forked from bartvdbraak/blender
8a8a12ed84
With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
399 lines
11 KiB
C++
399 lines
11 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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#include "KX_TouchSensor.h"
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#include "SCA_EventManager.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_SumoPhysicsController.h"
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#include <iostream>
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#include "PHY_IPhysicsEnvironment.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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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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void KX_TouchSensor::SynchronizeTransform()
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{
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// the touch sensor does not require any synchronization: it uses
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// the same physical object which is already synchronized by Blender
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}
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void KX_TouchSensor::EndFrame() {
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m_colliders->ReleaseAndRemoveAll();
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m_bTriggered = false;
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}
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bool KX_TouchSensor::Evaluate(CValue* event)
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{
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bool result = false;
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bool reset = m_reset && m_level;
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m_reset = false;
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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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if (!m_bTriggered)
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m_hitObject = NULL;
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result = true;
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}
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if (reset)
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// force an event
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result = true;
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return result;
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}
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KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,const STR_String& touchedpropname,PyTypeObject* T)
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:SCA_ISensor(gameobj,eventmgr,T),
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m_touchedpropname(touchedpropname),
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m_bFindMaterial(bFindMaterial),
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m_eventmgr(eventmgr)
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/*m_sumoObj(sumoObj),*/
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{
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// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
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// m_resptable = touchmgr->GetResponseTable();
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// m_solidHandle = m_sumoObj->getObjectHandle();
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m_colliders = new CListValue();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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client_info->m_gameobject = gameobj;
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client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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m_physCtrl = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
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MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
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Init();
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}
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void KX_TouchSensor::Init()
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{
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m_bCollision = false;
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m_bTriggered = false;
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m_bLastTriggered = (m_invert)?true:false;
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m_hitObject = NULL;
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m_reset = true;
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}
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KX_TouchSensor::~KX_TouchSensor()
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{
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//DT_ClearObjectResponse(m_resptable,m_solidHandle);
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m_colliders->Release();
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}
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CValue* KX_TouchSensor::GetReplica()
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{
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KX_TouchSensor* replica = new KX_TouchSensor(*this);
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replica->m_colliders = new CListValue();
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replica->Init();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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}
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void KX_TouchSensor::ReParent(SCA_IObject* parent)
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{
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KX_GameObject *gameobj = static_cast<KX_GameObject *>(parent);
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PHY_IPhysicsController *sphy = dynamic_cast<PHY_IPhysicsController*>(((KX_GameObject*)parent)->GetPhysicsController());
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if (sphy)
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m_physCtrl = sphy;
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// m_solidHandle = m_sumoObj->getObjectHandle();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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client_info->m_gameobject = gameobj;
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client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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SCA_ISensor::ReParent(parent);
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}
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void KX_TouchSensor::RegisterSumo(KX_TouchEventManager *touchman)
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{
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if (m_physCtrl)
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{
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touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl);
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// collision
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// Deprecated
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}
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}
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void KX_TouchSensor::UnregisterSumo(KX_TouchEventManager* touchman)
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{
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if (m_physCtrl)
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{
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touchman->GetPhysicsEnvironment()->removeCollisionCallback(m_physCtrl);
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}
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}
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bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
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{
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// KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
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KX_GameObject* parent = (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*> (object1 == m_physCtrl?
