blender/source/gameengine/Ketsji/KX_TouchSensor.h
Campbell Barton a4ad52f1aa New Pulse option for the collision sensor (off by default wont change existing logic)
Previously only the first collision would trigger an event (no collisions a negative event ofcourse)

With the Pulse option enabled, any change to the set of colliding objects will trigger an event.

Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.

Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.

Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.

- pulse isnt a great name, could change this.
2009-02-25 17:19:30 +00:00

142 lines
4.0 KiB
C++

/**
* Senses touch and collision events
*
* $Id$
*
* ***** 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 *****
*/
#ifndef __KX_TOUCHSENSOR
#define __KX_TOUCHSENSOR
#include "SCA_ISensor.h"
#include "ListValue.h"
struct PHY_CollData;
#include "KX_ClientObjectInfo.h"
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
#else
typedef unsigned long uint_ptr;
#endif
class KX_TouchEventManager;
class KX_TouchSensor : public SCA_ISensor
{
protected:
Py_Header;
/**
* The sensor should only look for objects with this property.
*/
STR_String m_touchedpropname;
bool m_bFindMaterial;
bool m_bTouchPulse; /* changes in the colliding objects trigger pulses */
class SCA_EventManager* m_eventmgr;
class PHY_IPhysicsController* m_physCtrl;
bool m_bCollision;
bool m_bTriggered;
bool m_bLastTriggered;
// Use with m_bTouchPulse to detect changes
int m_bLastCount; /* size of m_colliders last tick */
uint_ptr m_bColliderHash; /* hash collision objects pointers to trigger incase one object collides and another takes its place */
uint_ptr m_bLastColliderHash;
SCA_IObject* m_hitObject;
class CListValue* m_colliders;
public:
KX_TouchSensor(class SCA_EventManager* eventmgr,
class KX_GameObject* gameobj,
bool bFindMaterial,
bool bTouchPulse,
const STR_String& touchedpropname,
PyTypeObject* T=&Type) ;
virtual ~KX_TouchSensor();
virtual CValue* GetReplica();
virtual void SynchronizeTransform();
virtual bool Evaluate(CValue* event);
virtual void Init();
virtual void ReParent(SCA_IObject* parent);
virtual void RegisterSumo(KX_TouchEventManager* touchman);
virtual void UnregisterSumo(KX_TouchEventManager* touchman);
virtual void UnregisterToManager();
// virtual DT_Bool HandleCollision(void* obj1,void* obj2,
// const DT_CollData * coll_data);
virtual bool NewHandleCollision(void*obj1,void*obj2,const PHY_CollData* colldata);
// Allows to do pre-filtering and save computation time
// obj1 = sensor physical controller, obj2 = physical controller of second object
// return value = true if collision should be checked on pair of object
virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2) { return true; }
virtual bool IsPositiveTrigger() {
bool result = m_bTriggered;
if (m_invert) result = !result;
return result;
}
virtual void EndFrame();
// todo: put some info for collision maybe
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* _getattr(const char *attr);
/* 1. setProperty */
KX_PYMETHOD_DOC(KX_TouchSensor,SetProperty);
/* 2. getProperty */
KX_PYMETHOD_DOC(KX_TouchSensor,GetProperty);
/* 3. getHitObject */
KX_PYMETHOD_DOC(KX_TouchSensor,GetHitObject);
/* 4. getHitObject */
KX_PYMETHOD_DOC(KX_TouchSensor,GetHitObjectList);
/* 5. getTouchMaterial */
KX_PYMETHOD_DOC(KX_TouchSensor,GetTouchMaterial);
/* 6. setTouchMaterial */
KX_PYMETHOD_DOC(KX_TouchSensor,SetTouchMaterial);
};
#endif //__KX_TOUCHSENSOR