tracing
- /* We add 0.01 of fudge, so that if the margin && radius == 0., we don't endless loop. */
- MT_Scalar marg = 0.01 + hit_controller->GetMargin();
- marg += 2.f * hit_controller->GetMargin();
+ // The biggest danger to to endless loop, prevent this by checking that the
+ // hit point always progresses along the ray direction..
+ prevpoint -= callback.m_hitPoint;
+ if (prevpoint.length2() < MT_EPSILON)
+ break;
+
+ if (callback.RayHit(info))
+ // caller may decide to stop the loop and still cancel the hit
+ return callback.m_hitFound;
+
+ // Skip past the object and keep tracing.
+ // Note that retrieving in a single shot multiple hit points would be possible
+ // but it would require some change in Bullet.
+ prevpoint = callback.m_hitPoint;
+ /* We add 0.001 of fudge, so that if the margin && radius == 0., we don't endless loop. */
+ MT_Scalar marg = 0.001 + hit_controller->GetMargin();
+ marg *= 2.f;
/* Calculate the other side of this object */
- PHY__Vector3 hitpos;
- hit_controller->getPosition(hitpos);
- MT_Point3 hitObjPos(hitpos);
-
- MT_Vector3 hitvector = hitObjPos - result_point;
- if (hitvector.dot(hitvector) > MT_EPSILON)
- {
- hitvector.normalize();
- marg *= 2.*todir.dot(hitvector);
- }
- frompoint = result_point + marg * todir;
+ MT_Scalar h = MT_abs(todir.dot(callback.m_hitNormal));
+ if (h <= 0.01)
+ // the normal is almost orthogonal to the ray direction, cannot compute the other side
+ break;
+ marg /= h;
+ frompoint = callback.m_hitPoint + marg * todir;
+ // verify that we are not passed the to point
+ if ((topoint - frompoint).dot(todir) < 0.f)
+ break;
}
-
- return hit_controller;
+ return false;
}
diff --git a/source/gameengine/Ketsji/KX_RayCast.h b/source/gameengine/Ketsji/KX_RayCast.h
index 607dabd8afc..c3084c997a1 100644
--- a/source/gameengine/Ketsji/KX_RayCast.h
+++ b/source/gameengine/Ketsji/KX_RayCast.h
@@ -30,12 +30,14 @@
#ifndef __KX_RAYCAST_H__
#define __KX_RAYCAST_H__
-class MT_Point3;
-class MT_Vector3;
-class KX_IPhysicsController;
-class PHY_IPhysicsEnvironment;
+#include "PHY_IPhysicsEnvironment.h"
+#include "PHY_IPhysicsController.h"
+#include "MT_Point3.h"
+#include "MT_Vector3.h"
+class RAS_MeshObject;
struct KX_ClientObjectInfo;
+class KX_IPhysicsController;
/**
* Defines a function for doing a ray cast.
@@ -49,17 +51,27 @@ struct KX_ClientObjectInfo;
*
* Returns true if a client was accepted, false if nothing found.
*/
-class KX_RayCast
+class KX_RayCast : public PHY_IRayCastFilterCallback
{
-protected:
- KX_RayCast() {};
public:
+ bool m_hitFound;
+ MT_Point3 m_hitPoint;
+ MT_Vector3 m_hitNormal;
+ const RAS_MeshObject* m_hitMesh;
+ int m_hitPolygon;
+
+ KX_RayCast(KX_IPhysicsController* ignoreController, bool faceNormal);
virtual ~KX_RayCast() {}
+ /**
+ * The physic environment returns the ray casting result through this function
+ */
+ virtual void reportHit(PHY_RayCastResult* result);
+
/** ray test callback.
* either override this in your class, or use a callback wrapper.
*/
- virtual bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal) const = 0;
+ virtual bool RayHit(KX_ClientObjectInfo* client) = 0;
/**
* Callback wrapper.
@@ -71,13 +83,11 @@ public:
/// Public interface.
/// Implement bool RayHit in your class to receive ray callbacks.
