/* vectomat function obtained from constrain.c and modified to work with MOTO library */ static MT_Matrix3x3 vectomat(MT_Vector3 vec, short axis, short upflag, short threedimup) { MT_Matrix3x3 mat; MT_Vector3 y(MT_Scalar(0.0f), MT_Scalar(1.0f), MT_Scalar(0.0f)); MT_Vector3 z(MT_Scalar(0.0f), MT_Scalar(0.0f), MT_Scalar(1.0f)); /* world Z axis is the global up axis */ MT_Vector3 proj; MT_Vector3 right; MT_Scalar mul; int right_index; /* Normalized Vec vector*/ vec = vec.safe_normalized_vec(z); /* if 2D doesn't move the up vector */ if (!threedimup) { vec.setValue(MT_Scalar(vec[0]), MT_Scalar(vec[1]), MT_Scalar(0.0f)); vec = (vec - z.dot(vec)*z).safe_normalized_vec(z); } if (axis > 2) axis -= 3; else vec = -vec; /* project the up vector onto the plane specified by vec */ /* first z onto vec... */ mul = z.dot(vec) / vec.dot(vec); proj = vec * mul; /* then onto the plane */ proj = z - proj; /* proj specifies the transformation of the up axis */ proj = proj.safe_normalized_vec(y); /* Normalized cross product of vec and proj specifies transformation of the right axis */ right = proj.cross(vec); right.normalize(); if (axis != upflag) { right_index = 3 - axis - upflag; /* account for up direction, track direction */ right = right * basis_cross(axis, upflag); mat.setRow(right_index, right); mat.setRow(upflag, proj); mat.setRow(axis, vec); mat = mat.inverse(); } /* identity matrix - don't do anything if the two axes are the same */ else { mat.setIdentity(); } return mat; }
bool KX_RaySensor::Evaluate() { bool result = false; bool reset = m_reset && m_level; m_rayHit = false; m_hitObject = NULL; m_hitPosition[0] = 0; m_hitPosition[1] = 0; m_hitPosition[2] = 0; m_hitNormal[0] = 1; m_hitNormal[1] = 0; m_hitNormal[2] = 0; KX_GameObject* obj = (KX_GameObject*)GetParent(); MT_Point3 frompoint = obj->NodeGetWorldPosition(); MT_Matrix3x3 matje = obj->NodeGetWorldOrientation(); MT_Matrix3x3 invmat = matje.inverse(); MT_Vector3 todir; m_reset = false; switch (m_axis) { case SENS_RAY_X_AXIS: // X { todir[0] = invmat[0][0]; todir[1] = invmat[0][1]; todir[2] = invmat[0][2]; break; } case SENS_RAY_Y_AXIS: // Y { todir[0] = invmat[1][0]; todir[1] = invmat[1][1]; todir[2] = invmat[1][2]; break; } case SENS_RAY_Z_AXIS: // Z { todir[0] = invmat[2][0]; todir[1] = invmat[2][1]; todir[2] = invmat[2][2]; break; } case SENS_RAY_NEG_X_AXIS: // -X { todir[0] = -invmat[0][0]; todir[1] = -invmat[0][1]; todir[2] = -invmat[0][2]; break; } case SENS_RAY_NEG_Y_AXIS: // -Y { todir[0] = -invmat[1][0]; todir[1] = -invmat[1][1]; todir[2] = -invmat[1][2]; break; } case SENS_RAY_NEG_Z_AXIS: // -Z { todir[0] = -invmat[2][0]; todir[1] = -invmat[2][1]; todir[2] = -invmat[2][2]; break; } } todir.normalize(); m_rayDirection[0] = todir[0]; m_rayDirection[1] = todir[1]; m_rayDirection[2] = todir[2]; MT_Point3 topoint = frompoint + (m_distance) * todir; PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment(); if (!pe) { std::cout << "WARNING: Ray sensor " << GetName() << ": There is no physics environment!" << std::endl; std::cout << " Check universe for malfunction." << std::endl; return false; } KX_IPhysicsController *spc = obj->GetPhysicsController(); KX_GameObject *parent = obj->GetParent(); if (!spc && parent) spc = parent->GetPhysicsController(); if (parent) parent->Release(); PHY_IPhysicsEnvironment* physics_environment = this->m_scene->GetPhysicsEnvironment(); KX_RayCast::Callback<KX_RaySensor> callback(this, spc); KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback); /* now pass this result to some controller */ if (m_rayHit) { if (!m_bTriggered) { // notify logicsystem that ray is now hitting result = true; m_bTriggered = true; } else { // notify logicsystem that ray is STILL hitting ... result = false; } } else { if (m_bTriggered) { m_bTriggered = false; // notify logicsystem that ray JUST left the Object result = true; } else { result = false; } } if (reset) // force an event result = true; return result; }