45d0123a59
- broadphase had bugs in removing objects, - persistent manifold renamed value, - cylinder penetration depth fixed, - memory leak for persistent manifold
396 lines
11 KiB
C++
396 lines
11 KiB
C++
/**
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* Senses touch and collision events
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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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 "KX_SumoPhysicsController.h"
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#include <iostream>
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#include "PHY_IPhysicsEnvironment.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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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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if (m_physCtrl)
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{
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MT_Vector3 pos = ((KX_GameObject*)GetParent())->NodeGetWorldPosition();
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MT_Quaternion orn = ((KX_GameObject*)GetParent())->NodeGetWorldOrientation().getRotation();
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m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
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m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
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m_physCtrl->calcXform();
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}
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}
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void KX_TouchSensor::EndFrame() {
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m_colliders->ReleaseAndRemoveAll();
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m_bTriggered = false;
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}
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bool KX_TouchSensor::Evaluate(CValue* event)
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{
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bool result = 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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return result;
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}
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KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,const STR_String& touchedpropname,PyTypeObject* T)
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:SCA_ISensor(gameobj,eventmgr,T),
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m_touchedpropname(touchedpropname),
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m_bFindMaterial(bFindMaterial),
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m_eventmgr(eventmgr),
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/*m_sumoObj(sumoObj),*/
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m_bCollision(false),
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m_bTriggered(false),
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m_bLastTriggered(false)
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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_hitObject = NULL;
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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 = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
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MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
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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->m_colliders = new CListValue();
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replica->m_bCollision = false;
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replica->m_bTriggered= false;
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replica->m_hitObject = NULL;
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replica->m_bLastTriggered = false;
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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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 = dynamic_cast<PHY_IPhysicsController*>(((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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touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl);
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// collision
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// Deprecated
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}
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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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if (gameobj && (gameobj != parent) && client_info->isActor())
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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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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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{
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if (client_info->m_auxilary_info)
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{
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found = (m_touchedpropname == STR_String((char*)client_info->m_auxilary_info));
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}
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} else
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{
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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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m_bTriggered = true;
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m_hitObject = gameobj;
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//printf("KX_TouchSensor::HandleCollision\n");
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}
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}
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return DT_CONTINUE;
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}
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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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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_TouchSensor",
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sizeof(KX_TouchSensor),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_TouchSensor::Parents[] = {
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&KX_TouchSensor::Type,
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&SCA_ISensor::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_TouchSensor::Methods[] = {
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{"setProperty",
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(PyCFunction) KX_TouchSensor::sPySetProperty, METH_VARARGS, SetProperty_doc},
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{"getProperty",
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(PyCFunction) KX_TouchSensor::sPyGetProperty, METH_VARARGS, GetProperty_doc},
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{"getHitObject",
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(PyCFunction) KX_TouchSensor::sPyGetHitObject, METH_VARARGS, GetHitObject_doc},
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{"getHitObjectList",
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(PyCFunction) KX_TouchSensor::sPyGetHitObjectList, METH_VARARGS, GetHitObjectList_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_TouchSensor::_getattr(const STR_String& attr) {
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_getattr_up(SCA_ISensor);
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}
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/* Python API */
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/* 1. setProperty */
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char KX_TouchSensor::SetProperty_doc[] =
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"setProperty(name)\n"
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"\t- name: string\n"
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"\tSet the property or material to collide with. Use\n"
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"\tsetTouchMaterial() to switch between properties and\n"
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"\tmaterials.";
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PyObject* KX_TouchSensor::PySetProperty(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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char *nameArg;
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if (!PyArg_ParseTuple(args, "s", &nameArg)) {
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return NULL;
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}
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CValue* prop = GetParent()->FindIdentifier(nameArg);
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if (!prop->IsError()) {
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m_touchedpropname = nameArg;
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prop->Release();
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} else {
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; /* not found ... */
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}
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Py_Return;
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}
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/* 2. getProperty */
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char KX_TouchSensor::GetProperty_doc[] =
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"getProperty(name)\n"
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"\tReturns the property or material to collide with. Use\n"
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"\tgetTouchMaterial() to find out whether this sensor\n"
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"\tlooks for properties or materials.";
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PyObject* KX_TouchSensor::PyGetProperty(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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return PyString_FromString(m_touchedpropname);
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}
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char KX_TouchSensor::GetHitObject_doc[] =
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"getHitObject()\n"
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;
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PyObject* KX_TouchSensor::PyGetHitObject(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */
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if (m_hitObject)
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{
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return m_hitObject->AddRef();
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}
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Py_Return;
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}
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char KX_TouchSensor::GetHitObjectList_doc[] =
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"getHitObjectList()\n"
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"\tReturn a list of the objects this object collided with,\n"
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"\tbut only those matching the property/material condition.\n";
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PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */
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if ( m_touchedpropname.IsEmpty() ) {
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return m_colliders->AddRef();
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} else {
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CListValue* newList = new CListValue();
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int i = 0;
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while (i < m_colliders->GetCount()) {
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if (m_bFindMaterial) {
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/* need to associate the CValues from the list to material
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* names. The collider list _should_ contains only
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* KX_GameObjects. I am loathe to cast them, though... The
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* material name must be retrieved from Sumo. To a Sumo
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* object, a client-info block is attached. This block
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* contains the material name.
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* - this also doesn't work (obviously) for multi-materials...
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*/
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KX_GameObject* gameob = (KX_GameObject*) m_colliders->GetValue(i);
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PHY_IPhysicsController* spc = dynamic_cast<PHY_IPhysicsController*>(gameob->GetPhysicsController());
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if (spc) {
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KX_ClientObjectInfo* cl_inf = static_cast<KX_ClientObjectInfo*>(spc->getNewClientInfo());
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if (m_touchedpropname == ((char*)cl_inf->m_auxilary_info)) {
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newList->Add(m_colliders->GetValue(i)->AddRef());
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}
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}
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} else {
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CValue* val = m_colliders->GetValue(i)->FindIdentifier(m_touchedpropname);
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if (!val->IsError()) {
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newList->Add(m_colliders->GetValue(i)->AddRef());
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val->Release();
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}
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}
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i++;
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}
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return newList->AddRef();
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}
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}
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/* 5. getTouchMaterial */
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char KX_TouchSensor::GetTouchMaterial_doc[] =
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"getTouchMaterial()\n"
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"\tReturns KX_TRUE if this sensor looks for a specific material,\n"
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"\tKX_FALSE if it looks for a specific property.\n" ;
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PyObject* KX_TouchSensor::PyGetTouchMaterial(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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return PyInt_FromLong(m_bFindMaterial);
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}
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/* 6. setTouchMaterial */
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char KX_TouchSensor::SetTouchMaterial_doc[] =
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"setTouchMaterial(flag)\n"
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"\t- flag: KX_TRUE or KX_FALSE.\n"
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"\tSet flag to KX_TRUE to switch on positive pulse mode,\n"
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"\tKX_FALSE to switch off positive pulse mode.\n" ;
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PyObject* KX_TouchSensor::PySetTouchMaterial(PyObject* self, PyObject* args, PyObject* kwds)
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{
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int pulseArg = 0;
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if(!PyArg_ParseTuple(args, "i", &pulseArg)) {
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return NULL;
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}
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m_bFindMaterial = pulseArg != 0;
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Py_Return;
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}
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/* eof */
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