blender/source/gameengine/Ketsji/KX_NearSensor.cpp
Benoit Bolsee bf0440add8 BGE bug fix (continuation of previous bug fix):
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference.
- Don't record collision on inactive sensor. 
  This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors.
  The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
2008-10-17 09:24:35 +00:00

328 lines
8.6 KiB
C++

/**
* Sense if other objects are near
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include "KX_NearSensor.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_TouchEventManager.h"
#include "KX_Scene.h" // needed to create a replica
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
KX_GameObject* gameobj,
double margin,
double resetmargin,
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene,
PHY_IPhysicsController* ctrl,
PyTypeObject* T)
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
touchedpropname,
/* scene, */
T),
m_Margin(margin),
m_ResetMargin(resetmargin)
{
gameobj->getClientInfo()->m_sensors.remove(this);
m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
m_client_info->m_sensors.push_back(this);
//DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
m_physCtrl = ctrl;
if (m_physCtrl)
{
m_physCtrl->SetMargin(m_Margin);
m_physCtrl->setNewClientInfo(m_client_info);
}
SynchronizeTransform();
}
void KX_NearSensor::SynchronizeTransform()
{
// The near and radar sensors are using a different physical object which is
// not linked to the parent object, must synchronize it.
if (m_physCtrl)
{
KX_GameObject* parent = ((KX_GameObject*)GetParent());
MT_Vector3 pos = parent->NodeGetWorldPosition();
MT_Quaternion orn = parent->NodeGetWorldOrientation().getRotation();
m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
m_physCtrl->calcXform();
}
}
void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
}
}
void KX_NearSensor::UnregisterSumo(KX_TouchEventManager* touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
}
}
CValue* KX_NearSensor::GetReplica()
{
KX_NearSensor* replica = new KX_NearSensor(*this);
replica->m_colliders = new CListValue();
replica->Init();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::NEAR);
if (replica->m_physCtrl)
{
replica->m_physCtrl = replica->m_physCtrl->GetReplica();
if (replica->m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl);
replica->m_physCtrl->SetMargin(m_Margin);
replica->m_physCtrl->setNewClientInfo(replica->m_client_info);
}
}
//static_cast<KX_TouchEventManager*>(m_eventmgr)->RegisterSensor(this);
//todo: make sure replication works fine
//>m_sumoObj = new SM_Object(DT_NewSphere(0.0),NULL,NULL,NULL);
//replica->m_sumoObj->setMargin(m_Margin);
//replica->m_sumoObj->setClientObject(replica->m_client_info);
((KX_GameObject*)replica->GetParent())->GetSGNode()->ComputeWorldTransforms(NULL);
replica->SynchronizeTransform();
return replica;
}
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
m_client_info->m_sensors.push_back(this);
/* KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
client_info->m_gameobject = gameobj;
client_info->m_auxilary_info = NULL;
client_info->m_sensors.push_back(this);
SCA_ISensor::ReParent(parent);
*/
((KX_GameObject*)GetParent())->GetSGNode()->ComputeWorldTransforms(NULL);
SynchronizeTransform();
SCA_ISensor::ReParent(parent);
}
KX_NearSensor::~KX_NearSensor()
{
// for nearsensor, the sensor is the 'owner' of sumoobj
// for touchsensor, it's the parent
if (m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
delete m_physCtrl;
m_physCtrl = NULL;
}
if (m_client_info)
delete m_client_info;
}
bool KX_NearSensor::Evaluate(CValue* event)
{
bool result = false;
// KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
if (m_bTriggered != m_bLastTriggered)
{
m_bLastTriggered = m_bTriggered;
if (m_bTriggered)
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_ResetMargin);
}
} else
{
if (m_physCtrl)
{
m_physCtrl->SetRadius(m_Margin);
}
}
result = true;
}
return result;
}
// this function is called at broad phase stage to check if the two controller
// need to interact at all. It is used for Near/Radar sensor that don't need to
// check collision with object not included in filter
bool KX_NearSensor::BroadPhaseFilterCollision(void*obj1,void*obj2)
{
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
assert(obj1==m_physCtrl && obj2);
KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>((static_cast<PHY_IPhysicsController*>(obj2))->getNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
if (gameobj && (gameobj != parent))
{
// only take valid colliders
if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
{
if ((m_touchedpropname.Length() == 0) ||
(gameobj->GetProperty(m_touchedpropname)))
{
return true;
}
}
}
return false;
}
bool KX_NearSensor::NewHandleCollision(void* obj1,void* obj2,const PHY_CollData * coll_data)
{
// KX_TouchEventManager* toucheventmgr = static_cast<KX_TouchEventManager*>(m_eventmgr);
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from PHY_IPhysicsController to gameobjects now
KX_ClientObjectInfo* client_info =static_cast<KX_ClientObjectInfo*> (obj1 == m_physCtrl?
((PHY_IPhysicsController*)obj2)->getNewClientInfo() :
((PHY_IPhysicsController*)obj1)->getNewClientInfo());
KX_GameObject* gameobj = ( client_info ?
client_info->m_gameobject :
NULL);
// Add the same check as in SCA_ISensor::Activate(),
// we don't want to record collision when the sensor is not active.
if (m_links && !m_suspended &&
gameobj /* done in BroadPhaseFilterCollision() && (gameobj != parent)*/)
{
if (!m_colliders->SearchValue(gameobj))
m_colliders->Add(gameobj->AddRef());
// only take valid colliders
// These checks are done already in BroadPhaseFilterCollision()
//if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
//{
// if ((m_touchedpropname.Length() == 0) ||
// (gameobj->GetProperty(m_touchedpropname)))
// {
m_bTriggered = true;
m_hitObject = gameobj;
// }
//}
}
return DT_CONTINUE;
}
// python embedding
PyTypeObject KX_NearSensor::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_NearSensor",
sizeof(KX_NearSensor),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_NearSensor::Parents[] = {
&KX_NearSensor::Type,
&KX_TouchSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_NearSensor::Methods[] = {
{"setProperty", (PyCFunction) KX_NearSensor::sPySetProperty, METH_VARARGS, (PY_METHODCHAR)SetProperty_doc},
{"getProperty", (PyCFunction) KX_NearSensor::sPyGetProperty, METH_VARARGS, (PY_METHODCHAR)GetProperty_doc},
{"getHitObject",(PyCFunction) KX_NearSensor::sPyGetHitObject, METH_VARARGS, (PY_METHODCHAR)GetHitObject_doc},
{"getHitObjectList", (PyCFunction) KX_NearSensor::sPyGetHitObjectList, METH_VARARGS, (PY_METHODCHAR)GetHitObjectList_doc},
{NULL,NULL} //Sentinel
};
PyObject*
KX_NearSensor::_getattr(const STR_String& attr)
{
_getattr_up(KX_TouchSensor);
}