blender/source/gameengine/Ketsji/KX_RaySensor.h
Campbell Barton c77af31166 Minor speedups for the BGE
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too.
* Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats.
* Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases.
* removed some unneeded vars from UpdateChildCoordinates functions 
* Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-25 06:43:03 +00:00

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/**
* Cast a ray and feel for objects
*
* $Id$
*
* ***** 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 *****
*/
#ifndef __KX_RAYSENSOR_H
#define __KX_RAYSENSOR_H
#include "SCA_ISensor.h"
#include "MT_Point3.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;
double m_distance;
class KX_Scene* m_scene;
bool m_bTriggered;
int m_axis;
bool m_rayHit;
MT_Point3 m_hitPosition;
SCA_IObject* m_hitObject;
MT_Vector3 m_hitNormal;
MT_Vector3 m_rayDirection;
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,
PyTypeObject* T = &Type);
virtual ~KX_RaySensor();
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
virtual void Init();
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitObject);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitPosition);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitNormal);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetRayDirection);
virtual PyObject* _getattr(const char *attr);
};
#endif //__KX_RAYSENSOR_H