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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-07 23:14:43 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-07 23:14:43 +0300
commit720d4521cdd0986d9c6df97924b72eed72e5a3af (patch)
treec90b5192844d4f0cb8c49f32596fcb60e2fe863d
parent7a06613b8219684459374b2440dbfc6a6f2cdbd5 (diff)
BGE : Collision mask support in raycast + and raycast cleanup.
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" : ``` rayCast(to, from, dist, prop, face, xray, poly, mask) ``` It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast. test file : {F237337} left mouse click on two planes and see console messages. Somewhat more elaborate test file by @sybren: {F237779} Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups. Reviewers: moguri, hg1, agoose77, campbellbarton, sybren Reviewed By: agoose77, campbellbarton, sybren Subscribers: campbellbarton, sergey, blueprintrandom, sybren Projects: #game_engine, #game_physics Differential Revision: https://developer.blender.org/D1239
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst4
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.h10
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp88
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h18
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h8
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.h27
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h8
12 files changed, 120 insertions, 76 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
index 74df50ddb58..d8cc5e45e83 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
@@ -799,7 +799,7 @@ base class --- :class:`SCA_IObject`
:return: the first object hit or None if no object or object does not match prop
:rtype: :class:`KX_GameObject`
- .. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly)
+ .. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly, mask)
Look from a point/object to another point/object and find first object hit within dist that matches prop.
if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None, None, None) if no hit.
@@ -851,6 +851,8 @@ base class --- :class:`SCA_IObject`
* 2: return value is a 5-tuple and the 5th element is a 2-tuple (u, v) with the UV mapping of the hit point or None if no hit, or the object doesn't use a mesh collision shape, or doesn't have a UV mapping.
:type poly: integer
+ :arg mask: collision mask: The collision mask (16 layers mapped to a 16-bit integer) is combined with each object's collision group, to hit only a subset of the objects in the scene. Only those objects for which ``collisionGroup & mask`` is true can be hit.
+ :type mask: bitfield
:return: (object, hitpoint, hitnormal) or (object, hitpoint, hitnormal, polygon) or (object, hitpoint, hitnormal, polygon, hituv).
* object, hitpoint and hitnormal are None if no hit.
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index e07660cef72..fecd60eb212 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -117,7 +117,7 @@ KX_ConstraintActuator::~KX_ConstraintActuator()
// there's nothing to be done here, really....
} /* end of destructor */
-bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data))
{
m_hitObject = client->m_gameobject;
@@ -153,7 +153,7 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *resu
/* 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)
+bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data))
{
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
@@ -347,7 +347,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
spc = parent->GetPhysicsController();
}
}
- KX_RayCast::Callback<KX_ConstraintActuator> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc));
+ KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc));
result = KX_RayCast::RayTest(pe, position, topoint, callback);
if (result) {
MT_Vector3 newnormal = callback.m_hitNormal;
@@ -459,7 +459,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
m_hitObject = NULL;
// distance of Fh area is stored in m_minimum
MT_Point3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction;
- KX_RayCast::Callback<KX_ConstraintActuator> callback(this, spc);
+ KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this, spc);
result = KX_RayCast::RayTest(pe, position, topoint, callback);
// we expect a hit object
if (!m_hitObject)
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.h b/source/gameengine/Ketsji/KX_ConstraintActuator.h
index edb2e5e0180..af617655d5e 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"
+#include "BLI_utildefines.h"
+
class KX_RayCast;
class KX_GameObject;
@@ -113,9 +115,11 @@ protected:
KX_ACT_CONSTRAINT_LOCAL = 1024,
KX_ACT_CONSTRAINT_DOROTFH = 2048
};
- bool IsValidMode(KX_CONSTRAINTTYPE m);
- bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo*);
+ bool IsValidMode(KX_CONSTRAINTTYPE m);
+ /// \see KX_RayCast
+ bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
+ /// \see KX_RayCast
+ bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
KX_ConstraintActuator(SCA_IObject* gameobj,
int posDamptime,
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c3da80bc14f..d7a94f0601c 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -47,7 +47,6 @@
#include "KX_MeshProxy.h"
#include "KX_PolyProxy.h"
#include <stdio.h> // printf
-#include <climits> // USHRT_MAX
#include "SG_Controller.h"
#include "PHY_IGraphicController.h"
#include "SG_Node.h"
@@ -108,8 +107,6 @@ KX_GameObject::KX_GameObject(
m_bOccluder(false),
m_pPhysicsController(NULL),
m_pGraphicController(NULL),
- m_xray(false),
- m_pHitObject(NULL),
m_pObstacleSimulation(NULL),
m_pInstanceObjects(NULL),
m_pDupliGroupObject(NULL),
@@ -2361,8 +2358,8 @@ int KX_GameObject::pyattr_set_collisionGroup(void *self_v, const KX_PYATTRIBUTE_
return PY_SET_ATTR_FAIL;
}
- if (val < 0 || val > USHRT_MAX) {
- PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX);
+ if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) {
+ PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field, 0 < group < %i", (1 << OB_MAX_COL_MASKS));
return PY_SET_ATTR_FAIL;
}
@@ -2386,8 +2383,8 @@ int KX_GameObject::pyattr_set_collisionMask(void *self_v, const KX_PYATTRIBUTE_D
return PY_SET_ATTR_FAIL;
}
- if (val < 0 || val > USHRT_MAX) {
- PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX);
+ if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) {
+ PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field, 0 < mask < %i", (1 << OB_MAX_COL_MASKS));
return PY_SET_ATTR_FAIL;
}
@@ -3572,15 +3569,32 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
return returnValue;
}
-bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+struct KX_GameObject::RayCastData
+{
+ RayCastData(STR_String prop, bool xray, short mask)
+ :m_prop(prop),
+ m_xray(xray),
+ m_mask(mask),
+ m_hitObject(NULL)
+ {
+ }
+
+ STR_String m_prop;
+ bool m_xray;
+ unsigned short m_mask;
+ KX_GameObject *m_hitObject;
+};
+
+bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, RayCastData *rayData)
{
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)
+ if ((rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) &&
+ hitKXObj->GetUserCollisionGroup() & rayData->m_mask)
{
- m_pHitObject = hitKXObj;
+ rayData->m_hitObject = hitKXObj;
return true;
}
// return true to stop RayCast::RayTest from looping, the above test was decisive
@@ -3591,10 +3605,10 @@ bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
/* 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)
+bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo *client, RayCastData *rayData)
{
KX_GameObject* hitKXObj = client->m_gameobject;
-
+
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// Unknown type of object, skip it.
@@ -3605,7 +3619,8 @@ bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo *client)
// 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)
+ if ((!rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) &&
+ hitKXObj->GetUserCollisionGroup() & rayData->m_mask)
{
return true;
}
@@ -3652,17 +3667,11 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
-
- m_pHitObject = NULL;
- if (propName)
- m_testPropName = propName;
- else
- m_testPropName.SetLength(0);
- KX_RayCast::Callback<KX_GameObject> callback(this,spc);
- KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
- if (m_pHitObject)
- return m_pHitObject->GetProxy();
+ RayCastData rayData(propName, false, (1 << OB_MAX_COL_MASKS) - 1);
+ KX_RayCast::Callback<KX_GameObject, RayCastData> callback(this, spc, &rayData);
+ if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback))
+ return rayData.m_hitObject->GetProxy();
Py_RETURN_NONE;
}
@@ -3713,7 +3722,7 @@ static PyObject *none_tuple_5()
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
- "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) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n"
+ "rayCast(to,from,dist,prop,face,xray,poly,mask): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n"
" If no hit, return (None,None,None) or (None,None,None,None) or (None,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"
@@ -3727,6 +3736,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
" 2=>return value is a 5-tuple, the 4th element is the KX_PolyProxy object\n"
" and the 5th element is the vector of UV coordinates at the hit point of the None if there is no UV mapping\n"
" If 0 or omitted, return value is a 3-tuple\n"
+" mask = collision mask: the collision mask that ray can hit, 0 < mask < 65536\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"
@@ -3742,8 +3752,9 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
char *propName = NULL;
KX_GameObject *other;
int face=0, xray=0, poly=0;
+ int mask = (1 << OB_MAX_COL_MASKS) - 1;
- if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
+ if (!PyArg_ParseTuple(args,"O|Ofsiiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly, &mask)) {
return NULL; // Python sets a simple error
}
@@ -3773,11 +3784,16 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
fromPoint = other->NodeGetWorldPosition();
} else
{
- PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
+ PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
return NULL;
}
}
-
+
+ if (mask == 0 || mask & ~((1 << OB_MAX_COL_MASKS) - 1)) {
+ PyErr_Format(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, mask argument to rayCast must be a int bitfield, 0 < mask < %i", (1 << OB_MAX_COL_MASKS));
+ return NULL;
+ }
+
if (dist != 0.0f) {
MT_Vector3 toDir = toPoint-fromPoint;
if (MT_fuzzyZero(toDir.length2())) {
@@ -3796,22 +3812,16 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
-
- m_pHitObject = NULL;
- if (propName)
- m_testPropName = propName;
- else
- m_testPropName.SetLength(0);
- m_xray = xray;
+
// to get the hit results
- KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face,(poly==2));
- KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
+ RayCastData rayData(propName, xray, mask);
+ KX_RayCast::Callback<KX_GameObject, RayCastData> callback(this, spc, &rayData, face, (poly == 2));
- if (m_pHitObject)
+ if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback))
{
PyObject *returnValue = (poly == 2) ? PyTuple_New(5) : (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->GetProxy());
+ PyTuple_SET_ITEM(returnValue, 0, rayData.m_hitObject->GetProxy());
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
if (poly)
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index c10802a83b2..abd109a5e52 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -111,9 +111,6 @@ protected:
PHY_IPhysicsController* m_pPhysicsController;
PHY_IGraphicController* m_pGraphicController;
- STR_String m_testPropName;
- bool m_xray;
- KX_GameObject* m_pHitObject;
SG_Node* m_pSGNode;
@@ -131,10 +128,19 @@ protected:
BL_ActionManager* GetActionManager();
bool m_bRecordAnimation;
+
public:
bool m_isDeformable;
/**
+ * KX_GameObject custom infos for ray cast, it contains property name,
+ * collision mask, xray flag and hited object.
