blender/source/gameengine/Ketsji/KX_RayCast.h
Kester Maddock c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00

108 lines
3.0 KiB
C++

/**
* $Id$
*
* ***** 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 *****
*/
#ifndef __KX_RAYCAST_H__
#define __KX_RAYCAST_H__
class MT_Point3;
class MT_Vector3;
class KX_IPhysicsController;
class PHY_IPhysicsEnvironment;
struct KX_ClientObjectInfo;
/**
* Defines a function for doing a ray cast.
*
* eg KX_RayCast::RayTest(ignore_physics_controller, physics_environment, frompoint, topoint, result_point, result_normal, KX_RayCast::Callback<KX_MyClass>(this, data)
*
* Calls myclass->RayHit(client, hit_point, hit_normal, data) for all client
* between frompoint and topoint
*
* myclass->RayHit should return true to end the raycast, false to ignore the current client.
*
* Returns true if a client was accepted, false if nothing found.
*/
class KX_RayCast
{
protected:
KX_RayCast() {};
public:
virtual ~KX_RayCast() {}
/** ray test callback.
* either override this in your class, or use a callback wrapper.
*/
virtual bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal) const = 0;
/**
* Callback wrapper.
*
* Construct with KX_RayCast::Callback<MyClass>(this, data)
* and pass to KX_RayCast::RayTest
*/
template<class T> class Callback;
/// Public interface.
/// Implement bool RayHit in your class to receive ray callbacks.
static bool RayTest(KX_IPhysicsController* physics_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);
};
template<class T> class KX_RayCast::Callback : public KX_RayCast
{
T *self;
void *data;
public:
Callback(T *_self, void *_data = NULL)
: self(_self),
data(_data)
{
}
~Callback() {}
virtual bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal) const
{
return self->RayHit(client, hit_point, hit_normal, data);
}
};
#endif