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((PHY_IPhysicsController*)object2)->getNewClientInfo():
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((PHY_IPhysicsController*)object1)->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) && client_info->isActor())
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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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bool found = m_touchedpropname.IsEmpty();
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if (!found)
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{
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if (m_bFindMaterial)
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{
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if (client_info->m_auxilary_info)
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{
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found = (m_touchedpropname == STR_String((char*)client_info->m_auxilary_info));
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}
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} else
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{
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found = (gameobj->GetProperty(m_touchedpropname) != NULL);
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}
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}
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if (found)
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{
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m_bTriggered = true;
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m_hitObject = gameobj;
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//printf("KX_TouchSensor::HandleCollision\n");
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}
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}
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return DT_CONTINUE;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_TouchSensor::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_TouchSensor",
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sizeof(KX_TouchSensor),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_TouchSensor::Parents[] = {
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&KX_TouchSensor::Type,
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&SCA_ISensor::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_TouchSensor::Methods[] = {
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{"setProperty",
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(PyCFunction) KX_TouchSensor::sPySetProperty, METH_VARARGS, SetProperty_doc},
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{"getProperty",
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(PyCFunction) KX_TouchSensor::sPyGetProperty, METH_VARARGS, GetProperty_doc},
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{"getHitObject",
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(PyCFunction) KX_TouchSensor::sPyGetHitObject, METH_VARARGS, GetHitObject_doc},
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{"getHitObjectList",
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(PyCFunction) KX_TouchSensor::sPyGetHitObjectList, METH_VARARGS, GetHitObjectList_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_TouchSensor::_getattr(const STR_String& attr) {
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_getattr_up(SCA_ISensor);
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}
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/* Python API */
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/* 1. setProperty */
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char KX_TouchSensor::SetProperty_doc[] =
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"setProperty(name)\n"
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"\t- name: string\n"
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"\tSet the property or material to collide with. Use\n"
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"\tsetTouchMaterial() to switch between properties and\n"
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"\tmaterials.";
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PyObject* KX_TouchSensor::PySetProperty(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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char *nameArg;
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if (!PyArg_ParseTuple(args, "s", &nameArg)) {
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return NULL;
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}
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CValue* prop = GetParent()->FindIdentifier(nameArg);
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if (!prop->IsError()) {
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m_touchedpropname = nameArg;
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} else {
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; /* not found ... */
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}
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prop->Release();
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Py_Return;
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}
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/* 2. getProperty */
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char KX_TouchSensor::GetProperty_doc[] =
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"getProperty(name)\n"
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"\tReturns the property or material to collide with. Use\n"
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"\tgetTouchMaterial() to find out whether this sensor\n"
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"\tlooks for properties or materials.";
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PyObject* KX_TouchSensor::PyGetProperty(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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return PyString_FromString(m_touchedpropname);
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}
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char KX_TouchSensor::GetHitObject_doc[] =
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"getHitObject()\n"
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;
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PyObject* KX_TouchSensor::PyGetHitObject(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */
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if (m_hitObject)
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{
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return m_hitObject->AddRef();
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}
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Py_Return;
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}
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char KX_TouchSensor::GetHitObjectList_doc[] =
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"getHitObjectList()\n"
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"\tReturn a list of the objects this object collided with,\n"
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"\tbut only those matching the property/material condition.\n";
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PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */
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if ( m_touchedpropname.IsEmpty() ) {
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return m_colliders->AddRef();
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} else {
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CListValue* newList = new CListValue();
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int i = 0;
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while (i < m_colliders->GetCount()) {
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if (m_bFindMaterial) {
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/* need to associate the CValues from the list to material
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* names. The collider list _should_ contains only
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* KX_GameObjects. I am loathe to cast them, though... The
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* material name must be retrieved from Sumo. To a Sumo
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* object, a client-info block is attached. This block
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* contains the material name.
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* - this also doesn't work (obviously) for multi-materials...
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*/
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KX_GameObject* gameob = (KX_GameObject*) m_colliders->GetValue(i);
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PHY_IPhysicsController* spc = dynamic_cast<PHY_IPhysicsController*>(gameob->GetPhysicsController());
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if (spc) {
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KX_ClientObjectInfo* cl_inf = static_cast<KX_ClientObjectInfo*>(spc->getNewClientInfo());
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if (m_touchedpropname == ((char*)cl_inf->m_auxilary_info)) {
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newList->Add(m_colliders->GetValue(i)->AddRef());
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}
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}
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} else {
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CValue* val = m_colliders->GetValue(i)->FindIdentifier(m_touchedpropname);
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if (!val->IsError()) {
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newList->Add(m_colliders->GetValue(i)->AddRef());
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}
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val->Release();
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}
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i++;
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}
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return newList->AddRef();
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}
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}
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/* 5. getTouchMaterial */
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char KX_TouchSensor::GetTouchMaterial_doc[] =
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"getTouchMaterial()\n"
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"\tReturns KX_TRUE if this sensor looks for a specific material,\n"
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"\tKX_FALSE if it looks for a specific property.\n" ;
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PyObject* KX_TouchSensor::PyGetTouchMaterial(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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return PyInt_FromLong(m_bFindMaterial);
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}
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/* 6. setTouchMaterial */
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char KX_TouchSensor::SetTouchMaterial_doc[] =
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"setTouchMaterial(flag)\n"
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"\t- flag: KX_TRUE or KX_FALSE.\n"
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"\tSet flag to KX_TRUE to switch on positive pulse mode,\n"
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"\tKX_FALSE to switch off positive pulse mode.\n" ;
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PyObject* KX_TouchSensor::PySetTouchMaterial(PyObject* self, PyObject* args, PyObject* kwds)
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{
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int pulseArg = 0;
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if(!PyArg_ParseTuple(args, "i", &pulseArg)) {
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return NULL;
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}
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m_bFindMaterial = pulseArg != 0;
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Py_Return;
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}
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/* eof */
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