9939c18900
Now we look at all materials instead of the first. So m_auxilary_info is useless and removed.
363 lines
10 KiB
C++
363 lines
10 KiB
C++
/*
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* Senses touch and collision events
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*
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Ketsji/KX_TouchSensor.cpp
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* \ingroup ketsji
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*/
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#include "KX_TouchSensor.h"
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#include "SCA_EventManager.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "KX_TouchEventManager.h"
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#include "PHY_IPhysicsController.h"
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#include "RAS_MeshObject.h"
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#include <iostream>
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#include "PHY_IPhysicsEnvironment.h"
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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void KX_TouchSensor::SynchronizeTransform()
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{
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// the touch sensor does not require any synchronization: it uses
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// the same physical object which is already synchronized by Blender
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}
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void KX_TouchSensor::EndFrame()
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{
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m_colliders->ReleaseAndRemoveAll();
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m_hitObject = NULL;
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m_bTriggered = false;
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m_bColliderHash = 0;
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}
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void KX_TouchSensor::UnregisterToManager()
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{
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// before unregistering the sensor, make sure we release all references
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EndFrame();
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SCA_ISensor::UnregisterToManager();
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}
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bool KX_TouchSensor::Evaluate()
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{
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bool result = false;
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bool reset = m_reset && m_level;
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m_reset = false;
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if (m_bTriggered != m_bLastTriggered)
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{
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m_bLastTriggered = m_bTriggered;
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if (!m_bTriggered)
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m_hitObject = NULL;
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result = true;
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}
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if (reset)
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// force an event
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result = true;
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if (m_bTouchPulse) { /* pulse on changes to the colliders */
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int count = m_colliders->GetCount();
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if (m_bLastCount!=count || m_bColliderHash!=m_bLastColliderHash) {
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m_bLastCount = count;
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m_bLastColliderHash= m_bColliderHash;
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result = true;
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}
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}
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return result;
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}
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KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,bool bTouchPulse,const STR_String& touchedpropname)
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:SCA_ISensor(gameobj,eventmgr),
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m_touchedpropname(touchedpropname),
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m_bFindMaterial(bFindMaterial),
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m_bTouchPulse(bTouchPulse),
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m_hitMaterial("")
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/*m_sumoObj(sumoObj),*/
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{
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// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
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// m_resptable = touchmgr->GetResponseTable();
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// m_solidHandle = m_sumoObj->getObjectHandle();
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m_colliders = new CListValue();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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m_physCtrl = gameobj->GetPhysicsController();
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MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
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Init();
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}
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void KX_TouchSensor::Init()
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{
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m_bCollision = false;
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m_bTriggered = false;
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m_bLastTriggered = (m_invert)?true:false;
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m_bLastCount = 0;
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m_bColliderHash = m_bLastColliderHash = 0;
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m_hitObject = NULL;
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m_reset = true;
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}
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KX_TouchSensor::~KX_TouchSensor()
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{
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//DT_ClearObjectResponse(m_resptable,m_solidHandle);
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m_colliders->Release();
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}
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CValue* KX_TouchSensor::GetReplica()
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{
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KX_TouchSensor* replica = new KX_TouchSensor(*this);
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replica->ProcessReplica();
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return replica;
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}
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void KX_TouchSensor::ProcessReplica()
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{
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SCA_ISensor::ProcessReplica();
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m_colliders = new CListValue();
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Init();
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}
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void KX_TouchSensor::ReParent(SCA_IObject* parent)
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{
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KX_GameObject *gameobj = static_cast<KX_GameObject *>(parent);
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PHY_IPhysicsController *sphy = ((KX_GameObject*)parent)->GetPhysicsController();
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if (sphy)
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m_physCtrl = sphy;
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// m_solidHandle = m_sumoObj->getObjectHandle();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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SCA_ISensor::ReParent(parent);
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}
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void KX_TouchSensor::RegisterSumo(KX_TouchEventManager *touchman)
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{
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if (m_physCtrl)
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{
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if (touchman->GetPhysicsEnvironment()->RequestCollisionCallback(m_physCtrl))
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{
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->GetNewClientInfo());
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if (client_info->isSensor())
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touchman->GetPhysicsEnvironment()->AddSensor(m_physCtrl);
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}
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}
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}
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void KX_TouchSensor::UnregisterSumo(KX_TouchEventManager* touchman)
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{
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if (m_physCtrl)
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{
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if (touchman->GetPhysicsEnvironment()->RemoveCollisionCallback(m_physCtrl))
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{
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// no more sensor on the controller, can remove it if it is a sensor object
