blender/source/gameengine/GameLogic/SCA_ISensor.h
Benoit Bolsee 3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
  * Actor option: the collisioning object must have the Actor flag set to be detected
  * property/material: as specified in the collision sensors attached to it
  Broadphase filtering is important for performance reason: the collision points
  will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it

Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it

Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.

The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
  to the suface by increasing the margin in the Advanced Settings panel.
  The margin applies on both sides of the surface.

Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
  because of the Scenegraph optimizations and they can have multiple collision sensors
  on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
  on the sensor object, it is removed from the simulation and consume no CPU.

Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
  "warning btCollisionDispatcher::needsCollision: static-static collision!"
  In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.

Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
  sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.

Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
  several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00

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C++

/**
* $Id$
*
* ***** 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., 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.
*
* ***** END GPL LICENSE BLOCK *****
* Interface Class for all logic Sensors. Implements
* pulsemode and pulsefrequency, and event suppression.
*/
#ifndef __SCA_ISENSOR
#define __SCA_ISENSOR
#include "SCA_IController.h"
#include <vector>
/**
* Interface Class for all logic Sensors. Implements
* pulsemode,pulsefrequency
* Use of SG_DList element: link sensors to their respective event manager
* Head: SCA_EventManager::m_sensors
* Use of SG_QList element: not used
*/
class SCA_ISensor : public SCA_ILogicBrick
{
Py_Header;
protected:
class SCA_EventManager* m_eventmgr;
/** Pulse positive pulses? */
bool m_pos_pulsemode;
/** Pulse negative pulses? */
bool m_neg_pulsemode;
/** Repeat frequency in pulse mode. */
int m_pulse_frequency;
/** Number of ticks since the last positive pulse. */
int m_pos_ticks;
/** Number of ticks since the last negative pulse. */
int m_neg_ticks;
/** invert the output signal*/
bool m_invert;
/** detect level instead of edge*/
bool m_level;
/** tap mode */
bool m_tap;
/** sensor has been reset */
bool m_reset;
/** Sensor must ignore updates? */
bool m_suspended;
/** number of connections to controller */
int m_links;
/** current sensor state */
bool m_state;
/** previous state (for tap option) */
bool m_prev_state;
std::vector<class SCA_IController*> m_linkedcontrollers;
public:
enum sensortype {
NONE = 0,
TOUCH,
NEAR,
RADAR,
// to be updated as needed
};
SCA_ISensor(SCA_IObject* gameobj,
class SCA_EventManager* eventmgr,
PyTypeObject* T );;
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
/** Because we want sensors to share some behaviour, the Activate has */
/* an implementation on this level. It requires an evaluate on the lower */
/* level of individual sensors. Mapping the old activate()s is easy. */
/* The IsPosTrig() also has to change, to keep things consistent. */
void Activate(class SCA_LogicManager* logicmgr);
virtual bool Evaluate() = 0;
virtual bool IsPositiveTrigger();
virtual void Init();
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behaviour.
* @param posmode Trigger positive pulses?
* @param negmode Trigger negative pulses?
* @param freq Frequency to use when doing pulsing.
*/
void SetPulseMode(bool posmode,
bool negmode,
int freq);
/** Set inversion of pulses on or off. */
void SetInvert(bool inv);
/** set the level detection on or off */
void SetLevel(bool lvl);
void SetTap(bool tap);
virtual void RegisterToManager();
virtual void UnregisterToManager();
void ReserveController(int num)
{
m_linkedcontrollers.reserve(num);
}
void LinkToController(SCA_IController* controller);
void UnlinkController(SCA_IController* controller);
void UnlinkAllControllers();
void ActivateControllers(class SCA_LogicManager* logicmgr);
virtual void ProcessReplica();
virtual double GetNumber();
virtual sensortype GetSensorType() { return NONE; }
/** Stop sensing for a while. */
void Suspend();
/** Is this sensor switched off? */
bool IsSuspended();
/** get the state of the sensor: positive or negative */
bool GetState()
{
return m_state;
}
/** Resume sensing. */
void Resume();
void ClrLink()
{ m_links = 0; }
void IncLink()
{ if (!m_links++) RegisterToManager(); }
void DecLink();
bool IsNoLink() const
{ return !m_links; }
/* Python functions: */
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *value);
//Deprecated functions ----->
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsPositive);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,IsTriggered);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUsePosPulseMode);
KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetUsePosPulseMode);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetFrequency);
KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetFrequency);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetUseNegPulseMode);
KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetUseNegPulseMode);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetInvert);
KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetInvert);
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,GetLevel);
KX_PYMETHOD_DOC_VARARGS(SCA_ISensor,SetLevel);
//<------
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,reset);
static PyObject* pyattr_get_triggered(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_positive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif //__SCA_ISENSOR