forked from bartvdbraak/blender
289 lines
7.7 KiB
C++
289 lines
7.7 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., 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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#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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#include "PHY_IMotionState.h"
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KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
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KX_GameObject* gameobj,
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float margin,
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float resetmargin,
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bool bFindMaterial,
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const STR_String& touchedpropname,
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PHY_IPhysicsController* ctrl)
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:KX_TouchSensor(eventmgr,
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gameobj,
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bFindMaterial,
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false,
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touchedpropname),
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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::SENSOR);
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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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PHY_IMotionState* motionState = m_physCtrl->GetMotionState();
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KX_GameObject* parent = ((KX_GameObject*)GetParent());
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const MT_Point3& pos = parent->NodeGetWorldPosition();
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float ori[12];
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parent->NodeGetWorldOrientation().getValue(ori);
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motionState->setWorldPosition(pos[0], pos[1], pos[2]);
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motionState->setWorldOrientation(ori);
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m_physCtrl->WriteMotionStateToDynamics(true);
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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->ProcessReplica();
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return replica;
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}
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void KX_NearSensor::ProcessReplica()
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{
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KX_TouchSensor::ProcessReplica();
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m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::SENSOR);
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if (m_physCtrl)
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{
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m_physCtrl = m_physCtrl->GetReplica();
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if (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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m_physCtrl->SetMargin(m_Margin);
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m_physCtrl->setNewClientInfo(m_client_info);
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}
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}
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}
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void KX_NearSensor::ReParent(SCA_IObject* parent)
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{
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SCA_ISensor::ReParent(parent);
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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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//Synchronize here with the actual parent.
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SynchronizeTransform();
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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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void KX_NearSensor::SetPhysCtrlRadius()
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{
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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->SetRadius(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->SetRadius(m_Margin);
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}
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}
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}
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bool KX_NearSensor::Evaluate()
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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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SetPhysCtrlRadius();
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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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// 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 /* done in BroadPhaseFilterCollision() && (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 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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/* ------------------------------------------------------------------------- */
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/* Python Integration Hooks */
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/* ------------------------------------------------------------------------- */
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PyTypeObject KX_NearSensor::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_NearSensor",
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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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&KX_TouchSensor::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_NearSensor::Methods[] = {
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//No methods
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_NearSensor::Attributes[] = {
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KX_PYATTRIBUTE_FLOAT_RW_CHECK("distance", 0, 100, KX_NearSensor, m_Margin, CheckResetDistance),
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KX_PYATTRIBUTE_FLOAT_RW_CHECK("resetDistance", 0, 100, KX_NearSensor, m_ResetMargin, CheckResetDistance),
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{NULL} //Sentinel
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};
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#endif // WITH_PYTHON
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