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.
165 lines
4.3 KiB
C++
165 lines
4.3 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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* KX_MouseFocusSensor determines mouse in/out/over events.
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*/
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#ifndef __KX_MOUSEFOCUSSENSOR
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#define __KX_MOUSEFOCUSSENSOR
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#include "SCA_MouseSensor.h"
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class KX_RayCast;
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/**
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* The mouse focus sensor extends the basic SCA_MouseSensor. It has
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* been placed in KX because it needs access to the rasterizer and
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* SuMO.
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*
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* - extend the valid modes?
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* - */
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class KX_MouseFocusSensor : public SCA_MouseSensor
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{
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Py_Header;
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public:
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KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
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int startx,
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int starty,
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short int mousemode,
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int focusmode,
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RAS_ICanvas* canvas,
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KX_Scene* kxscene,
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SCA_IObject* gameobj,
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PyTypeObject* T=&Type );
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virtual ~KX_MouseFocusSensor() { ; };
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virtual CValue* GetReplica() {
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CValue* replica = new KX_MouseFocusSensor(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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/**
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* @attention Overrides default evaluate.
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*/
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virtual bool Evaluate(CValue* event);
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virtual void Init();
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virtual bool IsPositiveTrigger() {
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bool result = m_positive_event;
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if (m_invert) result = !result;
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return result;
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};
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
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bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayTarget);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRaySource);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitObject);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitPosition);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitNormal);
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KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayDirection);
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/* --------------------------------------------------------------------- */
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SCA_IObject* m_hitObject;
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private:
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/**
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* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
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*/
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int m_focusmode;
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/**
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* Flags whether the previous test showed a mouse-over.
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*/
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bool m_mouse_over_in_previous_frame;
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/**
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* Flags whether the previous test evaluated positive.
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*/
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bool m_positive_event;
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/**
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* Tests whether the object is in mouse focus in this frame.
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*/
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bool ParentObjectHasFocus(void);
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/**
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* (in game world coordinates) the place where the object was hit.
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*/
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MT_Point3 m_hitPosition;
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/**
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* (in game world coordinates) the position to which to shoot the ray.
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*/
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MT_Point3 m_prevTargetPoint;
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/**
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* (in game world coordinates) the position from which to shoot the ray.
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*/
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MT_Point3 m_prevSourcePoint;
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/**
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* (in game world coordinates) the face normal of the vertex where
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* the object was hit. */
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MT_Vector3 m_hitNormal;
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/**
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* Ref to the engine, for retrieving a reference to the current
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* scene. */
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class KX_KetsjiEngine* m_engine;
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/**
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* The active canvas. The size of this canvas determines a part of
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* the start position of the picking ray. */
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RAS_ICanvas* m_gp_canvas;
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/**
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* The KX scene that holds the camera. The camera position
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* determines a part of the start location of the picking ray. */
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KX_Scene* m_kxscene;
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};
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#endif //__KX_MOUSESENSOR
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