blender/source/gameengine/Ketsji/KX_MouseFocusSensor.h
Benoit Bolsee becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
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.
2008-08-27 19:34:19 +00:00

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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
#ifndef __KX_MOUSEFOCUSSENSOR
#define __KX_MOUSEFOCUSSENSOR
#include "SCA_MouseSensor.h"
class KX_RayCast;
/**
* The mouse focus sensor extends the basic SCA_MouseSensor. It has
* been placed in KX because it needs access to the rasterizer and
* SuMO.
*
* - extend the valid modes?
* - */
class KX_MouseFocusSensor : public SCA_MouseSensor
{
Py_Header;
public:
KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
RAS_ICanvas* canvas,
KX_Scene* kxscene,
SCA_IObject* gameobj,
PyTypeObject* T=&Type );
virtual ~KX_MouseFocusSensor() { ; };
virtual CValue* GetReplica() {
CValue* replica = new KX_MouseFocusSensor(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/**
* @attention Overrides default evaluate.
*/
virtual bool Evaluate(CValue* event);
virtual void Init();
virtual bool IsPositiveTrigger() {
bool result = m_positive_event;
if (m_invert) result = !result;
return result;
};
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const STR_String& attr);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayTarget);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRaySource);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitObject);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitPosition);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetHitNormal);
KX_PYMETHOD_DOC(KX_MouseFocusSensor,GetRayDirection);
/* --------------------------------------------------------------------- */
SCA_IObject* m_hitObject;
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
*/
int m_focusmode;
/**
* Flags whether the previous test showed a mouse-over.
*/
bool m_mouse_over_in_previous_frame;
/**
* Flags whether the previous test evaluated positive.
*/
bool m_positive_event;
/**
* Tests whether the object is in mouse focus in this frame.
*/
bool ParentObjectHasFocus(void);
/**
* (in game world coordinates) the place where the object was hit.
*/
MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
MT_Point3 m_prevSourcePoint;
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
MT_Vector3 m_hitNormal;
/**
* Ref to the engine, for retrieving a reference to the current
* scene. */
class KX_KetsjiEngine* m_engine;
/**
* The active canvas. The size of this canvas determines a part of
* the start position of the picking ray. */
RAS_ICanvas* m_gp_canvas;
/**
* The KX scene that holds the camera. The camera position
* determines a part of the start location of the picking ray. */
KX_Scene* m_kxscene;
};
#endif //__KX_MOUSESENSOR