/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** * KX_MouseFocusSensor determines mouse in/out/over events. */ #include #include "KX_RayCast.h" #include "MT_Point3.h" #include "MT_Vector3.h" #include "KX_IPhysicsController.h" #include "PHY_IPhysicsEnvironment.h" #include "PHY_IPhysicsController.h" bool KX_RayCast::RayTest(KX_IPhysicsController* ignore_controller, PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, MT_Point3& result_point, MT_Vector3& result_normal, const KX_RayCast& callback) { // Loops over all physics objects between frompoint and topoint, // calling callback.RayHit for each one. // // callback.RayHit should return true to stop looking, or false to continue. // // returns true if an object was found, false if not. MT_Point3 frompoint(_frompoint); const MT_Vector3 todir( (topoint - frompoint).normalized() ); PHY_IPhysicsController* hit_controller; PHY__Vector3 phy_pos; PHY__Vector3 phy_normal; while((hit_controller = physics_environment->rayTest(dynamic_cast(ignore_controller), frompoint.x(),frompoint.y(),frompoint.z(), topoint.x(),topoint.y(),topoint.z(), phy_pos[0],phy_pos[1],phy_pos[2], phy_normal[0],phy_normal[1],phy_normal[2]))) { result_point = MT_Point3(phy_pos); result_normal = MT_Vector3(phy_normal); KX_ClientObjectInfo* info = static_cast(hit_controller->getNewClientInfo()); if (!info) { printf("no info!\n"); MT_assert(info && "Physics controller with no client object info"); return false; } if (callback.RayHit(info, result_point, result_normal)) return true; // skip past the object and keep tracing /* We add 0.01 of fudge, so that if the margin && radius == 0., we don't endless loop. */ MT_Scalar marg = 0.01 + hit_controller->GetMargin(); marg += 2.f * hit_controller->GetMargin(); /* Calculate the other side of this object */ PHY__Vector3 hitpos; hit_controller->getPosition(hitpos); MT_Point3 hitObjPos(hitpos); MT_Vector3 hitvector = hitObjPos - result_point; if (hitvector.dot(hitvector) > MT_EPSILON) { hitvector.normalize(); marg *= 2.*todir.dot(hitvector); } frompoint = result_point + marg * todir; } return hit_controller; }