blender/source/gameengine/Ketsji/KX_RaySensor.cpp

374 lines
8.4 KiB
C++

/*
* Cast a ray and feel for objects
*
*
* ***** 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 gameengine/Ketsji/KX_RaySensor.cpp
* \ingroup ketsji
*/
#include "KX_RaySensor.h"
#include "SCA_EventManager.h"
#include "SCA_RandomEventManager.h"
#include "SCA_LogicManager.h"
#include "SCA_IObject.h"
#include "KX_ClientObjectInfo.h"
#include "KX_GameObject.h"
#include "KX_Scene.h"
#include "KX_RayCast.h"
#include "KX_PyMath.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_IPhysicsController.h"
#include "PHY_IPhysicsController.h"
#include "DNA_sensor_types.h"
#include <stdio.h>
KX_RaySensor::KX_RaySensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
const STR_String& propname,
bool bFindMaterial,
bool bXRay,
double distance,
int axis,
KX_Scene* ketsjiScene)
: SCA_ISensor(gameobj,eventmgr),
m_propertyname(propname),
m_bFindMaterial(bFindMaterial),
m_bXRay(bXRay),
m_distance(distance),
m_scene(ketsjiScene),
m_axis(axis)
{
Init();
}
void KX_RaySensor::Init()
{
m_bTriggered = (m_invert)?true:false;
m_rayHit = false;
m_hitObject = NULL;
m_reset = true;
}
KX_RaySensor::~KX_RaySensor()
{
/* Nothing to be done here. */
}
CValue* KX_RaySensor::GetReplica()
{
KX_RaySensor* replica = new KX_RaySensor(*this);
replica->ProcessReplica();
replica->Init();
return replica;
}
bool KX_RaySensor::IsPositiveTrigger()
{
bool result = m_rayHit;
if (m_invert)
result = !result;
return result;
}
bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
KX_GameObject* hitKXObj = client->m_gameobject;
bool bFound = false;
if (m_propertyname.Length() == 0)
{
bFound = true;
}
else
{
if (m_bFindMaterial)
{
if (client->m_auxilary_info)
{
bFound = (m_propertyname== ((char*)client->m_auxilary_info));
}
}
else
{
bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
}
}
if (bFound)
{
m_rayHit = true;
m_hitObject = hitKXObj;
m_hitPosition[0] = result->m_hitPoint[0];
m_hitPosition[1] = result->m_hitPoint[1];
m_hitPosition[2] = result->m_hitPoint[2];
m_hitNormal[0] = result->m_hitNormal[0];
m_hitNormal[1] = result->m_hitNormal[1];
m_hitNormal[2] = result->m_hitNormal[2];
}
// no multi-hit search yet
return true;
}
/* this function is used to pre-filter the object before casting the ray on them.
This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
{
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// Unknown type of object, skip it.
