diff options
author | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-10-07 23:14:43 +0300 |
---|---|---|
committer | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-10-07 23:14:43 +0300 |
commit | 720d4521cdd0986d9c6df97924b72eed72e5a3af (patch) | |
tree | c90b5192844d4f0cb8c49f32596fcb60e2fe863d /source/gameengine/Ketsji/KX_ConstraintActuator.cpp | |
parent | 7a06613b8219684459374b2440dbfc6a6f2cdbd5 (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
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConstraintActuator.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
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) |