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
This commit is contained in:
Porteries Tristan
2015-10-07 22:14:43 +02:00
parent 7a06613b82
commit 720d4521cd
12 changed files with 121 additions and 77 deletions

View File

@@ -1215,10 +1215,9 @@ void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
m_lights.erase(lit);
}
bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, double *oglmatrix)
{
if (result->m_hitMesh) {
double* const oglmatrix = (double* const) data;
RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
if (!poly->IsVisible())
@@ -1328,7 +1327,7 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
if (!physics_controller && parent)
physics_controller = parent->GetPhysicsController();
KX_RayCast::Callback<RAS_OpenGLRasterizer> callback(this, physics_controller, oglmatrix);
KX_RayCast::Callback<RAS_OpenGLRasterizer, double> callback(this, physics_controller, oglmatrix);
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...