- static bool RayTest(KX_IPhysicsController* physics_controller,
+ static bool RayTest(
PHY_IPhysicsEnvironment* physics_environment,
- const MT_Point3& _frompoint,
+ const MT_Point3& frompoint,
const MT_Point3& topoint,
- MT_Point3& result_point,
- MT_Vector3& result_normal,
- const KX_RayCast& callback);
+ KX_RayCast& callback);
};
@@ -86,18 +96,32 @@ template<class T> class KX_RayCast::Callback : public KX_RayCast
T *self;
void *data;
public:
- Callback(T *_self, void *_data = NULL)
- : self(_self),
+ Callback(T *_self, KX_IPhysicsController* controller=NULL, void *_data = NULL, bool faceNormal=false)
+ : KX_RayCast(controller, faceNormal),
+ self(_self),
data(_data)
{
}
~Callback() {}
-
- virtual bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal) const
+
+ virtual bool RayHit(KX_ClientObjectInfo* client)
{
- return self->RayHit(client, hit_point, hit_normal, data);
+ return self->RayHit(client, this, data);
}
+
+ virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
+ {
+ KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(controller->getNewClientInfo());
+
+ if (!info)
+ {
+ MT_assert(info && "Physics controller with no client object info");
+ return false;
+ }
+ return self->NeedRayCast(info);
+ }
+
};
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index a416c8c9f89..57101b769ea 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -104,16 +104,10 @@ bool KX_RaySensor::IsPositiveTrigger()
return result;
}
-bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
KX_GameObject* hitKXObj = client->m_gameobject;
-
- if (client->m_type > KX_ClientObjectInfo::ACTOR)
- {
- // false hit
- return false;
- }
bool bFound = false;
if (m_propertyname.Length() == 0)
@@ -139,16 +133,29 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_
{
m_rayHit = true;
m_hitObject = hitKXObj;
- m_hitPosition = hit_point;
- m_hitNormal = hit_normal;
+ m_hitPosition = result->m_hitPoint;
+ m_hitNormal = result->m_hitNormal;
}
-
- return bFound;
-
+ // no multi-hit search yet
+ return true;
}
-
+/* this function is used to pre-filter the object before casting the ray on them.
+ This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ */
+bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
+{
+ if (client->m_type > KX_ClientObjectInfo::ACTOR)
+ {
+ // Unknown type of object, skip it.
+ // Should not occur as the sensor objects are filtered in RayTest()
+ printf("Invalid client type %d found ray casting\n", client->m_type);
+ return false;
+ }
+ // no X-Ray function yet
+ return true;
+}
bool KX_RaySensor::Evaluate(CValue* event)
{
@@ -215,8 +222,6 @@ bool KX_RaySensor::Evaluate(CValue* event)
m_rayDirection = todir;
MT_Point3 topoint = frompoint + (m_distance) * todir;
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment();
if (!pe)
@@ -238,7 +243,8 @@ bool KX_RaySensor::Evaluate(CValue* event)
PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
- result = KX_RayCast::RayTest(spc, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_RaySensor>(this));
+ KX_RayCast::Callback<KX_RaySensor> callback(this, spc);
+ KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback);
/* now pass this result to some controller */
@@ -265,6 +271,10 @@ bool KX_RaySensor::Evaluate(CValue* event)
// notify logicsystem that ray JUST left the Object
result = true;
}
+ else
+ {
+ result = false;
+ }
}
if (reset)
diff --git a/source/gameengine/Ketsji/KX_RaySensor.h b/source/gameengine/Ketsji/KX_RaySensor.h
index f4305b053d1..9e53f80b69c 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.h
+++ b/source/gameengine/Ketsji/KX_RaySensor.h
@@ -36,6 +36,7 @@
#include "MT_Point3.h"
struct KX_ClientObjectInfo;
+class KX_RayCast;
class KX_RaySensor : public SCA_ISensor
{
@@ -68,7 +69,8 @@ public:
virtual bool IsPositiveTrigger();
virtual void Init();
- bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo* client);
KX_PYMETHOD_DOC(KX_RaySensor,GetHitObject);
KX_PYMETHOD_DOC(KX_RaySensor,GetHitPosition);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 1b021011e85..2ad0412f1bf 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -951,6 +951,8 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
