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author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2005-03-25 13:33:39 +0300 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2005-03-25 13:33:39 +0300 |
commit | c844aa265ad4eb50ad0e18661470fa6092052728 (patch) | |
tree | c4a778ab1227e4266022fd076e8a0cb709badd13 /source/gameengine/Ketsji/KX_RayCast.cpp | |
parent | 3dd17cec3bcaa3885e14630e6a71a8486e9b2697 (diff) |
Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
Diffstat (limited to 'source/gameengine/Ketsji/KX_RayCast.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_RayCast.cpp | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp new file mode 100644 index 00000000000..98ebde9ca5a --- /dev/null +++ b/source/gameengine/Ketsji/KX_RayCast.cpp @@ -0,0 +1,97 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + * KX_MouseFocusSensor determines mouse in/out/over events. + */ + +#include "KX_RayCast.h" + +#include "MT_Point3.h" +#include "MT_Vector3.h" + +#include "KX_IPhysicsController.h" +#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) +{ + // Loops over all physics objects between frompoint and topoint, + // calling callback.RayHit for each one. + // + // callback.RayHit should return true to stop looking, or false to continue. + // + // returns true if an object was found, false if not. + MT_Point3 frompoint(_frompoint); + const MT_Vector3 todir( (topoint - frompoint).normalized() ); + + PHY_IPhysicsController* hit_controller; + PHY__Vector3 phy_pos; + PHY__Vector3 phy_normal; + + while((hit_controller = physics_environment->rayTest(dynamic_cast<PHY_IPhysicsController*>(ignore_controller), + 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]))) + { + result_point = MT_Point3(phy_pos); + result_normal = MT_Vector3(phy_normal); + KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(hit_controller->getNewClientInfo()); + + if (!info) + { + MT_assert(info && "Physics controller with no client object info"); + return false; + } + + if (callback.RayHit(info, result_point, result_normal)) + return true; + + // 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(); + /* 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; + } + + return hit_controller; +} + |