becd467be8
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.
129 lines
3.4 KiB
C++
129 lines
3.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __KX_RAYCAST_H__
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#define __KX_RAYCAST_H__
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#include "PHY_IPhysicsEnvironment.h"
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#include "PHY_IPhysicsController.h"
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#include "MT_Point3.h"
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#include "MT_Vector3.h"
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class RAS_MeshObject;
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struct KX_ClientObjectInfo;
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class KX_IPhysicsController;
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/**
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* Defines a function for doing a ray cast.
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*
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* eg KX_RayCast::RayTest(ignore_physics_controller, physics_environment, frompoint, topoint, result_point, result_normal, KX_RayCast::Callback<KX_MyClass>(this, data)
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*
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* Calls myclass->RayHit(client, hit_point, hit_normal, data) for all client
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* between frompoint and topoint
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*
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* myclass->RayHit should return true to end the raycast, false to ignore the current client.
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*
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* Returns true if a client was accepted, false if nothing found.
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*/
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class KX_RayCast : public PHY_IRayCastFilterCallback
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{
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public:
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bool m_hitFound;
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MT_Point3 m_hitPoint;
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MT_Vector3 m_hitNormal;
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const RAS_MeshObject* m_hitMesh;
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int m_hitPolygon;
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KX_RayCast(KX_IPhysicsController* ignoreController, bool faceNormal);
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virtual ~KX_RayCast() {}
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/**
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* The physic environment returns the ray casting result through this function
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*/
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virtual void reportHit(PHY_RayCastResult* result);
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/** ray test callback.
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* either override this in your class, or use a callback wrapper.
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*/
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virtual bool RayHit(KX_ClientObjectInfo* client) = 0;
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/**
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* Callback wrapper.
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*
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* Construct with KX_RayCast::Callback<MyClass>(this, data)
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* and pass to KX_RayCast::RayTest
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*/
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template<class T> class Callback;
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/// Public interface.
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/// Implement bool RayHit in your class to receive ray callbacks.
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static bool RayTest(
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PHY_IPhysicsEnvironment* physics_environment,
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const MT_Point3& frompoint,
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const MT_Point3& topoint,
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KX_RayCast& callback);
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};
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template<class T> class KX_RayCast::Callback : public KX_RayCast
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{
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T *self;
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void *data;
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public:
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Callback(T *_self, KX_IPhysicsController* controller=NULL, void *_data = NULL, bool faceNormal=false)
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: KX_RayCast(controller, faceNormal),
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self(_self),
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data(_data)
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{
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}
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~Callback() {}
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virtual bool RayHit(KX_ClientObjectInfo* client)
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{
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return self->RayHit(client, this, data);
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}
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virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
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{
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KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(controller->getNewClientInfo());
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if (!info)
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{
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MT_assert(info && "Physics controller with no client object info");
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return false;
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}
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return self->NeedRayCast(info);
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}
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};
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#endif
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