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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_RaySensor.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_RaySensor.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp41
1 files changed, 25 insertions, 16 deletions
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index a416c8c9f89..f62df542be5 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -104,16 +104,10 @@ bool KX_RaySensor::IsPositiveTrigger()
return result;
}
-bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_RaySensor::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_propertyname.Length() == 0)
@@ -139,16 +133,29 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_
{
m_rayHit = true;
m_hitObject = hitKXObj;
- m_hitPosition = hit_point;
- m_hitNormal = hit_normal;
+ m_hitPosition = result->m_hitPoint;
+ m_hitNormal = result->m_hitNormal;
}
-
- return bFound;
-
+ // no multi-hit search yet
+ return true;
}
-
+/* 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_RaySensor::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 ray casting\n", client->m_type);
+ return false;
+ }
+ // no X-Ray function yet
+ return true;
+}
bool KX_RaySensor::Evaluate(CValue* event)
{
@@ -215,8 +222,6 @@ bool KX_RaySensor::Evaluate(CValue* event)
m_rayDirection = todir;
MT_Point3 topoint = frompoint + (m_distance) * todir;
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment();
if (!pe)
@@ -238,7 +243,7 @@ bool KX_RaySensor::Evaluate(CValue* event)
PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
- result = KX_RayCast::RayTest(spc, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_RaySensor>(this));
+ KX_RayCast::RayTest(physics_environment, frompoint, topoint, KX_RayCast::Callback<KX_RaySensor>(this, spc));
/* now pass this result to some controller */
@@ -265,6 +270,10 @@ bool KX_RaySensor::Evaluate(CValue* event)
// notify logicsystem that ray JUST left the Object
result = true;
}
+ else
+ {
+ result = false;
+ }
}
if (reset)