blender/source/gameengine/Ketsji/KX_RayCast.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

150 lines
4.1 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_RayCast.h
* \ingroup ketsji
*/
#ifndef __KX_RAYCAST_H__
#define __KX_RAYCAST_H__
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
#include "MT_Vector2.h"
#include "MT_Point3.h"
#include "MT_Vector3.h"
class RAS_MeshObject;
struct KX_ClientObjectInfo;
/**
* Defines a function for doing a ray cast.
*
* eg KX_RayCast::RayTest(ignore_physics_controller, physics_environment, frompoint, topoint, result_point, result_normal, KX_RayCast::Callback<MyClass, MyDataClass>(this, data)
*
* Calls myclass->NeedRayCast(client, data) for all client in environment
* and myclass->RayHit(client, hit_point, hit_normal, data) for all client
* between frompoint and topoint
*
* myclass->NeedRayCast should return true to ray test the current client.
*
* myclass->RayHit should return true to end the raycast, false to ignore the current client and to continue.
*
* Returns true if a client was accepted, false if nothing found.
*/
class KX_RayCast : public PHY_IRayCastFilterCallback
{
public:
bool m_hitFound;
MT_Point3 m_hitPoint;
MT_Vector3 m_hitNormal;
const RAS_MeshObject* m_hitMesh;
int m_hitPolygon;
int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
MT_Vector2 m_hitUV;
KX_RayCast(PHY_IPhysicsController* ignoreController, bool faceNormal, bool faceUV);
virtual ~KX_RayCast() {}
/**
* The physic environment returns the ray casting result through this function
*/
virtual void reportHit(PHY_RayCastResult* result);
/** ray test callback.
* either override this in your class, or use a callback wrapper.
*/
virtual bool RayHit(KX_ClientObjectInfo* client) = 0;
/**
* Callback wrapper.
*
* Construct with KX_RayCast::Callback<MyClass, MyDataClass>(this, data)
* and pass to KX_RayCast::RayTest
*/
template<class T, class dataT> class Callback;
/// Public interface.
/// Implement bool RayHit in your class to receive ray callbacks.
static bool RayTest(
PHY_IPhysicsEnvironment* physics_environment,
const MT_Point3& frompoint,
const MT_Point3& topoint,
KX_RayCast& callback);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_RayCast")
#endif
};
template<class T, class dataT>
class KX_RayCast::Callback : public KX_RayCast
{
T *self;
/**
* Some user info passed as argument in constructor.
* It contains all info needed to check client in NeedRayCast
* and RayHit.
*/
dataT *data;
public:
Callback(T *_self, PHY_IPhysicsController *controller = NULL, dataT *_data = NULL, bool faceNormal = false, bool faceUV = false)
: KX_RayCast(controller, faceNormal, faceUV),
self(_self),
data(_data)
{
}
~Callback() {}
virtual bool RayHit(KX_ClientObjectInfo* client)
{
return self->RayHit(client, this, data);
}
virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
{
KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(controller->GetNewClientInfo());
if (!info)
{
MT_assert(info && "Physics controller with no client object info");
return false;
}
return self->NeedRayCast(info, data);
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_RayCast::Callback")
#endif
};
#endif