blender/source/gameengine/Ketsji/KX_MouseFocusSensor.h
Porteries Tristan 720d4521cd 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
2015-10-07 22:14:43 +02:00

209 lines
5.5 KiB
C++

/*
* ***** 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 KX_MouseFocusSensor.h
* \ingroup ketsji
* \brief KX_MouseFocusSensor determines mouse in/out/over events.
*/
#ifndef __KX_MOUSEFOCUSSENSOR_H__
#define __KX_MOUSEFOCUSSENSOR_H__
#include "SCA_MouseSensor.h"
#include "BLI_utildefines.h"
class KX_RayCast;
/**
* The mouse focus sensor extends the basic SCA_MouseSensor. It has
* been placed in KX because it needs access to the rasterizer and
* SuMO.
*
* - extend the valid modes?
* - */
class KX_MouseFocusSensor : public SCA_MouseSensor
{
Py_Header
public:
KX_MouseFocusSensor(class SCA_MouseManager* eventmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
bool bTouchPulse,
const STR_String& propname,
bool bFindMaterial,
bool bXRay,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IObject* gameobj);
virtual ~KX_MouseFocusSensor() { }
virtual CValue* GetReplica() {
CValue* replica = new KX_MouseFocusSensor(*this);
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
};
virtual void Replace_IScene(SCA_IScene *val)
{
m_kxscene= static_cast<KX_Scene *>(val);
};
/**
* \attention Overrides default evaluate.
*/
virtual bool Evaluate();
virtual void Init();
virtual bool IsPositiveTrigger() {
bool result = m_positive_event;
if (m_invert) result = !result;
return result;
};
/// \see KX_RayCast
bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
/// \see KX_RayCast
bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
const MT_Point3& RaySource() const;
const MT_Point3& RayTarget() const;
const MT_Point3& HitPosition() const;
const MT_Vector3& HitNormal() const;
const MT_Vector2& HitUV() const;
#ifdef WITH_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
/* attributes */
static PyObject* pyattr_get_ray_source(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_ray_target(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_ray_direction(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_object(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_position(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_normal(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_uv(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif /* WITH_PYTHON */
/* --------------------------------------------------------------------- */
SCA_IObject* m_hitObject;
void* m_hitObject_Last; /* only use for comparison, never access */
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
*/
int m_focusmode;
/**
* Flags whether the previous test showed a mouse-over.
*/
bool m_mouse_over_in_previous_frame;
/**
* Flags whether changes in hit object should trigger a pulse
*/
bool m_bTouchPulse;
/**
* Flags get through other objects
*/
bool m_bXRay;
/**
* Flags material
*/
bool m_bFindMaterial;
/**
* Property or material name
*/
STR_String m_propertyname;
/**
* Flags whether the previous test evaluated positive.
*/
bool m_positive_event;
/**
* Tests whether the object is in mouse focus for this camera
*/
bool ParentObjectHasFocusCamera(KX_Camera *cam);
/**
* Tests whether the object is in mouse focus in this scene.
*/
bool ParentObjectHasFocus(void);
/**
* (in game world coordinates) the place where the object was hit.
*/
MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
MT_Point3 m_prevSourcePoint;
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
MT_Vector3 m_hitNormal;
/**
* UV texture coordinate of the hit point if any, (0,0) otherwise
*/
MT_Vector2 m_hitUV;
/**
* The KX scene that holds the camera. The camera position
* determines a part of the start location of the picking ray. */
KX_Scene* m_kxscene;
/**
* The KX engine is needed for computing the viewport */
KX_KetsjiEngine* m_kxengine;
};
#endif /* __KX_MOUSESENSOR */