forked from bartvdbraak/blender
386122ada6
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
153 lines
4.4 KiB
C++
153 lines
4.4 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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PyTypeObject* T=&Type) ;
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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 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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virtual PyObject* py_getattro(PyObject *attr);
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virtual PyObject* py_getattro_dict();
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virtual int py_setattro(PyObject *attr, PyObject *value);
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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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