Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji/KX_RaySensor.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp383
1 files changed, 0 insertions, 383 deletions
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
deleted file mode 100644
index 5e22bc9661f..00000000000
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ /dev/null
@@ -1,383 +0,0 @@
-/*
- * Cast a ray and feel for objects
- *
- *
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file gameengine/Ketsji/KX_RaySensor.cpp
- * \ingroup ketsji
- */
-
-
-#include "KX_RaySensor.h"
-#include "SCA_EventManager.h"
-#include "SCA_RandomEventManager.h"
-#include "SCA_LogicManager.h"
-#include "SCA_IObject.h"
-#include "KX_ClientObjectInfo.h"
-#include "KX_GameObject.h"
-#include "KX_Scene.h"
-#include "KX_RayCast.h"
-#include "KX_PyMath.h"
-#include "PHY_IPhysicsEnvironment.h"
-#include "PHY_IPhysicsController.h"
-#include "DNA_sensor_types.h"
-#include "RAS_MeshObject.h"
-
-#include <stdio.h>
-
-
-KX_RaySensor::KX_RaySensor(class SCA_EventManager* eventmgr,
- SCA_IObject* gameobj,
- const STR_String& propname,
- bool bFindMaterial,
- bool bXRay,
- double distance,
- int axis,
- KX_Scene* ketsjiScene)
- : SCA_ISensor(gameobj,eventmgr),
- m_propertyname(propname),
- m_bFindMaterial(bFindMaterial),
- m_bXRay(bXRay),
- m_distance(distance),
- m_scene(ketsjiScene),
- m_axis(axis),
- m_hitMaterial("")
-{
- Init();
-}
-
-void KX_RaySensor::Init()
-{
- m_bTriggered = (m_invert)?true:false;
- m_rayHit = false;
- m_hitObject = NULL;
- m_reset = true;
-}
-
-KX_RaySensor::~KX_RaySensor()
-{
- /* Nothing to be done here. */
-}
-
-
-
-CValue* KX_RaySensor::GetReplica()
-{
- KX_RaySensor* replica = new KX_RaySensor(*this);
- replica->ProcessReplica();
- replica->Init();
-
- return replica;
-}
-
-
-
-bool KX_RaySensor::IsPositiveTrigger()
-{
- bool result = m_rayHit;
-
- if (m_invert)
- result = !result;
-
- return result;
-}
-
-bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data))
-{
-
- KX_GameObject* hitKXObj = client->m_gameobject;
- bool bFound = false;
- bool hitMaterial = false;
-
- if (m_propertyname.Length() == 0)
- {
- bFound = true;
- }
- else
- {
- if (m_bFindMaterial) {
- for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
- RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
- for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
- bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
- if (bFound) {
- hitMaterial = true;
- break;
- }
- }
- }
- }
- else {
- bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
- }
- }
-
- if (bFound)
- {
- m_rayHit = true;
- m_hitObject = hitKXObj;
- m_hitPosition[0] = result->m_hitPoint[0];
- m_hitPosition[1] = result->m_hitPoint[1];
- m_hitPosition[2] = result->m_hitPoint[2];
-
- m_hitNormal[0] = result->m_hitNormal[0];
- m_hitNormal[1] = result->m_hitNormal[1];
- m_hitNormal[2] = result->m_hitNormal[2];
-
- m_hitMaterial = hitMaterial;
- }
- // 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, void *UNUSED(data))
-{
- KX_GameObject *hitKXObj = client->m_gameobject;
-
- 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;
- }
- if (m_bXRay && m_propertyname.Length() != 0)
- {
- if (m_bFindMaterial) {
- bool found = false;
- for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
- RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
- for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
- found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
- if (found)
- break;
- }
- }
- if (!found)
- return false;
- }
- else {
- if (hitKXObj->GetProperty(m_propertyname) == NULL)
- return false;
- }
- }
- return true;
-}
-
-bool KX_RaySensor::Evaluate()
-{
- bool result = false;
- bool reset = m_reset && m_level;
- m_rayHit = false;
- m_hitObject = NULL;
- m_hitPosition[0] = 0;
- m_hitPosition[1] = 0;
- m_hitPosition[2] = 0;
-
- m_hitNormal[0] = 1;
- m_hitNormal[1] = 0;
- m_hitNormal[2] = 0;
-
- KX_GameObject* obj = (KX_GameObject*)GetParent();
- MT_Point3 frompoint = obj->NodeGetWorldPosition();
- MT_Matrix3x3 matje = obj->NodeGetWorldOrientation();
