blender/source/gameengine/Ketsji/KX_TouchSensor.h
2010-10-31 04:11:39 +00:00

136 lines
3.9 KiB
C++

/**
* Senses touch and collision events
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __KX_TOUCHSENSOR
#define __KX_TOUCHSENSOR
#include "SCA_ISensor.h"
#include "ListValue.h"
struct PHY_CollData;
#include "KX_ClientObjectInfo.h"
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
#else
typedef unsigned long uint_ptr;
#endif
class KX_TouchEventManager;
class KX_TouchSensor : public SCA_ISensor
{
protected:
Py_Header;
/**
* The sensor should only look for objects with this property.
*/
STR_String m_touchedpropname;
bool m_bFindMaterial;
bool m_bTouchPulse; /* changes in the colliding objects trigger pulses */
class PHY_IPhysicsController* m_physCtrl;
bool m_bCollision;
bool m_bTriggered;
bool m_bLastTriggered;
// Use with m_bTouchPulse to detect changes
int m_bLastCount; /* size of m_colliders last tick */
uint_ptr m_bColliderHash; /* hash collision objects pointers to trigger incase one object collides and another takes its place */
uint_ptr m_bLastColliderHash;
SCA_IObject* m_hitObject;
class CListValue* m_colliders;
public:
KX_TouchSensor(class SCA_EventManager* eventmgr,
class KX_GameObject* gameobj,
bool bFindMaterial,
bool bTouchPulse,
const STR_String& touchedpropname) ;
virtual ~KX_TouchSensor();
virtual CValue* GetReplica();
virtual void ProcessReplica();
virtual void SynchronizeTransform();
virtual bool Evaluate();
virtual void Init();
virtual void ReParent(SCA_IObject* parent);
virtual void RegisterSumo(KX_TouchEventManager* touchman);
virtual void UnregisterSumo(KX_TouchEventManager* touchman);
virtual void UnregisterToManager();
// virtual DT_Bool HandleCollision(void* obj1,void* obj2,
// const DT_CollData * coll_data);
virtual bool NewHandleCollision(void*obj1,void*obj2,const PHY_CollData* colldata);
// Allows to do pre-filtering and save computation time
// obj1 = sensor physical controller, obj2 = physical controller of second object
// return value = true if collision should be checked on pair of object
virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2) { return true; }
virtual bool BroadPhaseSensorFilterCollision(void*obj1,void*obj2);
virtual sensortype GetSensorType() { return ST_TOUCH; }
virtual bool IsPositiveTrigger() {
bool result = m_bTriggered;
if (m_invert) result = !result;
return result;
}
virtual void EndFrame();
class PHY_IPhysicsController* GetPhysicsController() { return m_physCtrl; }
// todo: put some info for collision maybe
#ifdef WITH_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
static PyObject* pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif
};
#endif //__KX_TOUCHSENSOR