newobj->RemoveMeshes();
ret = 1;
+ if (m_lightlist->RemoveValue(newobj)) // TODO - use newobj->IsLight() test when its merged in from apricot. - Campbell
+ ret = newobj->Release();
if (m_objectlist->RemoveValue(newobj))
ret = newobj->Release();
if (m_tempObjectList->RemoveValue(newobj))
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 34a3baec093..f75a1ee5c62 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -69,11 +69,11 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
KX_SoundActuator::~KX_SoundActuator()
{
- //m_soundScene->RemoveObject(this->m_soundObject);
- //(this->m_soundObject)->DeleteWhenFinished();
- m_soundScene->RemoveActiveObject(m_soundObject);
-// m_soundScene->DeleteObjectWhenFinished(m_soundObject);
- m_soundScene->DeleteObject(m_soundObject);
+ if (m_soundObject)
+ {
+ m_soundScene->RemoveActiveObject(m_soundObject);
+ m_soundScene->DeleteObject(m_soundObject);
+ }
}
@@ -82,9 +82,12 @@ CValue* KX_SoundActuator::GetReplica()
{
KX_SoundActuator* replica = new KX_SoundActuator(*this);
replica->ProcessReplica();
- SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
- replica->setSoundObject(soundobj);
- m_soundScene->AddObject(soundobj);
+ if (m_soundObject)
+ {
+ SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
+ replica->setSoundObject(soundobj);
+ m_soundScene->AddObject(soundobj);
+ }
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
@@ -104,6 +107,9 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
RemoveAllEvents();
+ if (!m_soundObject)
+ return false;
+
if (m_pino)
{
bNegativeEvent = true;
@@ -287,6 +293,10 @@ PyObject* KX_SoundActuator::PySetFilename(PyObject* self, PyObject* args, PyObje
PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObject* kwds)
{
+ if (!m_soundObject)
+ {
+ return PyString_FromString("");
+ }
STR_String objectname = m_soundObject->GetObjectName();
char* name = objectname.Ptr();
@@ -301,7 +311,8 @@ PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObje
PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObject* kwds)
{
- m_soundObject->StartSound();
+ if (m_soundObject)
+ m_soundObject->StartSound();
Py_Return;
}
@@ -309,7 +320,8 @@ PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObjec
PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObject* kwds)
{
- m_soundObject->PauseSound();
+ if (m_soundObject)
+ m_soundObject->PauseSound();
Py_Return;
}
@@ -317,7 +329,8 @@ PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObjec
PyObject* KX_SoundActuator::PyStopSound(PyObject* self, PyObject* args, PyObject* kwds)
{
- m_soundObject->StopSound();
+ if (m_soundObject)
+ m_soundObject->StopSound();
Py_Return;
}
@@ -329,7 +342,8 @@ PyObject* KX_SoundActuator::PySetGain(PyObject* self, PyObject* args, PyObject*
if (!PyArg_ParseTuple(args, "f", &gain))
return NULL;
- m_soundObject->SetGain(gain);
+ if (m_soundObject)
+ m_soundObject->SetGain(gain);
Py_Return;
}
@@ -338,7 +352,7 @@ PyObject* KX_SoundActuator::PySetGain(PyObject* self, PyObject* args, PyObject*
PyObject* KX_SoundActuator::PyGetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
- float gain = m_soundObject->GetGain();
+ float gain = (m_soundObject) ? m_soundObject->GetGain() : 1.0f;
PyObject* result = PyFloat_FromDouble(gain);
return result;
@@ -352,7 +366,8 @@ PyObject* KX_SoundActuator::PySetPitch(PyObject* self, PyObject* args, PyObject*
if (!PyArg_ParseTuple(args, "f", &pitch))
return NULL;
- m_soundObject->SetPitch(pitch);
+ if (m_soundObject)
+ m_soundObject->SetPitch(pitch);
Py_Return;
}
@@ -361,7 +376,7 @@ PyObject* KX_SoundActuator::PySetPitch(PyObject* self, PyObject* args, PyObject*
PyObject* KX_SoundActuator::PyGetPitch(PyObject* self, PyObject* args, PyObject* kwds)
{
- float pitch = m_soundObject->GetPitch();
+ float pitch = (m_soundObject) ? m_soundObject->GetPitch() : 1.0;
PyObject* result = PyFloat_FromDouble(pitch);
return result;
@@ -375,7 +390,8 @@ PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* self, PyObject* args, P
if (!PyArg_ParseTuple(args, "f", &rollofffactor))
return NULL;
- m_soundObject->SetRollOffFactor(rollofffactor);
