diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_RaySensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_RaySensor.cpp | 41 |
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) |