From 720d4521cdd0986d9c6df97924b72eed72e5a3af Mon Sep 17 00:00:00 2001 From: Porteries Tristan Date: Wed, 7 Oct 2015 22:14:43 +0200 Subject: BGE : Collision mask support in raycast + and raycast cleanup. I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" : ``` rayCast(to, from, dist, prop, face, xray, poly, mask) ``` It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast. test file : {F237337} left mouse click on two planes and see console messages. Somewhat more elaborate test file by @sybren: {F237779} Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups. Reviewers: moguri, hg1, agoose77, campbellbarton, sybren Reviewed By: agoose77, campbellbarton, sybren Subscribers: campbellbarton, sergey, blueprintrandom, sybren Projects: #game_engine, #game_physics Differential Revision: https://developer.blender.org/D1239 --- source/gameengine/Ketsji/KX_GameObject.cpp | 88 +++++++++++++++++------------- 1 file changed, 49 insertions(+), 39 deletions(-) (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp') diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index c3da80bc14f..d7a94f0601c 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -47,7 +47,6 @@ #include "KX_MeshProxy.h" #include "KX_PolyProxy.h" #include // printf -#include // USHRT_MAX #include "SG_Controller.h" #include "PHY_IGraphicController.h" #include "SG_Node.h" @@ -108,8 +107,6 @@ KX_GameObject::KX_GameObject( m_bOccluder(false), m_pPhysicsController(NULL), m_pGraphicController(NULL), - m_xray(false), - m_pHitObject(NULL), m_pObstacleSimulation(NULL), m_pInstanceObjects(NULL), m_pDupliGroupObject(NULL), @@ -2361,8 +2358,8 @@ int KX_GameObject::pyattr_set_collisionGroup(void *self_v, const KX_PYATTRIBUTE_ return PY_SET_ATTR_FAIL; } - if (val < 0 || val > USHRT_MAX) { - PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX); + if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) { + PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field, 0 < group < %i", (1 << OB_MAX_COL_MASKS)); return PY_SET_ATTR_FAIL; } @@ -2386,8 +2383,8 @@ int KX_GameObject::pyattr_set_collisionMask(void *self_v, const KX_PYATTRIBUTE_D return PY_SET_ATTR_FAIL; } - if (val < 0 || val > USHRT_MAX) { - PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX); + if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) { + PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field, 0 < mask < %i", (1 << OB_MAX_COL_MASKS)); return PY_SET_ATTR_FAIL; } @@ -3572,15 +3569,32 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo, return returnValue; } -bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data) +struct KX_GameObject::RayCastData +{ + RayCastData(STR_String prop, bool xray, short mask) + :m_prop(prop), + m_xray(xray), + m_mask(mask), + m_hitObject(NULL) + { + } + + STR_String m_prop; + bool m_xray; + unsigned short m_mask; + KX_GameObject *m_hitObject; +}; + +bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, RayCastData *rayData) { KX_GameObject* hitKXObj = client->m_gameobject; - + // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit // if not, all objects were tested and the front one may not be the correct one. - if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL) + if ((rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) && + hitKXObj->GetUserCollisionGroup() & rayData->m_mask) { - m_pHitObject = hitKXObj; + rayData->m_hitObject = hitKXObj; return true; } // return true to stop RayCast::RayTest from looping, the above test was decisive @@ -3591,10 +3605,10 @@ bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void /* 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_GameObject::NeedRayCast(KX_ClientObjectInfo *client) +bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo *client, RayCastData *rayData) { KX_GameObject* hitKXObj = client->m_gameobject; - + if (client->m_type > KX_ClientObjectInfo::ACTOR) { // Unknown type of object, skip it. @@ -3605,7 +3619,8 @@ bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo *client) // if X-Ray option is selected, skip object that don't match the criteria as we see through them // if not, test all objects because we don't know yet which one will be on front - if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL) + if ((!rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) && + hitKXObj->GetUserCollisionGroup() & rayData->m_mask) { return true; } @@ -3652,17 +3667,11 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, KX_GameObject *parent = GetParent(); if (!spc && parent) spc = parent->GetPhysicsController(); - - m_pHitObject = NULL; - if (propName) - m_testPropName = propName; - else - m_testPropName.SetLength(0); - KX_RayCast::Callback callback(this,spc); - KX_RayCast::RayTest(pe, fromPoint, toPoint, callback); - if (m_pHitObject) - return m_pHitObject->GetProxy(); + RayCastData rayData(propName, false, (1 << OB_MAX_COL_MASKS) - 1); + KX_RayCast::Callback callback(this, spc, &rayData); + if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback)) + return rayData.m_hitObject->GetProxy(); Py_RETURN_NONE; } @@ -3713,7 +3722,7 @@ static PyObject *none_tuple_5() } KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, - "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n" + "rayCast(to,from,dist,prop,face,xray,poly,mask): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n" " If no hit, return (None,None,None) or (None,None,None,None) or (None,None,None,None,None).\n" " to = 3-tuple or object reference for destination of ray (if object, use center of object)\n" " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n" @@ -3727,6 +3736,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, " 2=>return value is a 5-tuple, the 4th element is the KX_PolyProxy object\n" " and the 5th element is the vector of UV coordinates at the hit point of the None if there is no UV mapping\n" " If 0 or omitted, return value is a 3-tuple\n" +" mask = collision mask: the collision mask that ray can hit, 0 < mask < 65536\n" "Note: The object on which you call this method matters: the ray will ignore it.\n" " prop and xray option interact as follow:\n" " prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n" @@ -3742,8 +3752,9 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, char *propName = NULL; KX_GameObject *other; int face=0, xray=0, poly=0; + int mask = (1 << OB_MAX_COL_MASKS) - 1; - if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) { + if (!PyArg_ParseTuple(args,"O|Ofsiiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly, &mask)) { return NULL; // Python sets a simple error } @@ -3773,11 +3784,16 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, fromPoint = other->NodeGetWorldPosition(); } else { - PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject"); + PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject"); return NULL; } } - + + if (mask == 0 || mask & ~((1 << OB_MAX_COL_MASKS) - 1)) { + PyErr_Format(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, mask argument to rayCast must be a int bitfield, 0 < mask < %i", (1 << OB_MAX_COL_MASKS)); + return NULL; + } + if (dist != 0.0f) { MT_Vector3 toDir = toPoint-fromPoint; if (MT_fuzzyZero(toDir.length2())) { @@ -3796,22 +3812,16 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, KX_GameObject *parent = GetParent(); if (!spc && parent) spc = parent->GetPhysicsController(); - - m_pHitObject = NULL; - if (propName) - m_testPropName = propName; - else - m_testPropName.SetLength(0); - m_xray = xray; + // to get the hit results - KX_RayCast::Callback callback(this,spc,NULL,face,(poly==2)); - KX_RayCast::RayTest(pe, fromPoint, toPoint, callback); + RayCastData rayData(propName, xray, mask); + KX_RayCast::Callback callback(this, spc, &rayData, face, (poly == 2)); - if (m_pHitObject) + if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback)) { PyObject *returnValue = (poly == 2) ? PyTuple_New(5) : (poly) ? PyTuple_New(4) : PyTuple_New(3); if (returnValue) { // unlikely this would ever fail, if it does python sets an error - PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy()); + PyTuple_SET_ITEM(returnValue, 0, rayData.m_hitObject->GetProxy()); PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint)); PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal)); if (poly) -- cgit v1.2.3