blender/source/gameengine/Ketsji/KX_RaySensor.h
Porteries Tristan 720d4521cd BGE : Collision mask support in raycast + and raycast cleanup.
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
2015-10-07 22:14:43 +02:00

110 lines
2.7 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_RaySensor.h
* \ingroup ketsji
* \brief Cast a ray and feel for objects
*/
#ifndef __KX_RAYSENSOR_H__
#define __KX_RAYSENSOR_H__
#include "SCA_ISensor.h"
#include "MT_Point3.h"
#include "SCA_IScene.h" /* only for scene replace */
#include "KX_Scene.h" /* only for scene replace */
#include "BLI_utildefines.h"
struct KX_ClientObjectInfo;
class KX_RayCast;
class KX_RaySensor : public SCA_ISensor
{
Py_Header
STR_String m_propertyname;
bool m_bFindMaterial;
bool m_bXRay;
float m_distance;
class KX_Scene* m_scene;
bool m_bTriggered;
int m_axis;
bool m_rayHit;
float m_hitPosition[3];
SCA_IObject* m_hitObject;
float m_hitNormal[3];
float m_rayDirection[3];
STR_String m_hitMaterial;
public:
KX_RaySensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
const STR_String& propname,
bool bFindMaterial,
bool bXRay,
double distance,
int axis,
class KX_Scene* ketsjiScene);
virtual ~KX_RaySensor();
virtual CValue* GetReplica();
virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
/// \see KX_RayCast
bool RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data));
/// \see KX_RayCast
bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data));
virtual void Replace_IScene(SCA_IScene *val)
{
m_scene= static_cast<KX_Scene *>(val);
}
//Python Interface
// odd order, see: SENS_RAY_X_AXIS
enum RayAxis {
KX_RAY_AXIS_POS_X = 1,
KX_RAY_AXIS_POS_Y = 0,
KX_RAY_AXIS_POS_Z = 2,
KX_RAY_AXIS_NEG_X = 3,
KX_RAY_AXIS_NEG_Y = 4,
KX_RAY_AXIS_NEG_Z = 5,
};
#ifdef WITH_PYTHON
/* Attributes */
static PyObject *pyattr_get_hitobject(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif /* WITH_PYTHON */
};
#endif /* __KX_RAYSENSOR_H__ */