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authorErwin Coumans <blender@erwincoumans.com>2005-08-05 21:00:32 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-08-05 21:00:32 +0400
commitb6d9fbf0dbe44efee9309f09bc1a518a2cd67813 (patch)
tree43aaf1f693bec9849914001b9cf1fd1dce185de1 /source/gameengine/Ketsji/KX_RaySensor.cpp
parent0f044af97ef785f73e0aa2188716dcafd0c0d54e (diff)
fixed the mouse-over sensor,
added raycast support for bullet (no triangle-mesh support, soon) added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor, which makes it easy for a shootout.blend demo :)
Diffstat (limited to 'source/gameengine/Ketsji/KX_RaySensor.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index fa5f5215aa4..73eb95d606e 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -106,10 +106,13 @@ bool KX_RaySensor::IsPositiveTrigger()
bool KX_RaySensor::RayHit(KX_ClientObjectInfo* info, MT_Point3& hit_point, MT_Vector3& hit_normal, void* const data)
{
+ printf("KX_RaySensor::RayHit\n");
+
KX_GameObject* obj = (KX_GameObject*)GetParent();
SCA_IObject *hitgameobj = info->m_gameobject;
if (hitgameobj == obj || info->m_type > KX_ClientObjectInfo::ACTOR)
{
+ printf("false hit\n");
// false hit
return false;
}