forked from bartvdbraak/blender
8a8a12ed84
With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
330 lines
8.4 KiB
C++
330 lines
8.4 KiB
C++
/**
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* Sense if other objects are near
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*
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* $Id$
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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., 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 LICENSE BLOCK *****
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*/
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#include "KX_NearSensor.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_Scene.h" // needed to create a replica
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#include "PHY_IPhysicsEnvironment.h"
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#include "PHY_IPhysicsController.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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KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
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KX_GameObject* gameobj,
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double margin,
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double resetmargin,
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bool bFindMaterial,
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const STR_String& touchedpropname,
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class KX_Scene* scene,
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PHY_IPhysicsController* ctrl,
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PyTypeObject* T)
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:KX_TouchSensor(eventmgr,
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gameobj,
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bFindMaterial,
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touchedpropname,
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/* scene, */
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T),
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m_Margin(margin),
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m_ResetMargin(resetmargin)
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{
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gameobj->getClientInfo()->m_sensors.remove(this);
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m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
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m_client_info->m_sensors.push_back(this);
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//DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
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m_physCtrl = ctrl;
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if (m_physCtrl)
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{
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m_physCtrl->SetMargin(m_Margin);
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m_physCtrl->setNewClientInfo(m_client_info);
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}
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SynchronizeTransform();
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}
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void KX_NearSensor::SynchronizeTransform()
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{
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// The near and radar sensors are using a different physical object which is
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// not linked to the parent object, must synchronize it.
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if (m_physCtrl)
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{
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KX_GameObject* parent = ((KX_GameObject*)GetParent());
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MT_Vector3 pos = parent->NodeGetWorldPosition();
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MT_Quaternion orn = parent->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_NearSensor::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()->addSensor(m_physCtrl);
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}
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}
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void KX_NearSensor::UnregisterSumo(KX_TouchEventManager* touchman)
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{
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if (m_physCtrl)
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{
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touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
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}
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}
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CValue* KX_NearSensor::GetReplica()
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{
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KX_NearSensor* replica = new KX_NearSensor(*this);
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replica->m_colliders = new CListValue();
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replica->Init();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::NEAR);
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if (replica->m_physCtrl)
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{
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replica->m_physCtrl = replica->m_physCtrl->GetReplica();
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if (replica->m_physCtrl)
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{
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//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl);
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replica->m_physCtrl->SetMargin(m_Margin);
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replica->m_physCtrl->setNewClientInfo(replica->m_client_info);
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}
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}
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//static_cast<KX_TouchEventManager*>(m_eventmgr)->RegisterSensor(this);
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//todo: make sure replication works fine
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//>m_sumoObj = new SM_Object(DT_NewSphere(0.0),NULL,NULL,NULL);
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//replica->m_sumoObj->setMargin(m_Margin);
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//replica->m_sumoObj->setClientObject(replica->m_client_info);
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((KX_GameObject*)replica->GetParent())->GetSGNode()->ComputeWorldTransforms(NULL);
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replica->SynchronizeTransform();
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return replica;
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}
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void KX_NearSensor::ReParent(SCA_IObject* parent)
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{
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m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
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m_client_info->m_sensors.push_back(this);
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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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((KX_GameObject*)GetParent())->GetSGNode()->ComputeWorldTransforms(NULL);
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SynchronizeTransform();
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SCA_ISensor::ReParent(parent);
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}
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KX_NearSensor::~KX_NearSensor()
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{
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// for nearsensor, the sensor is the 'owner' of sumoobj
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// for touchsensor, it's the parent
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if (m_physCtrl)
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{
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//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
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delete m_physCtrl;
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m_physCtrl = NULL;
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}
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if (m_client_info)
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delete m_client_info;
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}
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bool KX_NearSensor::Evaluate(CValue* event)
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{
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bool result = false;
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// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
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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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{
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if (m_physCtrl)
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{
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m_physCtrl->SetMargin(m_ResetMargin);
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}
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} else
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{
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if (m_physCtrl)
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{
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m_physCtrl->SetMargin(m_Margin);
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}
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}
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result = true;
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}
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return result;
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}
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// this function is called at broad phase stage to check if the two controller
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// need to interact at all. It is used for Near/Radar sensor that don't need to
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// check collision with object not included in filter
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bool KX_NearSensor::BroadPhaseFilterCollision(void*obj1,void*obj2)
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{
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KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
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// need the mapping from PHY_IPhysicsController to gameobjects now
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assert(obj1==m_physCtrl && obj2);
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KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>((static_cast<PHY_IPhysicsController*>(obj2))->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))
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{
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// only take valid colliders
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if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
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{
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if ((m_touchedpropname.Length() == 0) ||
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(gameobj->GetProperty(m_touchedpropname)))
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{
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return true;
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}
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}
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}
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return false;
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}
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bool KX_NearSensor::NewHandleCollision(void* obj1,void* obj2,const PHY_CollData * coll_data)
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{
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// KX_TouchEventManager* toucheventmgr = static_cast<KX_TouchEventManager*>(m_eventmgr);
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KX_GameObject* parent = static_cast<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*> (obj1 == m_physCtrl?
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((PHY_IPhysicsController*)obj2)->getNewClientInfo() :
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((PHY_IPhysicsController*)obj1)->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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// these checks are done already in BroadPhaseFilterCollision()
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if (gameobj /*&& (gameobj != parent)*/)
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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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// only take valid colliders
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// These checks are done already in BroadPhaseFilterCollision()
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//if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
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//{
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// if ((m_touchedpropname.Length() == 0) ||
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// (gameobj->GetProperty(m_touchedpropname)))
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// {
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m_bTriggered = true;
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m_hitObject = gameobj;
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// }
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//}
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}
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return DT_CONTINUE;
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}
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// python embedding
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PyTypeObject KX_NearSensor::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_NearSensor",
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sizeof(KX_NearSensor),
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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_NearSensor::Parents[] = {
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&KX_NearSensor::Type,
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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_NearSensor::Methods[] = {
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{"setProperty",
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(PyCFunction) KX_NearSensor::sPySetProperty, METH_VARARGS, SetProperty_doc},
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{"getProperty",
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(PyCFunction) KX_NearSensor::sPyGetProperty, METH_VARARGS, GetProperty_doc},
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{"getHitObject",
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(PyCFunction) KX_NearSensor::sPyGetHitObject, METH_VARARGS, GetHitObject_doc},
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{"getHitObjectList",
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(PyCFunction) KX_NearSensor::sPyGetHitObjectList, METH_VARARGS, GetHitObjectList_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject*
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KX_NearSensor::_getattr(const STR_String& attr)
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{
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_getattr_up(KX_TouchSensor);
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}
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