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authorBenoit Bolsee <benoit.bolsee@online.be>2008-08-27 23:34:19 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-08-27 23:34:19 +0400
commitbecd467be8613b1f71278d8a58337186a3f79170 (patch)
treed6a24284588dfb4d71a7201107954d4f3f0c158c /source/gameengine/Ketsji/KX_RayCast.cpp
parentf6bdba8351d389b397ea0a8a6f1390644c36cc0e (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_RayCast.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.cpp85
1 files changed, 46 insertions, 39 deletions
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;
}