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source/gameengine/Ketsji/KX_MouseFocusSensor.h
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| int starty, | int starty, | ||||
| short int mousemode, | short int mousemode, | ||||
| int focusmode, | int focusmode, | ||||
| bool bTouchPulse, | bool bCollisionPulse, | ||||
| const STR_String& propname, | const std::string& propname, | ||||
| bool bFindMaterial, | bool bFindMaterial, | ||||
| bool bXRay, | bool bXRay, | ||||
| KX_Scene* kxscene, | KX_Scene* kxscene, | ||||
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| /// \see KX_RayCast | /// \see KX_RayCast | ||||
| bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data)); | bool NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data)); | ||||
| const MT_Point3& RaySource() const; | const MT_Vector3& RaySource() const; | ||||
| const MT_Point3& RayTarget() const; | const MT_Vector3& RayTarget() const; | ||||
| const MT_Point3& HitPosition() const; | const MT_Vector3& HitPosition() const; | ||||
| const MT_Vector3& HitNormal() const; | const MT_Vector3& HitNormal() const; | ||||
| const MT_Vector2& HitUV() const; | const MT_Vector2& HitUV() const; | ||||
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| /** | /** | ||||
| * Flags whether changes in hit object should trigger a pulse | * Flags whether changes in hit object should trigger a pulse | ||||
| */ | */ | ||||
| bool m_bTouchPulse; | bool m_bCollisionPulse; | ||||
| /** | /** | ||||
| * Flags get through other objects | * Flags get through other objects | ||||
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| /** | /** | ||||
| * Property or material name | * Property or material name | ||||
| */ | */ | ||||
| STR_String m_propertyname; | std::string m_propertyname; | ||||
| /** | /** | ||||
| * Flags whether the previous test evaluated positive. | * Flags whether the previous test evaluated positive. | ||||
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| /** | /** | ||||
| * (in game world coordinates) the place where the object was hit. | * (in game world coordinates) the place where the object was hit. | ||||
| */ | */ | ||||
| MT_Point3 m_hitPosition; | MT_Vector3 m_hitPosition; | ||||
| /** | /** | ||||
| * (in game world coordinates) the position to which to shoot the ray. | * (in game world coordinates) the position to which to shoot the ray. | ||||
| */ | */ | ||||
| MT_Point3 m_prevTargetPoint; | MT_Vector3 m_prevTargetPoint; | ||||
| /** | /** | ||||
| * (in game world coordinates) the position from which to shoot the ray. | * (in game world coordinates) the position from which to shoot the ray. | ||||
| */ | */ | ||||
| MT_Point3 m_prevSourcePoint; | MT_Vector3 m_prevSourcePoint; | ||||
| /** | /** | ||||
| * (in game world coordinates) the face normal of the vertex where | * (in game world coordinates) the face normal of the vertex where | ||||
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