+ if (m_soundObject)
+ m_soundObject->SetRollOffFactor(rollofffactor);
Py_Return;
}
@@ -384,7 +400,7 @@ PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* self, PyObject* args, P
PyObject* KX_SoundActuator::PyGetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
{
- float rollofffactor = m_soundObject->GetRollOffFactor();
+ float rollofffactor = (m_soundObject) ? m_soundObject->GetRollOffFactor() : 1.0;
PyObject* result = PyFloat_FromDouble(rollofffactor);
return result;
@@ -398,7 +414,8 @@ PyObject* KX_SoundActuator::PySetLooping(PyObject* self, PyObject* args, PyObjec
if (!PyArg_ParseTuple(args, "i", &looping))
return NULL;
- m_soundObject->SetLoopMode(looping);
+ if (m_soundObject)
+ m_soundObject->SetLoopMode(looping);
Py_Return;
}
@@ -407,7 +424,7 @@ PyObject* KX_SoundActuator::PySetLooping(PyObject* self, PyObject* args, PyObjec
PyObject* KX_SoundActuator::PyGetLooping(PyObject* self, PyObject* args, PyObject* kwds)
{
- int looping = m_soundObject->GetLoopMode();
+ int looping = (m_soundObject) ? m_soundObject->GetLoopMode() : SND_LOOP_OFF;
PyObject* result = PyInt_FromLong(looping);
return result;
@@ -425,7 +442,8 @@ PyObject* KX_SoundActuator::PySetPosition(PyObject* self, PyObject* args, PyObje
if (!PyArg_ParseTuple(args, "fff", &pos[0], &pos[1], &pos[2]))
return NULL;
- m_soundObject->SetPosition(pos);
+ if (m_soundObject)
+ m_soundObject->SetPosition(pos);
Py_Return;
}
@@ -442,7 +460,8 @@ PyObject* KX_SoundActuator::PySetVelocity(PyObject* self, PyObject* args, PyObje
if (!PyArg_ParseTuple(args, "fff", &vel[0], &vel[1], &vel[2]))
return NULL;
- m_soundObject->SetVelocity(vel);
+ if (m_soundObject)
+ m_soundObject->SetVelocity(vel);
Py_Return;
}
@@ -465,7 +484,8 @@ PyObject* KX_SoundActuator::PySetOrientation(PyObject* self, PyObject* args, PyO
if (!PyArg_ParseTuple(args, "fffffffff", &ori[0][0], &ori[0][1], &ori[0][2], &ori[1][0], &ori[1][1], &ori[1][2], &ori[2][0], &ori[2][1], &ori[2][2]))
return NULL;
- m_soundObject->SetOrientation(ori);
+ if (m_soundObject)
+ m_soundObject->SetOrientation(ori);
Py_Return;
}
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
index a04560aaf09..6d9b41e08d2 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
@@ -206,8 +206,7 @@ void ODEPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
+PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
//m_OdeWorld
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
index 7c61902f8e2..dcc87d614c0 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
@@ -54,8 +54,7 @@ public:
float axisX,float axisY,float axisZ);
virtual void removeConstraint(void * constraintid);
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index a49814e86b6..8fd89295b03 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -767,6 +767,8 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
// assume no shape information
m_shapeType = PHY_SHAPE_NONE;
m_vertexArray.clear();
+ m_polygonIndexArray.clear();
+ m_meshObject = NULL;
if (!meshobj)
return false;
@@ -833,6 +835,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
+ m_polygonIndexArray.push_back(p2);
numvalidpolys++;
}
if (poly->VertexCount() == 4)
@@ -849,6 +852,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
m_vertexArray.push_back(vertex0);
m_vertexArray.push_back(vertex1);
m_vertexArray.push_back(vertex2);
+ m_polygonIndexArray.push_back(p2);
numvalidpolys++;
}
}
@@ -861,6 +865,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope)
m_shapeType = PHY_SHAPE_NONE;
return false;
}
+ m_meshObject = meshobj;
return true;
}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 7dc325dc800..a3fbb502c08 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -75,6 +75,16 @@ public:
{
return m_nextShape;
}
+ CcdShapeConstructionInfo* GetChildShape(int i)
+ {
+ CcdShapeConstructionInfo* shape = m_nextShape;
+ while (i > 0 && shape != NULL)
+ {
+ shape = shape->m_nextShape;
+ i--;
+ }
+ return shape;
+ }
bool SetMesh(RAS_MeshObject* mesh, bool polytope);
@@ -89,6 +99,11 @@ public:
std::vector<btPoint3> m_vertexArray; // Contains both vertex array for polytope shape and
// triangle array for concave mesh shape.
