blender/source/gameengine/Ketsji/KX_RayCast.cpp
Erwin Coumans b6d9fbf0db fixed the mouse-over sensor,
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
2005-08-05 17:00:32 +00:00

102 lines
3.4 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 *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
#include <stdlib.h>
#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<PHY_IPhysicsController*>(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<KX_ClientObjectInfo*>(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;
}