forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file KX_TouchSensor.h
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* \ingroup ketsji
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* \brief Senses touch and collision events
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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 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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class PHY_IPhysicsController* GetPhysicsController() { return m_physCtrl; }
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// todo: put some info for collision maybe
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#ifdef WITH_PYTHON
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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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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#endif
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};
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#endif //__KX_TOUCHSENSOR
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