forked from bartvdbraak/blender
6b9f3b5f5c
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
149 lines
4.3 KiB
C++
149 lines
4.3 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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#ifndef __KX_TOUCHSENSOR
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#define __KX_TOUCHSENSOR
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#include "SCA_ISensor.h"
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#include "ListValue.h"
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struct PHY_CollData;
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#include "KX_ClientObjectInfo.h"
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#if defined(_WIN64)
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typedef unsigned __int64 uint_ptr;
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#else
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typedef unsigned long uint_ptr;
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#endif
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class KX_TouchEventManager;
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class KX_TouchSensor : public SCA_ISensor
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{
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protected:
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Py_Header;
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/**
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* The sensor should only look for objects with this property.
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*/
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STR_String m_touchedpropname;
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bool m_bFindMaterial;
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bool m_bTouchPulse; /* changes in the colliding objects trigger pulses */
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class SCA_EventManager* m_eventmgr;
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class PHY_IPhysicsController* m_physCtrl;
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bool m_bCollision;
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bool m_bTriggered;
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bool m_bLastTriggered;
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// Use with m_bTouchPulse to detect changes
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int m_bLastCount; /* size of m_colliders last tick */
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uint_ptr m_bColliderHash; /* hash collision objects pointers to trigger incase one object collides and another takes its place */
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uint_ptr m_bLastColliderHash;
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SCA_IObject* m_hitObject;
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class CListValue* m_colliders;
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public:
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KX_TouchSensor(class SCA_EventManager* eventmgr,
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class KX_GameObject* gameobj,
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bool bFindMaterial,
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bool bTouchPulse,
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const STR_String& touchedpropname) ;
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virtual ~KX_TouchSensor();
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virtual CValue* GetReplica();
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virtual void ProcessReplica();
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virtual void SynchronizeTransform();
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virtual bool Evaluate();
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virtual void Init();
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virtual void ReParent(SCA_IObject* parent);
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virtual void RegisterSumo(KX_TouchEventManager* touchman);
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virtual void UnregisterSumo(KX_TouchEventManager* touchman);
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virtual void UnregisterToManager();
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// virtual DT_Bool HandleCollision(void* obj1,void* obj2,
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// const DT_CollData * coll_data);
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virtual bool NewHandleCollision(void*obj1,void*obj2,const PHY_CollData* colldata);
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// Allows to do pre-filtering and save computation time
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// obj1 = sensor physical controller, obj2 = physical controller of second object
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// return value = true if collision should be checked on pair of object
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virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2) { return true; }
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virtual bool BroadPhaseSensorFilterCollision(void*obj1,void*obj2);
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virtual sensortype GetSensorType() { return ST_TOUCH; }
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virtual bool IsPositiveTrigger() {
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bool result = m_bTriggered;
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if (m_invert) result = !result;
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return result;
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}
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virtual void EndFrame();
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// todo: put some info for collision maybe
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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//Deprecated ----->
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/* 1. setProperty */
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KX_PYMETHOD_DOC_O(KX_TouchSensor,SetProperty);
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/* 2. getProperty */
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KX_PYMETHOD_DOC_NOARGS(KX_TouchSensor,GetProperty);
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/* 3. getHitObject */
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KX_PYMETHOD_DOC_NOARGS(KX_TouchSensor,GetHitObject);
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/* 4. getHitObject */
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KX_PYMETHOD_DOC_NOARGS(KX_TouchSensor,GetHitObjectList);
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/* 5. getTouchMaterial */
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KX_PYMETHOD_DOC_NOARGS(KX_TouchSensor,GetTouchMaterial);
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#if 0
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/* 6. setTouchMaterial */
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KX_PYMETHOD_DOC_O(KX_TouchSensor,SetTouchMaterial);
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#endif
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//<-----
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static PyObject* pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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};
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#endif //__KX_TOUCHSENSOR
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