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2010-04-25correct typo'sCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-04-05BGE Bugfixes (mostly in the py api)Campbell Barton
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing) * Crashes * KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash. KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base) KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault) * Crashes because of missing NULL checks * KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface KX_GameObject - added checks for GetPhysicsController() KX_RayCast::RayTest - didnt check for a valid physics_environment KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
2008-08-27BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, ↵Benoit Bolsee
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.
2008-06-18bugfix, BGE, use vec.safe_normalized() rather then vec.normalized() because ↵Campbell Barton
in some cases the ray_cast sensor could crash blender.
2008-06-08Bugfix #13666: Joshua Leung
Missing #include <stdio.h> in source/gameengine/Ketsji/KX_RayCast.cpp
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-02-16patch 8235 8218 8211 added: various gameengine improvements, fixed windows ↵Benoit Bolsee
project files
2005-08-05fixed the mouse-over sensor,Erwin Coumans
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 :)
2005-03-25added an #include <stdlib.h> to fix this:Kent Mein
KX_RayCast.h:92: error: `NULL' was not declared in this scope Kent
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)