blender/source/gameengine/Rasterizer
Benoit Bolsee becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, 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.
2008-08-27 19:34:19 +00:00
..
RAS_OpenGLFilters Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_OpenGLRasterizer Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
CMakeLists.txt improvement of 2d-filter custom shader, 2008-07-12 10:21:37 +00:00
Makefile Updated so things compile. (Missing includes needed) 2008-07-15 18:12:08 +00:00
RAS_2DFilterManager.cpp BGE 2dFilters some extra fixes 2008-07-20 23:34:17 +00:00
RAS_2DFilterManager.h BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
RAS_BucketManager.cpp Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_BucketManager.h Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_CameraData.h Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch. 2008-07-29 20:28:11 +00:00
RAS_Deformer.h BGE Patch: Add Shape Action support and update MSCV_7 project file for glew. 2008-06-18 06:46:49 +00:00
RAS_FramingManager.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_FramingManager.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_ICanvas.h BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
RAS_IPolygonMaterial.cpp Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_IPolygonMaterial.h Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_IRasterizer.h Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_IRenderTools.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_IRenderTools.h improvement of 2d-filter custom shader, 2008-07-12 10:21:37 +00:00
RAS_LightObject.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_MaterialBucket.cpp Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_MaterialBucket.h Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_MeshObject.cpp BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. 2008-08-27 19:34:19 +00:00
RAS_MeshObject.h BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. 2008-08-27 19:34:19 +00:00
RAS_ObjectColor.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_Polygon.cpp Game Engine: alpha blending and sorting 2008-07-29 15:48:31 +00:00
RAS_Polygon.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_Rect.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_texmatrix.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_TexMatrix.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
RAS_TexVert.cpp Sync with Apricot Game Engine 2008-07-10 12:47:20 +00:00
RAS_TexVert.h Sync with Apricot Game Engine 2008-07-10 12:47:20 +00:00
SConscript improvement of 2d-filter custom shader, 2008-07-12 10:21:37 +00:00