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										 |  |  | /**
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							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * | 
					
						
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										 |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
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										 |  |  |  * | 
					
						
							|  |  |  |  * 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 | 
					
						
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										 |  |  |  * of the License, or (at your option) any later version. | 
					
						
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										 |  |  |  * | 
					
						
							|  |  |  |  * 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. | 
					
						
							|  |  |  |  * | 
					
						
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										 |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
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										 |  |  |  * KX_MouseFocusSensor determines mouse in/out/over events. | 
					
						
							|  |  |  |  */ | 
					
						
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										 |  |  | #include <stdlib.h>
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										 |  |  | #include <stdio.h>
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										 |  |  | #include "KX_RayCast.h"
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							|  |  |  | 
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							|  |  |  | #include "MT_Point3.h"
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							|  |  |  | #include "MT_Vector3.h"
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							|  |  |  | 
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							|  |  |  | #include "KX_IPhysicsController.h"
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							|  |  |  | #include "PHY_IPhysicsEnvironment.h"
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							|  |  |  | #include "PHY_IPhysicsController.h"
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							|  |  |  | bool KX_RayCast::RayTest(KX_IPhysicsController* ignore_controller, PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, MT_Point3& result_point, MT_Vector3& result_normal, const KX_RayCast& callback) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	// Loops over all physics objects between frompoint and topoint,
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							|  |  |  | 	// calling callback.RayHit for each one.
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							|  |  |  | 	//
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							|  |  |  | 	// callback.RayHit should return true to stop looking, or false to continue.
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							|  |  |  | 	//
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							|  |  |  | 	// returns true if an object was found, false if not.
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							|  |  |  | 	MT_Point3 frompoint(_frompoint); | 
					
						
							|  |  |  | 	const MT_Vector3 todir( (topoint - frompoint).normalized() ); | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	PHY_IPhysicsController* hit_controller; | 
					
						
							|  |  |  | 	PHY__Vector3 phy_pos; | 
					
						
							|  |  |  | 	PHY__Vector3 phy_normal; | 
					
						
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							|  |  |  | 	while((hit_controller = physics_environment->rayTest(dynamic_cast<PHY_IPhysicsController*>(ignore_controller), | 
					
						
							|  |  |  | 			frompoint.x(),frompoint.y(),frompoint.z(), | 
					
						
							|  |  |  | 			topoint.x(),topoint.y(),topoint.z(), | 
					
						
							|  |  |  | 			phy_pos[0],phy_pos[1],phy_pos[2], | 
					
						
							|  |  |  | 			phy_normal[0],phy_normal[1],phy_normal[2])))  | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		result_point = MT_Point3(phy_pos); | 
					
						
							|  |  |  | 		result_normal = MT_Vector3(phy_normal); | 
					
						
							|  |  |  | 		KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(hit_controller->getNewClientInfo()); | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		if (!info) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			printf("no info!\n"); | 
					
						
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										 |  |  | 			MT_assert(info && "Physics controller with no client object info"); | 
					
						
							|  |  |  | 			return false; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		if (callback.RayHit(info, result_point, result_normal)) | 
					
						
							|  |  |  | 			return true; | 
					
						
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										 |  |  | 		// There is a bug in the code below: the delta is computed with the wrong
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							|  |  |  | 		// sign on the face opposite to the center, resulting in infinite looping.
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							|  |  |  | 		// In Blender 2.45 this code was never executed because callback.RayHit() always 
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							|  |  |  | 		// returned true, causing the ray sensor to stop on the first object.
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							|  |  |  | 		// To avoid changing the behaviour will simply return false here.
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							|  |  |  | 		// It should be discussed if we want the ray sensor to "see" through objects
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							|  |  |  | 		// that don't have the required property/material (condition to get here)
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							|  |  |  | 		return false; | 
					
						
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										 |  |  | 	 | 
					
						
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										 |  |  | 		// skip past the object and keep tracing
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							|  |  |  | 		/* We add 0.01 of fudge, so that if the margin && radius == 0., we don't endless loop. */ | 
					
						
							|  |  |  | 		MT_Scalar marg = 0.01 + hit_controller->GetMargin(); | 
					
						
							|  |  |  | 		marg += 2.f * hit_controller->GetMargin(); | 
					
						
							|  |  |  | 		/* Calculate the other side of this object */ | 
					
						
							|  |  |  | 		PHY__Vector3 hitpos; | 
					
						
							|  |  |  | 		hit_controller->getPosition(hitpos); | 
					
						
							|  |  |  | 		MT_Point3 hitObjPos(hitpos); | 
					
						
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							|  |  |  | 		MT_Vector3 hitvector = hitObjPos - result_point; | 
					
						
							|  |  |  | 		if (hitvector.dot(hitvector) > MT_EPSILON) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			hitvector.normalize(); | 
					
						
							|  |  |  | 			marg *= 2.*todir.dot(hitvector); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		frompoint = result_point + marg * todir; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	return hit_controller; | 
					
						
							|  |  |  | } | 
					
						
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