forked from bartvdbraak/blender
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.
94 lines
3.0 KiB
C++
94 lines
3.0 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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* The contents of this file may be used under the terms of either the GNU
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* General Public License Version 2 or later (the "GPL", see
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* http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
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* later (the "BL", see http://www.blender.org/BL/ ) which has to be
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* bought from the Blender Foundation to become active, in which case the
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* above mentioned GPL option does not apply.
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*
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* The Original Code is Copyright (C) 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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#ifndef _ODEPHYSICSENVIRONMENT
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#define _ODEPHYSICSENVIRONMENT
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#include "PHY_IPhysicsEnvironment.h"
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class ODEPhysicsEnvironment : public PHY_IPhysicsEnvironment
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{
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bool m_useFixedTimeStep;
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float m_fixedTimeStep;
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float m_currentTime;
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public:
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ODEPhysicsEnvironment();
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virtual ~ODEPhysicsEnvironment();
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virtual void beginFrame() {}
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virtual void endFrame() {}
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// Perform an integration step of duration 'timeStep'.
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virtual bool proceedDeltaTime(double curTime,float timeStep);
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virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
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virtual float getFixedTimeStep();
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virtual void setGravity(float x,float y,float z);
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virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axisX,float axisY,float axisZ);
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virtual void removeConstraint(void * constraintid);
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virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
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//gamelogic callbacks
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virtual void addSensor(PHY_IPhysicsController* ctrl) {}
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virtual void removeSensor(PHY_IPhysicsController* ctrl) {}
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virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
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{
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}
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virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl) {}
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virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl) {}
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;}
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight) { return 0;}
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struct dxWorld* GetOdeWorld() { return m_OdeWorld; };
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struct dxSpace* GetOdeSpace() { return m_OdeSpace;};
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private:
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// ODE physics response
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struct dxWorld* m_OdeWorld;
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// ODE collision detection
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struct dxSpace* m_OdeSpace;
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void ClearOdeContactGroup();
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struct dxJointGroup* m_OdeContactGroup;
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struct dxJointGroup* m_JointGroup;
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static void OdeNearCallback(void *data, struct dxGeom* o1, struct dxGeom* o2);
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int GetNumOdeContacts();
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};
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#endif //_ODEPHYSICSENVIRONMENT
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