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->GetNewClientInfo());
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if (client_info->isSensor())
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touchman->GetPhysicsEnvironment()->RemoveSensor(m_physCtrl);
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}
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}
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}
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// this function is called only for sensor objects
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// return true if the controller can collide with the object
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bool KX_TouchSensor::BroadPhaseSensorFilterCollision(void*obj1,void*obj2)
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{
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assert(obj1==m_physCtrl && obj2);
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KX_GameObject* myobj = (KX_GameObject*)GetParent();
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KX_GameObject* myparent = myobj->GetParent();
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(((PHY_IPhysicsController*)obj2)->GetNewClientInfo());
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KX_ClientObjectInfo *my_client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->GetNewClientInfo());
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KX_GameObject* otherobj = ( client_info ? client_info->m_gameobject : NULL);
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// we can only check on persistent characteristic: m_link and m_suspended are not
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// good candidate because they are transient. That must be handled at another level
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if (!otherobj ||
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otherobj == myparent || // don't interact with our parent
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(my_client_info->m_type == KX_ClientObjectInfo::OBACTORSENSOR &&
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client_info->m_type != KX_ClientObjectInfo::ACTOR)) // only with actor objects
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return false;
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bool found = m_touchedpropname.IsEmpty();
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if (!found)
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{
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if (m_bFindMaterial) {
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for (unsigned int i = 0; i < otherobj->GetMeshCount(); ++i) {
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RAS_MeshObject *meshObj = otherobj->GetMesh(i);
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for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
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found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
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if (found)
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break;
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}
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}
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}
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else {
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found = (otherobj->GetProperty(m_touchedpropname) != NULL);
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}
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}
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return found;
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}
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bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
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{
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// KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
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KX_GameObject* parent = (KX_GameObject*)GetParent();
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// need the mapping from PHY_IPhysicsController to gameobjects now
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
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((PHY_IPhysicsController*)object2)->GetNewClientInfo():
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((PHY_IPhysicsController*)object1)->GetNewClientInfo());
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KX_GameObject* gameobj = ( client_info ?
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client_info->m_gameobject :
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NULL);
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// add the same check as in SCA_ISensor::Activate(),
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// we don't want to record collision when the sensor is not active.
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if (m_links && !m_suspended &&
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gameobj && (gameobj != parent) && client_info->isActor())
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{
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bool found = m_touchedpropname.IsEmpty();
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bool hitMaterial = false;
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if (!found)
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{
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if (m_bFindMaterial) {
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for (unsigned int i = 0; i < gameobj->GetMeshCount(); ++i) {
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RAS_MeshObject *meshObj = gameobj->GetMesh(i);
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for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
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found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
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if (found) {
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hitMaterial = true;
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break;
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}
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}
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}
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}
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else {
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found = (gameobj->GetProperty(m_touchedpropname) != NULL);
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}
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}
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if (found)
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{
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if (!m_colliders->SearchValue(gameobj)) {
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m_colliders->Add(gameobj->AddRef());
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if (m_bTouchPulse)
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m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
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}
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m_bTriggered = true;
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m_hitObject = gameobj;
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m_hitMaterial = hitMaterial;
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//printf("KX_TouchSensor::HandleCollision\n");
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}
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}
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return false; // was DT_CONTINUE but this was defined in sumo as false.
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_TouchSensor::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_TouchSensor",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_ISensor::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_TouchSensor::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_TouchSensor::Attributes[] = {
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KX_PYATTRIBUTE_STRING_RW("propName",0,MAX_PROP_NAME,false,KX_TouchSensor,m_touchedpropname),
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KX_PYATTRIBUTE_BOOL_RW("useMaterial",KX_TouchSensor,m_bFindMaterial),
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KX_PYATTRIBUTE_BOOL_RW("usePulseCollision",KX_TouchSensor,m_bTouchPulse),
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KX_PYATTRIBUTE_STRING_RO("hitMaterial", KX_TouchSensor, m_hitMaterial),
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KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_TouchSensor, pyattr_get_object_hit),
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KX_PYATTRIBUTE_RO_FUNCTION("hitObjectList", KX_TouchSensor, pyattr_get_object_hit_list),
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{ NULL } //Sentinel
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};
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/* Python API */
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PyObject *KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_TouchSensor* self = static_cast<KX_TouchSensor*>(self_v);
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if (self->m_hitObject)
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return self->m_hitObject->GetProxy();
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else
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Py_RETURN_NONE;
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}
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PyObject *KX_TouchSensor::pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_TouchSensor* self = static_cast<KX_TouchSensor*>(self_v);
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return self->m_colliders->GetProxy();
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}
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#endif
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/* eof */
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