390 lines
8.4 KiB
C++
390 lines
8.4 KiB
C++
/**
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* Cast a ray and feel for objects
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*
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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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#include "KX_RaySensor.h"
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#include "SCA_EventManager.h"
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#include "SCA_RandomEventManager.h"
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#include "SCA_LogicManager.h"
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#include "SCA_IObject.h"
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#include "KX_ClientObjectInfo.h"
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#include "KX_GameObject.h"
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#include "KX_Scene.h"
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#include "KX_RayCast.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IPhysicsController.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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KX_RaySensor::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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double distance,
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int axis,
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KX_Scene* ketsjiScene,
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PyTypeObject* T)
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: SCA_ISensor(gameobj,eventmgr, T),
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m_propertyname(propname),
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m_bFindMaterial(bFindMaterial),
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m_distance(distance),
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m_scene(ketsjiScene),
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m_bTriggered(false),
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m_axis(axis),
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m_rayHit(false),
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m_hitObject(NULL)
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{
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}
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KX_RaySensor::~KX_RaySensor()
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{
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/* Nothing to be done here. */
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}
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CValue* KX_RaySensor::GetReplica()
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{
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CValue* replica = new KX_RaySensor(*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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bool KX_RaySensor::IsPositiveTrigger()
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{
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bool result = m_rayHit;
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if (m_invert)
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result = !result;
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return result;
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}
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bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
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{
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KX_GameObject* hitKXObj = client->m_gameobject;
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if (client->m_type > KX_ClientObjectInfo::ACTOR)
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{
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// false hit
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return false;
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}
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bool bFound = false;
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if (m_propertyname.Length() == 0)
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{
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bFound = true;
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}
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else
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{
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if (m_bFindMaterial)
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{
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if (client->m_auxilary_info)
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{
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bFound = (m_propertyname== ((char*)client->m_auxilary_info));
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}
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}
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else
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{
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bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
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}
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}
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if (bFound)
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{
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m_rayHit = true;
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m_hitObject = hitKXObj;
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m_hitPosition = hit_point;
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m_hitNormal = hit_normal;
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}
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return true;
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}
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bool KX_RaySensor::Evaluate(CValue* event)
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{
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bool result = false;
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m_rayHit = false;
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m_hitObject = NULL;
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m_hitPosition = MT_Vector3(0,0,0);
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m_hitNormal = MT_Vector3(1,0,0);
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KX_GameObject* obj = (KX_GameObject*)GetParent();
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MT_Point3 frompoint = obj->NodeGetWorldPosition();
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MT_Matrix3x3 matje = obj->NodeGetWorldOrientation();
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MT_Matrix3x3 invmat = matje.inverse();
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MT_Vector3 todir;
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switch (m_axis)
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{
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case 1: // X
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{
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todir[0] = invmat[0][0];
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todir[1] = invmat[0][1];
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todir[2] = invmat[0][2];
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break;
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}
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case 0: // Y
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{
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todir[0] = invmat[1][0];
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todir[1] = invmat[1][1];
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todir[2] = invmat[1][2];
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break;
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}
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case 2: // Z
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{
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todir[0] = invmat[2][0];
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todir[1] = invmat[2][1];
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todir[2] = invmat[2][2];
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break;
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}
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case 3: // -X
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{
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todir[0] = -invmat[0][0];
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todir[1] = -invmat[0][1];
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todir[2] = -invmat[0][2];
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break;
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}
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case 4: // -Y
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{
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todir[0] = -invmat[1][0];
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todir[1] = -invmat[1][1];
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todir[2] = -invmat[1][2];
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break;
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}
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case 5: // -Z
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{
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todir[0] = -invmat[2][0];
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todir[1] = -invmat[2][1];
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todir[2] = -invmat[2][2];
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break;
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}
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}
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todir.normalize();
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m_rayDirection = todir;
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MT_Point3 topoint = frompoint + (m_distance) * todir;
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MT_Point3 resultpoint;
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MT_Vector3 resultnormal;
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bool ready = false;
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PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment();
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if (!pe)
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{
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std::cout << "WARNING: Ray sensor " << GetName() << ": There is no physics environment!" << std::endl;
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std::cout << " Check universe for malfunction." << std::endl;
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return false;
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}
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KX_IPhysicsController *spc = obj->GetPhysicsController();
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KX_GameObject *parent = obj->GetParent();
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if (!spc && parent)
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spc = parent->GetPhysicsController();
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if (parent)
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parent->Release();
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PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
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result = KX_RayCast::RayTest(spc, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_RaySensor>(this));
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/* now pass this result to some controller */
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if (m_rayHit)
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{
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if (!m_bTriggered)
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{
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// notify logicsystem that ray is now hitting
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result = true;
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m_bTriggered = true;
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}
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else
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{
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}
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}
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else
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{
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if (m_bTriggered)
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{
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m_bTriggered = false;
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// notify logicsystem that ray is not hitting anymore
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result = true;
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}
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}
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return result;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_RaySensor::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_RaySensor",
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sizeof(KX_RaySensor),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_RaySensor::Parents[] = {
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&KX_RaySensor::Type,
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&SCA_ISensor::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_RaySensor::Methods[] = {
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{"getHitObject",(PyCFunction) KX_RaySensor::sPyGetHitObject,METH_VARARGS, GetHitObject_doc},
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{"getHitPosition",(PyCFunction) KX_RaySensor::sPyGetHitPosition,METH_VARARGS, GetHitPosition_doc},
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{"getHitNormal",(PyCFunction) KX_RaySensor::sPyGetHitNormal,METH_VARARGS, GetHitNormal_doc},
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{"getRayDirection",(PyCFunction) KX_RaySensor::sPyGetRayDirection,METH_VARARGS, GetRayDirection_doc},
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{NULL,NULL} //Sentinel
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};
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char KX_RaySensor::GetHitObject_doc[] =
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"getHitObject()\n"
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"\tReturns the name of the object that was hit by this ray.\n";
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PyObject* KX_RaySensor::PyGetHitObject(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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if (m_hitObject)
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{
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return m_hitObject->AddRef();
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}
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Py_Return;
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}
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char KX_RaySensor::GetHitPosition_doc[] =
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"getHitPosition()\n"
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"\tReturns the position (in worldcoordinates) where the object was hit by this ray.\n";
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PyObject* KX_RaySensor::PyGetHitPosition(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Point3 pos = m_hitPosition;
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
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}
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return resultlist;
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}
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char KX_RaySensor::GetRayDirection_doc[] =
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"getRayDirection()\n"
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"\tReturns the direction from the ray (in worldcoordinates) .\n";
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PyObject* KX_RaySensor::PyGetRayDirection(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Vector3 dir = m_rayDirection;
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(dir[index]));
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}
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return resultlist;
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}
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char KX_RaySensor::GetHitNormal_doc[] =
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"getHitNormal()\n"
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"\tReturns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.\n";
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PyObject* KX_RaySensor::PyGetHitNormal(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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MT_Vector3 pos = m_hitNormal;
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PyObject* resultlist = PyList_New(3);
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int index;
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for (index=0;index<3;index++)
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{
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PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
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}
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return resultlist;
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}
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PyObject* KX_RaySensor::_getattr(const STR_String& attr) {
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_getattr_up(SCA_ISensor);
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}
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