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Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h47
1 files changed, 45 insertions, 2 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 5b275066665..98496fb7f9e 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -33,6 +33,50 @@
#include <vector>
#include "PHY_DynamicTypes.h"
class PHY_IVehicle;
+class RAS_MeshObject;
+class PHY_IPhysicsController;
+
+/**
+ * pass back information from rayTest
+ */
+struct PHY_RayCastResult
+{
+ PHY_IPhysicsController* m_controller;
+ PHY__Vector3 m_hitPoint;
+ PHY__Vector3 m_hitNormal;
+ const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
+ int m_polygon; // index of the polygon hit by the ray,
+ // only if m_meshObject != NULL
+};
+
+/**
+ * This class replaces the ignoreController parameter of rayTest function.
+ * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
+ * It is only used to its full extend by the Ccd physics environement (Bullet).
+ */
+class PHY_IRayCastFilterCallback
+{
+public:
+ PHY_IPhysicsController* m_ignoreController;
+ bool m_faceNormal;
+
+ virtual ~PHY_IRayCastFilterCallback()
+ {
+ }
+
+ virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
+ {
+ return true;
+ }
+
+ virtual void reportHit(PHY_RayCastResult* result) = 0;
+
+ PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false)
+ :m_ignoreController(ignoreController),
+ m_faceNormal(faceNormal)
+ {
+ }
+};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
@@ -94,8 +138,7 @@ class PHY_IPhysicsEnvironment
//complex constraint for vehicles
virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0;
- virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0;
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//Methods for gamelogic collision/physics callbacks