720d4521cd
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" : ``` rayCast(to, from, dist, prop, face, xray, poly, mask) ``` It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast. test file : {F237337} left mouse click on two planes and see console messages. Somewhat more elaborate test file by @sybren: {F237779} Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups. Reviewers: moguri, hg1, agoose77, campbellbarton, sybren Reviewed By: agoose77, campbellbarton, sybren Subscribers: campbellbarton, sergey, blueprintrandom, sybren Projects: #game_engine, #game_physics Differential Revision: https://developer.blender.org/D1239
110 lines
2.7 KiB
C++
110 lines
2.7 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file KX_RaySensor.h
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* \ingroup ketsji
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* \brief Cast a ray and feel for objects
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*/
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#ifndef __KX_RAYSENSOR_H__
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#define __KX_RAYSENSOR_H__
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#include "SCA_ISensor.h"
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#include "MT_Point3.h"
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#include "SCA_IScene.h" /* only for scene replace */
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#include "KX_Scene.h" /* only for scene replace */
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#include "BLI_utildefines.h"
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struct KX_ClientObjectInfo;
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class KX_RayCast;
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class KX_RaySensor : public SCA_ISensor
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{
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Py_Header
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STR_String m_propertyname;
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bool m_bFindMaterial;
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bool m_bXRay;
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float m_distance;
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class KX_Scene* m_scene;
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bool m_bTriggered;
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int m_axis;
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bool m_rayHit;
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float m_hitPosition[3];
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SCA_IObject* m_hitObject;
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float m_hitNormal[3];
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float m_rayDirection[3];
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STR_String m_hitMaterial;
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public:
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KX_RaySensor(class SCA_EventManager* eventmgr,
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SCA_IObject* gameobj,
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const STR_String& propname,
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bool bFindMaterial,
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bool bXRay,
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double distance,
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int axis,
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class KX_Scene* ketsjiScene);
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virtual ~KX_RaySensor();
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virtual CValue* GetReplica();
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virtual bool Evaluate();
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virtual bool IsPositiveTrigger();
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virtual void Init();
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/// \see KX_RayCast
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bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
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/// \see KX_RayCast
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bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
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virtual void Replace_IScene(SCA_IScene *val)
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{
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m_scene= static_cast<KX_Scene *>(val);
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}
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//Python Interface
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// odd order, see: SENS_RAY_X_AXIS
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enum RayAxis {
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KX_RAY_AXIS_POS_X = 1,
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KX_RAY_AXIS_POS_Y = 0,
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KX_RAY_AXIS_POS_Z = 2,
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KX_RAY_AXIS_NEG_X = 3,
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KX_RAY_AXIS_NEG_Y = 4,
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KX_RAY_AXIS_NEG_Z = 5,
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};
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#ifdef WITH_PYTHON
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/* Attributes */
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static PyObject *pyattr_get_hitobject(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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#endif /* WITH_PYTHON */
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};
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#endif /* __KX_RAYSENSOR_H__ */
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