diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-08-27 23:34:19 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-08-27 23:34:19 +0400 |
commit | becd467be8613b1f71278d8a58337186a3f79170 (patch) | |
tree | d6a24284588dfb4d71a7201107954d4f3f0c158c /source/gameengine/Ketsji/KX_ConstraintActuator.cpp | |
parent | f6bdba8351d389b397ea0a8a6f1390644c36cc0e (diff) |
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => 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.
if poly is 0 or omitted, 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 KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConstraintActuator.cpp | 50 |
1 files changed, 31 insertions, 19 deletions
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; |