[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [14949] trunk/blender/source/gameengine: BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in game script
Benoit Bolsee
benoit.bolsee at online.be
Sat May 24 20:06:58 CEST 2008
Revision: 14949
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14949
Author: ben2610
Date: 2008-05-24 20:06:58 +0200 (Sat, 24 May 2008)
Log Message:
-----------
BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in game script
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-05-24 12:22:53 UTC (rev 14948)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-05-24 18:06:58 UTC (rev 14949)
@@ -743,6 +743,7 @@
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
+ KX_PYMETHODTABLE(KX_GameObject, rayCastToEx),
{NULL,NULL} //Sentinel
};
@@ -1325,7 +1326,7 @@
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
-"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that match prop\n"
+"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
" prop = property name that object must have; can be omitted => detect any object\n"
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
" other = 3-tuple or object reference")
@@ -1380,6 +1381,89 @@
Py_Return;
}
+KX_PYMETHODDEF_DOC(KX_GameObject, rayCastToEx,
+"rayCastToEx(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) of contact point with object within dist that matches prop or None if no hit\n"
+" prop = property name that object must have; can be omitted => detect any object\n"
+" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
+" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
+" Can None or omitted => start from self object center\n"
+" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
+"Note: the object on which you call this method matters: the ray will ignore it if it goes through it\n")
+{
+ MT_Point3 toPoint;
+ MT_Point3 fromPoint;
+ PyObject* pyto;
+ PyObject* pyfrom = NULL;
+ float dist = 0.0f;
+ char *propName = NULL;
+ KX_GameObject *other;
+
+ if (!PyArg_ParseTuple(args,"O|Ofs", &pyto, &pyfrom, &dist, &propName))
+ return NULL;
+
+ if (!PyVecTo(pyto, toPoint))
+ {
+ PyErr_Clear();
+ if (!PyType_IsSubtype(pyto->ob_type, &KX_GameObject::Type))
+ return NULL;
+ other = static_cast<KX_GameObject*>(pyto);
+ toPoint = other->NodeGetWorldPosition();
+ }
+ if (!pyfrom || pyfrom == Py_None)
+ {
+ fromPoint = NodeGetWorldPosition();
+ }
+ else if (!PyVecTo(pyfrom, fromPoint))
+ {
+ PyErr_Clear();
+ if (!PyType_IsSubtype(pyfrom->ob_type, &KX_GameObject::Type))
+ return NULL;
+ other = static_cast<KX_GameObject*>(pyfrom);
+ fromPoint = other->NodeGetWorldPosition();
+ }
+
+ if (dist != 0.0f)
+ {
+ MT_Vector3 toDir = toPoint-fromPoint;
+ toDir.normalize();
+ toPoint = fromPoint + (dist) * toDir;
+ }
+
+ MT_Point3 resultPoint;
+ MT_Vector3 resultNormal;
+ PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
+ KX_IPhysicsController *spc = GetPhysicsController();
+ KX_GameObject *parent = GetParent();
+ if (!spc && parent)
+ spc = parent->GetPhysicsController();
+ if (parent)
+ parent->Release();
+
+ m_pHitObject = NULL;
+ if (propName)
+ m_testPropName = propName;
+ else
+ m_testPropName.SetLength(0);
+ KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
+
+ if (m_pHitObject)
+ {
+ PyObject* returnValue = PyTuple_New(3);
+ if (!returnValue)
+ return NULL;
+ PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
+ PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(resultPoint));
+ PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(resultNormal));
+ return returnValue;
+ //return Py_BuildValue("(O,(fff),(fff))",
+ // m_pHitObject->AddRef(), // trick: KX_GameObject are not true Python object, they use a difference reference count system
+ // resultPoint[0], resultPoint[1], resultPoint[2],
+ // resultNormal[0], resultNormal[1], resultNormal[2]);
+ }
+ return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
+ //Py_Return;
+}
+
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* --------------------------------------------------------------------- */
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-05-24 12:22:53 UTC (rev 14948)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-05-24 18:06:58 UTC (rev 14949)
@@ -665,6 +665,7 @@
KX_PYMETHOD(KX_GameObject,RemoveParent);
KX_PYMETHOD(KX_GameObject,GetPhysicsId);
KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
+ KX_PYMETHOD_DOC(KX_GameObject,rayCastToEx);
KX_PYMETHOD_DOC(KX_GameObject,getDistanceTo);
private :
Modified: trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/KX_GameObject.py 2008-05-24 12:22:53 UTC (rev 14948)
+++ trunk/blender/source/gameengine/PyDoc/KX_GameObject.py 2008-05-24 18:06:58 UTC (rev 14949)
@@ -174,9 +174,10 @@
The ray is always casted from the center of the object, ignoring the object itself.
The ray is casted towards the center of another object or an explicit [x,y,z] point.
+ Use rayCastToEx() if you need to retrieve the hit point
@param other: [x,y,z] or object towards which the ray is casted
- @type other: L{KX_GameObject} or string
+ @type other: L{KX_GameObject} or 3-tuple
@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
@type dist: float
@param prop: property name that object must have; can be omitted => detect any object
@@ -184,4 +185,32 @@
@rtype: L{KX_GameObject}
@return: the first object hit or None if no object or object does not match prop
"""
+ def rayCastToEx(to,from,dist,prop):
+ """
+ Look from a point/object to another point/object and find first object hit within dist that matches prop.
+ Returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no object hit.
+ Ex:
+ # shoot along the axis gun-gunAim (gunAim should be collision-free)
+ ob,point,normal = gun.rayCastToEx(gunAim,None,50)
+ if ob:
+ # hit something
+
+ Notes:
+ The ray ignores the object on which the method is called.
+ If is casted from/to object center or explicit [x,y,z] points.
+ The ray does not have X-Ray capability: the first object hit (other than self object) stops the ray
+ If a property was specified and the first object hit does not have that property, there is no hit
+ The ray ignores collision-free objects
+
+ @param to: [x,y,z] or object to which the ray is casted
+ @type to: L{KX_GameObject} or 3-tuple
+ @param from: [x,y,z] or object from which the ray is casted; None or omitted => use self object center
+ @type from: L{KX_GameObject} or 3-tuple or None
+ @param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
+ @type dist: float
+ @param prop: property name that object must have; can be omitted => detect any object
+ @type prop: string
+ @rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
+ @return: (object,hitpoint,hitnormal) or (None,None,None)
+ """
\ No newline at end of file
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