blender/source/gameengine/Ketsji/KX_TouchSensor.cpp
Campbell Barton 5d64dd019e BGE Python API
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time.

This also means attributes can be found in the type without having to do a dir() on the instance.
2009-04-07 11:06:35 +00:00

416 lines
12 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 *****
*/
#include "KX_TouchSensor.h"
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_TouchEventManager.h"
#include "PHY_IPhysicsController.h"
#include <iostream>
#include "PHY_IPhysicsEnvironment.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
void KX_TouchSensor::SynchronizeTransform()
{
// the touch sensor does not require any synchronization: it uses
// the same physical object which is already synchronized by Blender
}
void KX_TouchSensor::EndFrame() {
m_colliders->ReleaseAndRemoveAll();
m_hitObject = NULL;
m_bTriggered = false;
m_bColliderHash = 0;
}
void KX_TouchSensor::UnregisterToManager()
{
// before unregistering the sensor, make sure we release all references
EndFrame();
m_eventmgr->RemoveSensor(this);
}
bool KX_TouchSensor::Evaluate(CValue* event)
{
bool result = false;
bool reset = m_reset && m_level;
m_reset = false;
if (m_bTriggered != m_bLastTriggered)
{
m_bLastTriggered = m_bTriggered;
if (!m_bTriggered)
m_hitObject = NULL;
result = true;
}
if (reset)
// force an event
result = true;
if (m_bTouchPulse) { /* pulse on changes to the colliders */
int count = m_colliders->GetCount();
if (m_bLastCount!=count || m_bColliderHash!=m_bLastColliderHash) {
m_bLastCount = count;
m_bLastColliderHash= m_bColliderHash;
result = true;
}
}
return result;
}
KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,bool bTouchPulse,const STR_String& touchedpropname,PyTypeObject* T)
:SCA_ISensor(gameobj,eventmgr,T),
m_touchedpropname(touchedpropname),
m_bFindMaterial(bFindMaterial),
m_bTouchPulse(bTouchPulse),
m_eventmgr(eventmgr)
/*m_sumoObj(sumoObj),*/
{
// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
// m_resptable = touchmgr->GetResponseTable();
// m_solidHandle = m_sumoObj->getObjectHandle();
m_colliders = new CListValue();
KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
//client_info->m_gameobject = gameobj;
//client_info->m_auxilary_info = NULL;
client_info->m_sensors.push_back(this);
m_physCtrl = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
Init();
}
void KX_TouchSensor::Init()
{
m_bCollision = false;
m_bTriggered = false;
m_bLastTriggered = (m_invert)?true:false;
m_bLastCount = 0;
m_bColliderHash = m_bLastColliderHash = 0;
m_hitObject = NULL;
m_reset = true;
}
KX_TouchSensor::~KX_TouchSensor()
{
//DT_ClearObjectResponse(m_resptable,m_solidHandle);
m_colliders->Release();
}
CValue* KX_TouchSensor::GetReplica()
{
KX_TouchSensor* replica = new KX_TouchSensor(*this);
replica->m_colliders = new CListValue();
replica->Init();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
void KX_TouchSensor::ReParent(SCA_IObject* parent)
{
KX_GameObject *gameobj = static_cast<KX_GameObject *>(parent);
PHY_IPhysicsController *sphy = dynamic_cast<PHY_IPhysicsController*>(((KX_GameObject*)parent)->GetPhysicsController());
if (sphy)
m_physCtrl = sphy;
// m_solidHandle = m_sumoObj->getObjectHandle();
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);
}
void KX_TouchSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl);
// collision
// Deprecated
}
}
void KX_TouchSensor::UnregisterSumo(KX_TouchEventManager* touchman)
{
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->removeCollisionCallback(m_physCtrl);
}
}
bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
{
// KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
KX_GameObject* parent = (KX_GameObject*)GetParent();
// need the mapping from PHY_IPhysicsController to gameobjects now
KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
((PHY_IPhysicsController*)object2)->getNewClientInfo():
((PHY_IPhysicsController*)object1)->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 && (gameobj != parent) && client_info->isActor())
{
bool found = m_touchedpropname.IsEmpty();
if (!found)
{
if (m_bFindMaterial)
{
if (client_info->m_auxilary_info)
{
found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
}
} else
{
found = (gameobj->GetProperty(m_touchedpropname) != NULL);
}
}
if (found)
{
if (!m_colliders->SearchValue(gameobj)) {
m_colliders->Add(gameobj->AddRef());
if (m_bTouchPulse)
m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
}
m_bTriggered = true;
m_hitObject = gameobj;
//printf("KX_TouchSensor::HandleCollision\n");
}
}
return false; // was DT_CONTINUE but this was defined in sumo as false.