- MT_Matrix3x3 invmat = matje.inverse();
-
- MT_Vector3 todir;
- m_reset = false;
- switch (m_axis)
- {
- case SENS_RAY_X_AXIS: // X
- {
- todir[0] = invmat[0][0];
- todir[1] = invmat[0][1];
- todir[2] = invmat[0][2];
- break;
- }
- case SENS_RAY_Y_AXIS: // Y
- {
- todir[0] = invmat[1][0];
- todir[1] = invmat[1][1];
- todir[2] = invmat[1][2];
- break;
- }
- case SENS_RAY_Z_AXIS: // Z
- {
- todir[0] = invmat[2][0];
- todir[1] = invmat[2][1];
- todir[2] = invmat[2][2];
- break;
- }
- case SENS_RAY_NEG_X_AXIS: // -X
- {
- todir[0] = -invmat[0][0];
- todir[1] = -invmat[0][1];
- todir[2] = -invmat[0][2];
- break;
- }
- case SENS_RAY_NEG_Y_AXIS: // -Y
- {
- todir[0] = -invmat[1][0];
- todir[1] = -invmat[1][1];
- todir[2] = -invmat[1][2];
- break;
- }
- case SENS_RAY_NEG_Z_AXIS: // -Z
- {
- todir[0] = -invmat[2][0];
- todir[1] = -invmat[2][1];
- todir[2] = -invmat[2][2];
- break;
- }
- }
- todir.normalize();
- m_rayDirection[0] = todir[0];
- m_rayDirection[1] = todir[1];
- m_rayDirection[2] = todir[2];
-
- MT_Point3 topoint = frompoint + (m_distance) * todir;
- PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment();
-
- if (!pe)
- {
- std::cout << "WARNING: Ray sensor " << GetName() << ": There is no physics environment!" << std::endl;
- std::cout << " Check universe for malfunction." << std::endl;
- return false;
- }
-
- PHY_IPhysicsController *spc = obj->GetPhysicsController();
- KX_GameObject *parent = obj->GetParent();
- if (!spc && parent)
- spc = parent->GetPhysicsController();
-
-
- PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
-
-
- KX_RayCast::Callback<KX_RaySensor, void> callback(this, spc);
- KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback);
-
- /* now pass this result to some controller */
-
- if (m_rayHit)
- {
- if (!m_bTriggered)
- {
- // notify logicsystem that ray is now hitting
- result = true;
- m_bTriggered = true;
- }
- else
- {
- // notify logicsystem that ray is STILL hitting ...
- result = false;
-
- }
- }
- else
- {
- if (m_bTriggered)
- {
- m_bTriggered = false;
- // notify logicsystem that ray JUST left the Object
- result = true;
- }
- else
- {
- result = false;
- }
-
- }
- if (reset)
- // force an event
- result = true;
-
- return result;
-}
-
-#ifdef WITH_PYTHON
-
-/* ------------------------------------------------------------------------- */
-/* Python functions */
-/* ------------------------------------------------------------------------- */
-
-/* Integration hooks ------------------------------------------------------- */
-PyTypeObject KX_RaySensor::Type = {
- PyVarObject_HEAD_INIT(NULL, 0)
- "KX_RaySensor",
- sizeof(PyObjectPlus_Proxy),
- 0,
- py_base_dealloc,
- 0,
- 0,
- 0,
- 0,
- py_base_repr,
- 0,0,0,0,0,0,0,0,0,
- Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
- 0,0,0,0,0,0,0,
- Methods,
- 0,
- 0,
- &SCA_ISensor::Type,
- 0,0,0,0,0,0,
- py_base_new
-
-};
-
-PyMethodDef KX_RaySensor::Methods[] = {
- {NULL,NULL} //Sentinel
-};
-
-PyAttributeDef KX_RaySensor::Attributes[] = {
- KX_PYATTRIBUTE_BOOL_RW("useMaterial", KX_RaySensor, m_bFindMaterial),
- KX_PYATTRIBUTE_BOOL_RW("useXRay", KX_RaySensor, m_bXRay),
- KX_PYATTRIBUTE_FLOAT_RW("range", 0, 10000, KX_RaySensor, m_distance),
- KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, KX_RaySensor, m_propertyname),
- KX_PYATTRIBUTE_INT_RW("axis", 0, 5, true, KX_RaySensor, m_axis),
- KX_PYATTRIBUTE_FLOAT_ARRAY_RO("hitPosition", KX_RaySensor, m_hitPosition, 3),
- KX_PYATTRIBUTE_FLOAT_ARRAY_RO("rayDirection", KX_RaySensor, m_rayDirection, 3),
- KX_PYATTRIBUTE_FLOAT_ARRAY_RO("hitNormal", KX_RaySensor, m_hitNormal, 3),
- KX_PYATTRIBUTE_STRING_RO("hitMaterial", KX_RaySensor, m_hitMaterial),
- KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_RaySensor, pyattr_get_hitobject),
- { NULL } //Sentinel
-};
-
-PyObject *KX_RaySensor::pyattr_get_hitobject(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
-{
- KX_RaySensor* self = static_cast<KX_RaySensor*>(self_v);
- if (self->m_hitObject)
- return self->m_hitObject->GetProxy();
-
- Py_RETURN_NONE;
-}
-
-#endif // WITH_PYTHON