fixed raysensor, hooked up a few more bullet method: force, torque etc, + 'local'. cosmetic change in physics-engine menu.
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@@ -40,7 +40,7 @@
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#include "KX_ClientObjectInfo.h"
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#include "KX_GameObject.h"
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#include "KX_Scene.h"
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#include "KX_RayCast.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IPhysicsController.h"
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@@ -103,6 +103,50 @@ bool KX_RaySensor::IsPositiveTrigger()
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return result;
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}
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bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
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{
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KX_GameObject* hitKXObj = client->m_gameobject;
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if (client->m_type > KX_ClientObjectInfo::ACTOR)
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{
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// false hit
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return false;
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}
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bool bFound = false;
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if (m_propertyname.Length() == 0)
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{
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bFound = true;
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}
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else
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{
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if (m_bFindMaterial)
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{
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if (client->m_auxilary_info)
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{
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bFound = (m_propertyname== ((char*)client->m_auxilary_info));
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}
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}
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else
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{
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bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
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}
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}
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if (bFound)
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{
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m_rayHit = true;
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m_hitObject = hitKXObj;
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m_hitPosition = hit_point;
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m_hitNormal = hit_normal;
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}
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return true;
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}
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bool KX_RaySensor::Evaluate(CValue* event)
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@@ -188,101 +232,12 @@ bool KX_RaySensor::Evaluate(CValue* event)
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if (parent)
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parent->Release();
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do {
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PHY_IPhysicsController* physCtrl = 0;
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// frompoint,
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// topoint,
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// resultpoint,
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// resultnormal);
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if (physCtrl)
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{
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KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(physCtrl->getNewClientInfo());
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bool bFound = false;
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if (!info)
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{
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std::cout<< "WARNING: Ray sensor ";// << GetName() << " cannot sense SM_Object " << hitObj << " - no client info.\n" << std::endl;
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ready = true;
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break;
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}
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SCA_IObject *hitgameobj = info->m_gameobject;
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if (hitgameobj == obj || info->m_type > KX_ClientObjectInfo::ACTOR)
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{
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#ifdef NOPE
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/*
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// false hit
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KX_IPhysicsController *hitspc = (static_cast<KX_GameObject*> (hitgameobj))->GetPhysicsController();
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if (hitspc)
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{
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/* We add 0.01 of fudge, so that if the margin && radius == 0., we don't endless loop. */
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MT_Scalar marg = 0.01;// + hitspc->getmargin();
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if (hitspc->GetSumoObject()->getShapeProps())
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{
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marg += 2*hitspc->GetSumoObject()->getShapeProps()->m_radius;
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}
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/* Calculate the other side of this object */
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MT_Point3 hitObjPos;
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hitspc->GetWorldPosition(hitObjPos);
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MT_Vector3 hitvector = hitObjPos - resultpoint;
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if (hitvector.dot(hitvector) > MT_EPSILON)
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{
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hitvector.normalize();
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marg *= 2.*todir.dot(hitvector);
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}
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frompoint = resultpoint + marg * todir;
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} else {
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ready = true;
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}
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#endif
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ready = true;
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}
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else
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{
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ready = true;
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if (m_propertyname.Length() == 0)
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{
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bFound = true;
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}
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else
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{
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if (m_bFindMaterial)
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{
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if (info->m_auxilary_info)
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{
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bFound = (m_propertyname== ((char*)info->m_auxilary_info));
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}
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}
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else
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{
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bFound = hitgameobj->GetProperty(m_propertyname) != NULL;
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}
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}
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if (bFound)
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{
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m_rayHit = true;
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m_hitObject = hitgameobj;
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m_hitPosition = resultpoint;
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m_hitNormal = resultnormal;
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}
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}
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}
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else
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{
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ready = true;
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}
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}
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while (!ready);
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PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment();
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result = KX_RayCast::RayTest(spc, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_RaySensor>(this));
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/* now pass this result to some controller */
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if (m_rayHit)
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