+ * This structure is created during ray cast and passed as argument
+ * "data" to functions KX_GameObject::NeedRayCast and KX_GameObject::RayHit.
+ */
+ struct RayCastData;
+
+ /**
* Helper function for modules that can't include KX_ClientObjectInfo.h
*/
static KX_GameObject* GetClientObject(KX_ClientObjectInfo* info);
@@ -661,8 +667,10 @@ public:
return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
}
- bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo* client);
+ /// \see KX_RayCast
+ bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, RayCastData *rayData);
+ /// \see KX_RayCast
+ bool NeedRayCast(KX_ClientObjectInfo *client, RayCastData *rayData);
/**
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index 46f27e1a2df..db2cb1fdcfd 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -144,7 +144,7 @@ bool KX_MouseFocusSensor::Evaluate()
return result;
}
-bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void * const data)
+bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void *UNUSED(data))
{
KX_GameObject* hitKXObj = client_info->m_gameobject;
@@ -198,7 +198,7 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *r
/* 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_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
+bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data))
{
KX_GameObject *hitKXObj = client->m_gameobject;
@@ -356,7 +356,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocusCamera(KX_Camera *cam)
PHY_IPhysicsEnvironment* physics_environment = m_kxscene->GetPhysicsEnvironment();
// get UV mapping
- KX_RayCast::Callback<KX_MouseFocusSensor> callback(this,physics_controller,NULL,false,true);
+ KX_RayCast::Callback<KX_MouseFocusSensor, void> callback(this,physics_controller,NULL,false,true);
KX_RayCast::RayTest(physics_environment, m_prevSourcePoint, m_prevTargetPoint, callback);
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index 0c7c8ab676a..dd9295b2ff4 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -35,6 +35,8 @@
#include "SCA_MouseSensor.h"
+#include "BLI_utildefines.h"
+
class KX_RayCast;
/**
@@ -90,8 +92,10 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
return result;
};
- bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo* client);
+ /// \see KX_RayCast
+ bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
+ /// \see KX_RayCast
+ bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
const MT_Point3& RaySource() const;
const MT_Point3& RayTarget() const;
diff --git a/source/gameengine/Ketsji/KX_RayCast.h b/source/gameengine/Ketsji/KX_RayCast.h
index e47ac676eb1..c977fb8f385 100644
--- a/source/gameengine/Ketsji/KX_RayCast.h
+++ b/source/gameengine/Ketsji/KX_RayCast.h
@@ -44,12 +44,15 @@ struct KX_ClientObjectInfo;
/**
* Defines a function for doing a ray cast.
*
- * eg KX_RayCast::RayTest(ignore_physics_controller, physics_environment, frompoint, topoint, result_point, result_normal, KX_RayCast::Callback<KX_MyClass>(this, data)
+ * eg KX_RayCast::RayTest(ignore_physics_controller, physics_environment, frompoint, topoint, result_point, result_normal, KX_RayCast::Callback<MyClass, MyDataClass>(this, data)
*
- * Calls myclass->RayHit(client, hit_point, hit_normal, data) for all client
+ * Calls myclass->NeedRayCast(client, data) for all client in environment
+ * and myclass->RayHit(client, hit_point, hit_normal, data) for all client
* between frompoint and topoint
*
- * myclass->RayHit should return true to end the raycast, false to ignore the current client.
+ * myclass->NeedRayCast should return true to ray test the current client.
