blender/source/gameengine/Ketsji/KX_NearSensor.cpp
Mitchell Stokes b90de0331d BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
    BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
    BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
    BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
    BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
    BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
    BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
    BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
    BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
    BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
    BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
    BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
    BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
    BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
    BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
    BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
    BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
    BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
    BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
    BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
    BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
    BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00

293 lines
7.8 KiB
C++

/*
* Sense if other objects are near
*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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
* of the License, or (at your option) any later version.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Ketsji/KX_NearSensor.cpp
* \ingroup ketsji
*/
#include "KX_NearSensor.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_TouchEventManager.h"
#include "KX_Scene.h" // needed to create a replica
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
#include "PHY_IMotionState.h"
KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
KX_GameObject* gameobj,
float margin,
float resetmargin,
bool bFindMaterial,
const STR_String& touchedpropname,
PHY_IPhysicsController* ctrl)
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
false,
touchedpropname),
m_Margin(margin),
m_ResetMargin(resetmargin)
{
gameobj->getClientInfo()->m_sensors.remove(this);
m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::SENSOR);
m_client_info->m_sensors.push_back(this);
//DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
m_physCtrl = ctrl;
if (m_physCtrl)
{
m_physCtrl->SetMargin(m_Margin);
m_physCtrl->SetNewClientInfo(m_client_info);
}
SynchronizeTransform();
}
void KX_NearSensor::SynchronizeTransform()
{
// The near and radar sensors are using a different physical object which is
// not linked to the parent object, must synchronize it.
if (m_physCtrl)
{
PHY_IMotionState* motionState = m_physCtrl->GetMotionState();
KX_GameObject* parent = ((KX_GameObject*)GetParent());
const MT_Point3& pos = parent->NodeGetWorldPosition();
float ori[12];
parent->NodeGetWorldOrientation().getValue(ori);
motionState->SetWorldPosition(pos[0], pos[1], pos[2]);
motionState->SetWorldOrientation(ori);
m_physCtrl->WriteMotionStateToDynamics(true);
}
}
CValue* KX_NearSensor::GetReplica()
{
KX_NearSensor* replica = new KX_NearSensor(*this);
replica->ProcessReplica();
return replica;
}
void KX_NearSensor::ProcessReplica()
{
KX_TouchSensor::ProcessReplica();
m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::SENSOR);
if (m_physCtrl)
{
m_physCtrl = m_physCtrl->GetReplicaForSensors();
if (m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl);
m_physCtrl->SetMargin(m_Margin);
m_physCtrl->SetNewClientInfo(m_client_info);
}
}
}
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
SCA_ISensor::ReParent(parent);
m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
m_client_info->m_sensors.push_back(this);
//Synchronize here with the actual parent.
SynchronizeTransform();
}
KX_NearSensor::~KX_NearSensor()
{
// for nearsensor, the sensor is the 'owner' of sumoobj
// for touchsensor, it's the parent
if (m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
delete m_physCtrl;
m_physCtrl = NULL;
}
if (m_client_info)
delete m_client_info;
}
void KX_NearSensor::SetPhysCtrlRadius()
{
if (m_bTriggered)
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_ResetMargin);
}
} else
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_Margin);
}
}
}
bool KX_NearSensor::Evaluate()
{
bool result = false;
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
if (m_bTriggered != m_bLastTriggered)
{
m_bLastTriggered = m_bTriggered;
SetPhysCtrlRadius();
result = true;
}
return result;
}
// this function is called at broad phase stage to check if the two controller
// need to interact at all. It is used for Near/Radar sensor that don't need to
// check collision with object not included in filter
bool KX_NearSensor::BroadPhaseFilterCollision(void*obj1,void*obj2)
{
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
assert(obj1==m_physCtrl && obj2);
KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>((static_cast<PHY_IPhysicsController*>(obj2))->GetNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
if (gameobj && (gameobj != parent))
{
// only take valid colliders
if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
{
if ((m_touchedpropname.Length() == 0) ||
(gameobj->GetProperty(m_touchedpropname)))
{
return true;
}
}
}
return false;
}
bool KX_NearSensor::NewHandleCollision(void *obj1, void *obj2, const PHY_CollData *coll_data)
{
// KX_TouchEventManager* toucheventmgr = static_cast<KX_TouchEventManager*>(m_eventmgr);
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (obj1 == m_physCtrl?
((PHY_IPhysicsController*)obj2)->GetNewClientInfo() :
((PHY_IPhysicsController*)obj1)->GetNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
// Add the same check as in SCA_ISensor::Activate(),
// we don't want to record collision when the sensor is not active.
if (m_links && !m_suspended &&
gameobj /* done in BroadPhaseFilterCollision() && (gameobj != parent)*/)
{
if (!m_colliders->SearchValue(gameobj))
m_colliders->Add(gameobj->AddRef());
// only take valid colliders
// These checks are done already in BroadPhaseFilterCollision()
//if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
//{
// if ((m_touchedpropname.Length() == 0) ||
// (gameobj->GetProperty(m_touchedpropname)))
// {
m_bTriggered = true;
m_hitObject = gameobj;
// }
//}
}
return false; // was DT_CONTINUE; but this was defined in Sumo as false
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Functions */
/* ------------------------------------------------------------------------- */
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_NearSensor::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_NearSensor",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_TouchSensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_NearSensor::Methods[] = {
//No methods
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_NearSensor::Attributes[] = {
KX_PYATTRIBUTE_FLOAT_RW_CHECK("distance", 0, 100, KX_NearSensor, m_Margin, CheckResetDistance),
KX_PYATTRIBUTE_FLOAT_RW_CHECK("resetDistance", 0, 100, KX_NearSensor, m_ResetMargin, CheckResetDistance),
{NULL} //Sentinel
};
#endif // WITH_PYTHON