// Should not occur as the sensor objects are filtered in RayTest()
printf("Invalid client type %d found ray casting\n", client->m_type);
return false;
}
if (m_bXRay && m_propertyname.Length() != 0)
{
if (m_bFindMaterial)
{
// not quite correct: an object may have multiple material
// should check all the material and not only the first one
if (!client->m_auxilary_info || (m_propertyname != ((char*)client->m_auxilary_info)))
return false;
}
else
{
if (client->m_gameobject->GetProperty(m_propertyname) == NULL)
return false;
}
}
return true;
}
bool KX_RaySensor::Evaluate()
{
bool result = false;
bool reset = m_reset && m_level;
m_rayHit = false;
m_hitObject = NULL;
m_hitPosition[0] = 0;
m_hitPosition[1] = 0;
m_hitPosition[2] = 0;
m_hitNormal[0] = 1;
m_hitNormal[1] = 0;
m_hitNormal[2] = 0;
KX_GameObject* obj = (KX_GameObject*)GetParent();
MT_Point3 frompoint = obj->NodeGetWorldPosition();
MT_Matrix3x3 matje = obj->NodeGetWorldOrientation();
MT_Matrix3x3 invmat = matje.inverse();
MT_Vector3 todir;
m_reset = false;
switch (m_axis)
{
case SENS_RAY_X_AXIS: // X
{
todir[0] = invmat[0][0];
todir[1] = invmat[0][1];
todir[2] = invmat[0][2];
break;
}
case SENS_RAY_Y_AXIS: // Y
{
todir[0] = invmat[1][0];
todir[1] = invmat[1][1];
todir[2] = invmat[1][2];
break;
}
case SENS_RAY_Z_AXIS: // Z
{
todir[0] = invmat[2][0];
todir[1] = invmat[2][1];
todir[2] = invmat[2][2];
break;
}
case SENS_RAY_NEG_X_AXIS: // -X
{
todir[0] = -invmat[0][0];
todir[1] = -invmat[0][1];
todir[2] = -invmat[0][2];
break;
}
case SENS_RAY_NEG_Y_AXIS: // -Y
{
todir[0] = -invmat[1][0];
todir[1] = -invmat[1][1];
todir[2] = -invmat[1][2];
break;
}
case SENS_RAY_NEG_Z_AXIS: // -Z
{
todir[0] = -invmat[2][0];
todir[1] = -invmat[2][1];
todir[2] = -invmat[2][2];
break;
}
}
todir.normalize();
m_rayDirection[0] = todir[0];
m_rayDirection[1] = todir[1];
m_rayDirection[2] = todir[2];
MT_Point3 topoint = frompoint + (m_distance) * todir;
PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment();
if (!pe)
{
std::cout << "WARNING: Ray sensor " << GetName() << ": There is no physics environment!" << std::endl;
std::cout << " Check universe for malfunction." << std::endl;
return false;
}
KX_IPhysicsController *spc = obj->GetPhysicsController();
KX_GameObject *parent = obj->GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
if (parent)
parent->Release();
PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
KX_RayCast::Callback<KX_RaySensor> callback(this, spc);
KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback);
/* now pass this result to some controller */
if (m_rayHit)
{
if (!m_bTriggered)
{
// notify logicsystem that ray is now hitting
result = true;
m_bTriggered = true;
}
else
{
// notify logicsystem that ray is STILL hitting ...
result = false;
}
}
else
{
if (m_bTriggered)
{
m_bTriggered = false;
// notify logicsystem that ray JUST left the Object
result = true;
}
else
{
result = false;
}
}
if (reset)
// force an event
result = true;
return result;
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_RaySensor::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_RaySensor",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_ISensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_RaySensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_RaySensor::Attributes[] = {
KX_PYATTRIBUTE_BOOL_RW("useMaterial", KX_RaySensor, m_bFindMaterial),
KX_PYATTRIBUTE_BOOL_RW("useXRay", KX_RaySensor, m_bXRay),
KX_PYATTRIBUTE_FLOAT_RW("range", 0, 10000, KX_RaySensor, m_distance),
KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, KX_RaySensor, m_propertyname),
KX_PYATTRIBUTE_INT_RW("axis", 0, 5, true, KX_RaySensor, m_axis),
KX_PYATTRIBUTE_FLOAT_ARRAY_RO("hitPosition", KX_RaySensor, m_hitPosition, 3),
KX_PYATTRIBUTE_FLOAT_ARRAY_RO("rayDirection", KX_RaySensor, m_rayDirection, 3),
KX_PYATTRIBUTE_FLOAT_ARRAY_RO("hitNormal", KX_RaySensor, m_hitNormal, 3),
KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_RaySensor, pyattr_get_hitobject),
{ NULL } //Sentinel
};
PyObject* KX_RaySensor::pyattr_get_hitobject(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_RaySensor* self = static_cast<KX_RaySensor*>(self_v);
if (self->m_hitObject)
return self->m_hitObject->GetProxy();
Py_RETURN_NONE;
}
#endif // WITH_PYTHON