+ *
+ * myclass->RayHit should return true to end the raycast, false to ignore the current client and to continue.
*
* Returns true if a client was accepted, false if nothing found.
*/
@@ -80,10 +83,10 @@ public:
/**
* Callback wrapper.
*
- * Construct with KX_RayCast::Callback<MyClass>(this, data)
+ * Construct with KX_RayCast::Callback<MyClass, MyDataClass>(this, data)
* and pass to KX_RayCast::RayTest
*/
- template<class T> class Callback;
+ template<class T, class dataT> class Callback;
/// Public interface.
/// Implement bool RayHit in your class to receive ray callbacks.
@@ -99,12 +102,18 @@ public:
#endif
};
-template<class T> class KX_RayCast::Callback : public KX_RayCast
+template<class T, class dataT>
+class KX_RayCast::Callback : public KX_RayCast
{
T *self;
- void *data;
+ /**
+ * Some user info passed as argument in constructor.
+ * It contains all info needed to check client in NeedRayCast
+ * and RayHit.
+ */
+ dataT *data;
public:
- Callback(T *_self, PHY_IPhysicsController* controller=NULL, void *_data = NULL, bool faceNormal=false, bool faceUV=false)
+ Callback(T *_self, PHY_IPhysicsController *controller = NULL, dataT *_data = NULL, bool faceNormal = false, bool faceUV = false)
: KX_RayCast(controller, faceNormal, faceUV),
self(_self),
data(_data)
@@ -127,7 +136,7 @@ public:
MT_assert(info && "Physics controller with no client object info");
return false;
}
- return self->NeedRayCast(info);
+ return self->NeedRayCast(info, data);
}
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index c97d233a67b..4ffb5f332db 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -107,7 +107,7 @@ bool KX_RaySensor::IsPositiveTrigger()
return result;
}
-bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data))
{
KX_GameObject* hitKXObj = client->m_gameobject;
@@ -158,7 +158,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
/* 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)
+bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data))
{
KX_GameObject *hitKXObj = client->m_gameobject;
@@ -282,7 +282,7 @@ bool KX_RaySensor::Evaluate()
PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
- KX_RayCast::Callback<KX_RaySensor> callback(this, spc);
+ KX_RayCast::Callback<KX_RaySensor, void> callback(this, spc);
KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback);
/* now pass this result to some controller */
diff --git a/source/gameengine/Ketsji/KX_RaySensor.h b/source/gameengine/Ketsji/KX_RaySensor.h
index 4604863a233..1901bb04f86 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.h
+++ b/source/gameengine/Ketsji/KX_RaySensor.h
@@ -38,6 +38,8 @@
#include "SCA_IScene.h" /* only for scene replace */
#include "KX_Scene.h" /* only for scene replace */
+#include "BLI_utildefines.h"
+
struct KX_ClientObjectInfo;
class KX_RayCast;
@@ -74,8 +76,10 @@ public:
virtual bool IsPositiveTrigger();
virtual void Init();
- bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
- bool NeedRayCast(KX_ClientObjectInfo* client);
+ /// \see KX_RayCast
+ bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
+ /// \see KX_RayCast
+ bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
virtual void Replace_IScene(SCA_IScene *val)
{
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 1758b7abf9f..bd84c3c96b1 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -1215,10 +1215,9 @@ void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
m_lights.erase(lit);
}
-bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, double *oglmatrix)
{
if (result->m_hitMesh) {
- double* const oglmatrix = (double* const) data;
RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
if (!poly->IsVisible())
@@ -1328,7 +1327,7 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
if (!physics_controller && parent)
physics_controller = parent->GetPhysicsController();
- KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
+ KX_RayCast::Callback<RAS_OpenGLRasterizer, double> callback(this, physics_controller, oglmatrix);
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index ad49ebe5179..67a11f64726 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -45,6 +45,8 @@ using namespace std;
#include "RAS_MaterialBucket.h"
#include "RAS_IPolygonMaterial.h"
+#include "BLI_utildefines.h"
+
class RAS_IStorage;
class RAS_ICanvas;
class RAS_OpenGLLight;
@@ -306,8 +308,10 @@ public:
void PushMatrix();
void PopMatrix();
- bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, void * const data);
- bool NeedRayCast(struct KX_ClientObjectInfo *) { return true; }
+ /// \see KX_RayCast
+ bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, double *oglmatrix);
+ /// \see KX_RayCast
+ bool NeedRayCast(struct KX_ClientObjectInfo *, void *UNUSED(data)) { return true; }
RAS_ILightObject* CreateLight();
void AddLight(RAS_ILightObject* lightobject);