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_TouchSensor::Type = {
PyObject_HEAD_INIT(NULL)
0,
"KX_TouchSensor",
sizeof(KX_TouchSensor),
0,
PyDestructor,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_TouchSensor::Parents[] = {
&KX_TouchSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_TouchSensor::Methods[] = {
//Deprecated ----->
{"setProperty",
(PyCFunction) KX_TouchSensor::sPySetProperty, METH_O, (PY_METHODCHAR)SetProperty_doc},
{"getProperty",
(PyCFunction) KX_TouchSensor::sPyGetProperty, METH_NOARGS, (PY_METHODCHAR)GetProperty_doc},
{"getHitObject",
(PyCFunction) KX_TouchSensor::sPyGetHitObject, METH_NOARGS, (PY_METHODCHAR)GetHitObject_doc},
{"getHitObjectList",
(PyCFunction) KX_TouchSensor::sPyGetHitObjectList, METH_NOARGS, (PY_METHODCHAR)GetHitObjectList_doc},
//<-----
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_TouchSensor::Attributes[] = {
KX_PYATTRIBUTE_STRING_RW("property",0,100,false,KX_TouchSensor,m_touchedpropname),
KX_PYATTRIBUTE_BOOL_RW("useMaterial",KX_TouchSensor,m_bFindMaterial),
KX_PYATTRIBUTE_BOOL_RW("pulseCollisions",KX_TouchSensor,m_bTouchPulse),
KX_PYATTRIBUTE_RO_FUNCTION("objectHit", KX_TouchSensor, pyattr_get_object_hit),
KX_PYATTRIBUTE_RO_FUNCTION("objectHitList", KX_TouchSensor, pyattr_get_object_hit_list),
{ NULL } //Sentinel
};
PyObject* KX_TouchSensor::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_ISensor);
}
int KX_TouchSensor::py_setattro(PyObject *attr, PyObject *value)
{
py_setattro_up(SCA_ISensor);
}
/* Python API */
/* 1. setProperty */
const char KX_TouchSensor::SetProperty_doc[] =
"setProperty(name)\n"
"\t- name: string\n"
"\tSet the property or material to collide with. Use\n"
"\tsetTouchMaterial() to switch between properties and\n"
"\tmaterials.";
PyObject* KX_TouchSensor::PySetProperty(PyObject* self, PyObject* value)
{
ShowDeprecationWarning("setProperty()", "the propertyName property");
char *nameArg= PyString_AsString(value);
if (nameArg==NULL) {
PyErr_SetString(PyExc_ValueError, "expected a ");
return NULL;
}
m_touchedpropname = nameArg;
Py_RETURN_NONE;
}
/* 2. getProperty */
const char KX_TouchSensor::GetProperty_doc[] =
"getProperty(name)\n"
"\tReturns the property or material to collide with. Use\n"
"\tgetTouchMaterial() to find out whether this sensor\n"
"\tlooks for properties or materials.";
PyObject* KX_TouchSensor::PyGetProperty(PyObject* self) {
return PyString_FromString(m_touchedpropname);
}
const char KX_TouchSensor::GetHitObject_doc[] =
"getHitObject()\n"
;
PyObject* KX_TouchSensor::PyGetHitObject(PyObject* self)
{
ShowDeprecationWarning("getHitObject()", "the objectHit property");
/* to do: do Py_IncRef if the object is already known in Python */
/* otherwise, this leaks memory */
if (m_hitObject)
{
return m_hitObject->AddRef();
}
Py_RETURN_NONE;
}
const char KX_TouchSensor::GetHitObjectList_doc[] =
"getHitObjectList()\n"
"\tReturn a list of the objects this object collided with,\n"
"\tbut only those matching the property/material condition.\n";
PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self)
{
ShowDeprecationWarning("getHitObjectList()", "the objectHitList property");
/* to do: do Py_IncRef if the object is already known in Python */
/* otherwise, this leaks memory */ /* Edit, this seems ok and not to leak memory - Campbell */
return m_colliders->AddRef();
}
/*getTouchMaterial and setTouchMaterial were never added to the api,
they can probably be removed with out anyone noticing*/
/* 5. getTouchMaterial */
const char KX_TouchSensor::GetTouchMaterial_doc[] =
"getTouchMaterial()\n"
"\tReturns KX_TRUE if this sensor looks for a specific material,\n"
"\tKX_FALSE if it looks for a specific property.\n" ;
PyObject* KX_TouchSensor::PyGetTouchMaterial(PyObject* self)
{
ShowDeprecationWarning("getTouchMaterial()", "the materialCheck property");
return PyInt_FromLong(m_bFindMaterial);
}
/* 6. setTouchMaterial */
#if 0
const char KX_TouchSensor::SetTouchMaterial_doc[] =
"setTouchMaterial(flag)\n"
"\t- flag: KX_TRUE or KX_FALSE.\n"
"\tSet flag to KX_TRUE to switch on positive pulse mode,\n"
"\tKX_FALSE to switch off positive pulse mode.\n" ;
PyObject* KX_TouchSensor::PySetTouchMaterial(PyObject* self, PyObject *value)
{
int pulseArg = PyInt_AsLong(value);
if(pulseArg ==-1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_ValueError, "expected a bool");
return NULL;
}
m_bFindMaterial = pulseArg != 0;
Py_RETURN_NONE;
}
#endif
PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
if (self->m_hitObject)
return self->m_hitObject->AddRef();
else
Py_RETURN_NONE;
}
PyObject* KX_TouchSensor::pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
return self->m_colliders->AddRef();
}
/* eof */