// In this case a triangle is made of 3 consecutive points
+ std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
+ // original mesh that correspond to shape triangles.
+ // only set for concave mesh shape.
+ const RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
+
protected:
CcdShapeConstructionInfo* m_nextShape; // for compound shape
int m_refCount; // this class is shared between replicas
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index d8e05fab839..a34c70143e5 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -709,35 +709,51 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintId)
struct FilterClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
- PHY_IPhysicsController* m_ignoreClient;
+ PHY_IRayCastFilterCallback& m_phyRayFilter;
+ const btCollisionShape* m_hitTriangleShape;
+ int m_hitTriangleIndex;
- FilterClosestRayResultCallback (PHY_IPhysicsController* ignoreClient,const btVector3& rayFrom,const btVector3& rayTo)
+ FilterClosestRayResultCallback (PHY_IRayCastFilterCallback& phyRayFilter,const btVector3& rayFrom,const btVector3& rayTo)
: btCollisionWorld::ClosestRayResultCallback(rayFrom,rayTo),
- m_ignoreClient(ignoreClient)
+ m_phyRayFilter(phyRayFilter),
+ m_hitTriangleShape(NULL),
+ m_hitTriangleIndex(0)
{
-
}
virtual ~FilterClosestRayResultCallback()
{
}
+ virtual bool NeedRayCast(btCollisionObject* object)
+ {
+ CcdPhysicsController* phyCtrl = static_cast<CcdPhysicsController*>(object->getUserPointer());
+ if (phyCtrl != m_phyRayFilter.m_ignoreController)
+ {
+ return m_phyRayFilter.needBroadphaseRayCast(phyCtrl);
+ }
+ return false;
+ }
+
virtual float AddSingleResult( btCollisionWorld::LocalRayResult& rayResult)
{
CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->getUserPointer());
- //ignore client...
- if (curHit != m_ignoreClient)
- {
- //if valid
- return ClosestRayResultCallback::AddSingleResult(rayResult);
+ // save shape information as ClosestRayResultCallback::AddSingleResult() does not do it
+ if (rayResult.m_localShapeInfo)
+ {
+ m_hitTriangleShape = rayResult.m_localShapeInfo->m_triangleShape;
+ m_hitTriangleIndex = rayResult.m_localShapeInfo->m_triangleIndex;
+ } else
+ {
+ m_hitTriangleShape = NULL;
+ m_hitTriangleIndex = 0;
}
- return m_closestHitFraction;
+ return ClosestRayResultCallback::AddSingleResult(rayResult);
}
};
-PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
+PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
@@ -751,18 +767,21 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
//Either Ray Cast with or without filtering
//btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
- FilterClosestRayResultCallback rayCallback(ignoreClient,rayFrom,rayTo);
+ FilterClosestRayResultCallback rayCallback(filterCallback,rayFrom,rayTo);
- PHY_IPhysicsController* nearestHit = 0;
+ PHY_RayCastResult result;
+ memset(&result, 0, sizeof(result));
+
// don't collision with sensor object
- m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback, CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter);
+ m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback, CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter,filterCallback.m_faceNormal);
if (rayCallback.HasHit())
{
- nearestHit = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
- hitX = rayCallback.m_hitPointWorld.getX();
- hitY = rayCallback.m_hitPointWorld.getY();
- hitZ = rayCallback.m_hitPointWorld.getZ();
+ CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
+ result.m_controller = controller;
+ result.m_hitPoint[0] = rayCallback.m_hitPointWorld.getX();
+ result.m_hitPoint[1] = rayCallback.m_hitPointWorld.getY();
+ result.m_hitPoint[2] = rayCallback.m_hitPointWorld.getZ();
if (rayCallback.m_hitNormalWorld.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
@@ -771,14 +790,42 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
{
rayCallback.m_hitNormalWorld.setValue(1,0,0);
}
- normalX = rayCallback.m_hitNormalWorld.getX();
- normalY = rayCallback.m_hitNormalWorld.getY();
- normalZ = rayCallback.m_hitNormalWorld.getZ();
-
+ result.m_hitNormal[0] = rayCallback.m_hitNormalWorld.getX();
+ result.m_hitNormal[1] = rayCallback.m_hitNormalWorld.getY();
+ result.m_hitNormal[2] = rayCallback.m_hitNormalWorld.getZ();
+ if (rayCallback.m_hitTriangleShape != NULL)
+ {
+ // identify the mesh polygon
+ CcdShapeConstructionInfo* shapeInfo = controller->m_shapeInfo;
+ if (shapeInfo)
+ {
