forked from bartvdbraak/blender
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 |
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