c844aa265a
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
108 lines
3.0 KiB
C++
108 lines
3.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL 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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class MT_Point3;
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class MT_Vector3;
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class KX_IPhysicsController;
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class PHY_IPhysicsEnvironment;
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struct KX_ClientObjectInfo;
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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
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{
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protected:
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KX_RayCast() {};
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public:
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virtual ~KX_RayCast() {}
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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, MT_Point3& hit_point, MT_Vector3& hit_normal) const = 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(KX_IPhysicsController* physics_controller,
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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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MT_Point3& result_point,
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MT_Vector3& result_normal,
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const 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, void *_data = NULL)
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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, MT_Point3& hit_point, MT_Vector3& hit_normal) const
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{
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return self->RayHit(client, hit_point, hit_normal, data);
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}
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};
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#endif
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