+ btCollisionShape* shape = controller->GetRigidBody()->getCollisionShape();
+ if (shape->isCompound())
+ {
+ btCompoundShape* compoundShape = (btCompoundShape*)shape;
+ CcdShapeConstructionInfo* compoundShapeInfo = shapeInfo;
+ // need to search which sub-shape has been hit
+ for (int i=0; i<compoundShape->getNumChildShapes(); i++)
+ {
+ shapeInfo = compoundShapeInfo->GetChildShape(i);
+ shape=compoundShape->getChildShape(i);
+ if (shape == rayCallback.m_hitTriangleShape)
+ break;
+ }
+ }
+ if (shape == rayCallback.m_hitTriangleShape &&
+ rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size())
+ {
+ result.m_meshObject = shapeInfo->m_meshObject;
+ result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex);
+ }
+ }
+ }
+ filterCallback.reportHit(&result);
}
- return nearestHit;
+ return result.m_controller;
}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 825a5e525f2..667e310dcb3 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -157,8 +157,7 @@ protected:
btTypedConstraint* getConstraintById(int constraintId);
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//Methods for gamelogic collision/physics callbacks
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
index f512d44c9f2..d78958b746c 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
@@ -109,8 +109,7 @@ void DummyPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
+PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
//collision detection / raytesting
return NULL;
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index b5a61f72e4a..975be84f2a7 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -69,8 +69,7 @@ public:
return 0;
}
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
index 65018d2523e..80e4dc4044e 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
@@ -26,6 +26,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
+#include <string.h> // memset
#include "SumoPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "SumoPhysicsController.h"
@@ -125,37 +126,35 @@ void SumoPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClientCtrl,
+PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,
float fromX,float fromY,float fromZ,
- float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,
- float& normalX,float& normalY,float& normalZ)
+ float toX,float toY,float toZ)
{
- SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (ignoreClientCtrl);
+ SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (filterCallback.m_ignoreController);
//collision detection / raytesting
MT_Point3 hit, normal;
- PHY_IPhysicsController *ret = 0;
+ PHY_RayCastResult result;
SM_Object* sm_ignore = 0;
if (ignoreCtr)
sm_ignore = ignoreCtr->GetSumoObject();
+ memset(&result, 0, sizeof(result));
SM_Object* smOb = m_sumoScene->rayTest(sm_ignore,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
if (smOb)
{
- ret = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
+ result.m_controller = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
+ result.m_hitPoint[0] = hit[0];
+ result.m_hitPoint[1] = hit[1];
+ result.m_hitPoint[2] = hit[2];
+ result.m_hitNormal[0] = normal[0];
+ result.m_hitNormal[1] = normal[1];
+ result.m_hitNormal[2] = normal[2];
+ filterCallback.reportHit(&result);
}
- hitX = hit[0];
- hitY = hit[1];
- hitZ = hit[2];
-
- normalX = normal[0];
- normalY = normal[1];
- normalZ = normal[2];
-
- return ret;
+ return result.m_controller;
}
//gamelogic callbacks
void SumoPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
index 8b9fb463034..100adf969d5 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
@@ -75,8 +75,7 @@ public:
return 0;
}
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 5b275066665..98496fb7f9e 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -33,6 +33,50 @@
#include <vector>
#include "PHY_DynamicTypes.h"
class PHY_IVehicle;
+class RAS_MeshObject;
+class PHY_IPhysicsController;
+
+/**
+ * pass back information from rayTest
+ */
+struct PHY_RayCastResult
+{
+ PHY_IPhysicsController* m_controller;
+ PHY__Vector3 m_hitPoint;
+ PHY__Vector3 m_hitNormal;
+ const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
+ int m_polygon; // index of the polygon hit by the ray,
+ // only if m_meshObject != NULL
+};
+
+/**
+ * This class replaces the ignoreController parameter of rayTest function.
+ * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
+ * It is only used to its full extend by the Ccd physics environement (Bullet).
