forked from bartvdbraak/blender
9a7ea9664e
Adding a UI to set the type on startup can be added easily. # ---- class myPlayer(GameTypes.KX_GameObject): def die(self): # ... do stuff ... self.endObject() # make an instance player = myPlayer(gameOb) # gameOb is made invalid now. player.die() # ---- One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
462 lines
14 KiB
C++
462 lines
14 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 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_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 <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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// 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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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_eventmgr(eventmgr)
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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 = dynamic_cast<PHY_IPhysicsController*>(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 = 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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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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// first, decrement refcount as GetParent() increases it
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if (myparent)
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myparent->Release();
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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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{
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if (client_info->m_auxilary_info)
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{
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found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
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}
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} else
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{
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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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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 = (!strcmp(m_touchedpropname.Ptr(), (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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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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//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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/* ------------------------------------------------------------------------- */
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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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#if (PY_VERSION_HEX >= 0x02060000)
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PyVarObject_HEAD_INIT(NULL, 0)
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#else
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/* python 2.5 and below */
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PyObject_HEAD_INIT( NULL ) /* required py macro */
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0, /* ob_size */
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#endif
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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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//Deprecated ----->
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{"setProperty",
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(PyCFunction) KX_TouchSensor::sPySetProperty, METH_O, (PY_METHODCHAR)SetProperty_doc},
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{"getProperty",
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(PyCFunction) KX_TouchSensor::sPyGetProperty, METH_NOARGS, (PY_METHODCHAR)GetProperty_doc},
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{"getHitObject",
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(PyCFunction) KX_TouchSensor::sPyGetHitObject, METH_NOARGS, (PY_METHODCHAR)GetHitObject_doc},
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{"getHitObjectList",
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(PyCFunction) KX_TouchSensor::sPyGetHitObjectList, METH_NOARGS, (PY_METHODCHAR)GetHitObjectList_doc},
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//<-----
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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",0,100,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_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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/* 1. setProperty */
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const 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* value)
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{
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ShowDeprecationWarning("setProperty()", "the propName property");
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char *nameArg= _PyUnicode_AsString(value);
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if (nameArg==NULL) {
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PyErr_SetString(PyExc_ValueError, "expected a ");
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return NULL;
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}
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m_touchedpropname = nameArg;
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Py_RETURN_NONE;
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}
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/* 2. getProperty */
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const 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() {
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ShowDeprecationWarning("getProperty()", "the propName property");
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return PyUnicode_FromString(m_touchedpropname);
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}
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const char KX_TouchSensor::GetHitObject_doc[] =
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"getHitObject()\n"
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;
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PyObject* KX_TouchSensor::PyGetHitObject()
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{
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ShowDeprecationWarning("getHitObject()", "the hitObject property");
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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->GetProxy();
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}
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Py_RETURN_NONE;
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}
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const 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()
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{
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ShowDeprecationWarning("getHitObjectList()", "the hitObjectList property");
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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 */ /* Edit, this seems ok and not to leak memory - Campbell */
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return m_colliders->GetProxy();
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}
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/*getTouchMaterial and setTouchMaterial were never added to the api,
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they can probably be removed with out anyone noticing*/
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/* 5. getTouchMaterial */
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const 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()
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{
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ShowDeprecationWarning("getTouchMaterial()", "the useMaterial property");
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return PyLong_FromSsize_t(m_bFindMaterial);
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}
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/* 6. setTouchMaterial */
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#if 0
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const 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 *value)
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{
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ShowDeprecationWarning("setTouchMaterial()", "the useMaterial property");
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int pulseArg = PyLong_AsSsize_t(value);
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if(pulseArg ==-1 && PyErr_Occurred()) {
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PyErr_SetString(PyExc_ValueError, "expected a bool");
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return NULL;
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}
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m_bFindMaterial = pulseArg != 0;
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Py_RETURN_NONE;
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}
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#endif
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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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/* eof */
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