forked from bartvdbraak/blender
f9694287d9
merging now to save confusion later since the changes between last merge and 23172 shouldn't be merged. brings 2.4 and trunk in sync aside from sequencer edits from Peter.
291 lines
7.7 KiB
C++
291 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., 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_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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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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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/* ------------------------------------------------------------------------- */
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/* Python Functions */
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/* ------------------------------------------------------------------------- */
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//No methods
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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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