+ */
+class PHY_IRayCastFilterCallback
+{
+public:
+ PHY_IPhysicsController* m_ignoreController;
+ bool m_faceNormal;
+
+ virtual ~PHY_IRayCastFilterCallback()
+ {
+ }
+
+ virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
+ {
+ return true;
+ }
+
+ virtual void reportHit(PHY_RayCastResult* result) = 0;
+
+ PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false)
+ :m_ignoreController(ignoreController),
+ m_faceNormal(faceNormal)
+ {
+ }
+};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
@@ -94,8 +138,7 @@ class PHY_IPhysicsEnvironment
//complex constraint for vehicles
virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0;
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0;
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//Methods for gamelogic collision/physics callbacks
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index 033b2864351..2136ce54e30 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -300,10 +300,11 @@ class KX_GameObject:
@rtype: L{KX_GameObject}
@return: the first object hit or None if no object or object does not match prop
"""
- def rayCast(to,from,dist,prop):
+ def rayCast(to,from,dist,prop,face,xray,poly):
"""
Look from a point/object to another point/object and find first object hit within dist that matches prop.
- Returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
+ if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
+ if poly is 1, returns a 4-tuple with in addition a L{KX_PolyProxy} as 4th element.
Ex:
# shoot along the axis gun-gunAim (gunAim should be collision-free)
ob,point,normal = gun.rayCast(gunAim,None,50)
@@ -312,9 +313,18 @@ class KX_GameObject:
Notes:
The ray ignores the object on which the method is called.
- If is casted from/to object center or explicit [x,y,z] points.
- The ray does not have X-Ray capability: the first object hit (other than self object) stops the ray
- If a property was specified and the first object hit does not have that property, there is no hit
+ It is casted from/to object center or explicit [x,y,z] points.
+ The face paremeter determines the orientation of the normal:
+ 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
+ 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
+ The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
+ The prop and xray parameters interact as follow:
+ prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
+ prop off, xray on : idem.
+ prop on, xray off: return closest hit if it matches prop, no hit otherwise.
+ prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
+ The L{KX_PolyProxy} 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray.
+ If there is no hit or the hit object is not a static mesh, None is returned as 4th element.
The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
@param to: [x,y,z] or object to which the ray is casted
@@ -325,8 +335,17 @@ class KX_GameObject:
@type dist: float
@param prop: property name that object must have; can be omitted => detect any object
@type prop: string
- @rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
- @return: (object,hitpoint,hitnormal) or (None,None,None)
+ @param face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
+ @type face: int
+ @param xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
+ @type xray: int
+ @param poly: polygon option: 1=>return value is a 4-tuple and the 4th element is a L{KX_PolyProxy}
+ @type poly: int
+ @rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
+ or 4-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), L{KX_PolyProxy))
+ @return: (object,hitpoint,hitnormal) or (object,hitpoint,hitnormal,polygon)
+ If no hit, returns (None,None,None) or (None,None,None,None)
+ If the object hit is not a static mesh, polygon is None
"""
diff --git a/source/gameengine/PyDoc/KX_MeshProxy.py b/source/gameengine/PyDoc/KX_MeshProxy.py
index e43fa3598f0..03bc36b6ac1 100644
--- a/source/gameengine/PyDoc/KX_MeshProxy.py
+++ b/source/gameengine/PyDoc/KX_MeshProxy.py
@@ -95,6 +95,21 @@ class KX_MeshProxy:
@rtype: L{KX_VertexProxy}
@return: a vertex object.
"""
+ def getNumPolygons():
+ """
+ Returns the number of polygon in the mesh.
+
+ @rtype: integer
+ """
+ def getPolygon(index):
+ """
+ Gets the specified polygon from the mesh.
+
+ @type index: integer
+ @param index: polygon number
+ @rtype: L{KX_PolyProxy}
+ @return: a polygon object.
+ """
def reinstancePhysicsMesh():
"""
Updates the physics system with the changed mesh.
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 63378328251..a907994bf57 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -155,7 +155,7 @@ int RAS_MeshObject::NumPolygons()
-RAS_Polygon* RAS_MeshObject::GetPolygon(int num)
+RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
{
return m_Polygons[num];
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index eb8baed2dd4..0d35a2f402b 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -126,7 +126,7 @@ public:
RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
int NumPolygons();
- RAS_Polygon* GetPolygon(int num);
+ RAS_Polygon* GetPolygon(int num) const;
/* buckets */
virtual void AddMeshUser(void *clientobj);