BGE: Adding a Python collision API. The initial patch was provided by agoose77, with some edits by me.

KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
This commit is contained in:
Mitchell Stokes 2013-09-14 02:02:58 +00:00
parent 9f87d9963e
commit 6365678109
4 changed files with 196 additions and 33 deletions

@ -134,6 +134,12 @@ base class --- :class:`SCA_IObject`
:type: :class:`KX_GameObject` or None
.. attribute:: collisionCallbacks
A list of callables to be run when a collision occurs.
:type: list
.. attribute:: scene
The object's scene. (read-only).

@ -114,8 +114,10 @@ KX_GameObject::KX_GameObject(
m_pDupliGroupObject(NULL),
m_actionManager(NULL),
m_isDeformable(false)
#ifdef WITH_PYTHON
, m_attr_dict(NULL)
, m_attr_dict(NULL),
m_collisionCallbacks(NULL)
#endif
{
m_ignore_activity_culling = false;
@ -133,6 +135,20 @@ KX_GameObject::KX_GameObject(
KX_GameObject::~KX_GameObject()
{
#ifdef WITH_PYTHON
if (m_attr_dict) {
PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */
/* Py_CLEAR: Py_DECREF's and NULL's */
Py_CLEAR(m_attr_dict);
}
// Unregister collision callbacks
// Do this before we start freeing physics information like m_pClient_info
if (m_collisionCallbacks){
UnregisterCollisionCallbacks();
Py_CLEAR(m_collisionCallbacks);
}
#endif // WITH_PYTHON
RemoveMeshes();
// is this delete somewhere ?
@ -180,13 +196,6 @@ KX_GameObject::~KX_GameObject()
{
m_pInstanceObjects->Release();
}
#ifdef WITH_PYTHON
if (m_attr_dict) {
PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */
/* Py_CLEAR: Py_DECREF's and NULL's */
Py_CLEAR(m_attr_dict);
}
#endif // WITH_PYTHON
}
KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo *info)
@ -1336,6 +1345,77 @@ const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
}
void KX_GameObject::UnregisterCollisionCallbacks()
{
if (!GetPhysicsController()) {
printf("Warning, trying to unregister collision callbacks for object without collisions: %s!\n", GetName().ReadPtr());
return;
}
// Unregister from callbacks
KX_Scene* scene = GetScene();
PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
// If we are the last to unregister on this physics controller
if (pe->removeCollisionCallback(spc)){
// If we are a sensor object
if (m_pClient_info->isSensor())
// Remove sensor body from physics world
pe->removeSensor(spc);
}
}
void KX_GameObject::RegisterCollisionCallbacks()
{
if (!GetPhysicsController()) {
printf("Warning, trying to register collision callbacks for object without collisions: %s!\n", GetName().ReadPtr());
return;
}
// Register from callbacks
KX_Scene* scene = GetScene();
PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
// If we are the first to register on this physics controller
if (pe->requestCollisionCallback(spc)){
// If we are a sensor object
if (m_pClient_info->isSensor())
// Add sensor body to physics world
pe->addSensor(spc);
}
}
void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
{
#ifdef WITH_PYTHON
Py_ssize_t len;
PyObject* collision_callbacks = m_collisionCallbacks;
if (collision_callbacks && (len=PyList_GET_SIZE(collision_callbacks)))
{
PyObject* args = Py_BuildValue("(O)", collider->GetProxy()); // save python creating each call
PyObject *func;
PyObject *ret;
// Iterate the list and run the callbacks
for (Py_ssize_t pos=0; pos < len; pos++)
{
func = PyList_GET_ITEM(collision_callbacks, pos);
ret = PyObject_Call(func, args, NULL);
if (ret == NULL) {
PyErr_Print();
PyErr_Clear();
}
else {
Py_DECREF(ret);
}
}
Py_DECREF(args);
}
#endif
}
/* Suspend/ resume: for the dynamic behavior, there is a simple
* method. For the residual motion, there is not. I wonder what the
* correct solution is for Sumo. Remove from the motion-update tree?
@ -1716,6 +1796,7 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
KX_PYATTRIBUTE_RW_FUNCTION("scaling", KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
KX_PYATTRIBUTE_RW_FUNCTION("collisionCallbacks", KX_GameObject, pyattr_get_collisionCallbacks, pyattr_set_collisionCallbacks),
KX_PYATTRIBUTE_RW_FUNCTION("state", KX_GameObject, pyattr_get_state, pyattr_set_state),
KX_PYATTRIBUTE_RO_FUNCTION("meshes", KX_GameObject, pyattr_get_meshes),
KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
@ -2008,6 +2089,51 @@ PyObject *KX_GameObject::pyattr_get_group_members(void *self_v, const KX_PYATTRI
Py_RETURN_NONE;
}
PyObject* KX_GameObject::pyattr_get_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
// Only objects with a physics controller should have collision callbacks
if (!self->GetPhysicsController()) {
PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled");
return NULL;
}
// Return the existing callbacks
if (self->m_collisionCallbacks == NULL)
{
self->m_collisionCallbacks = PyList_New(0);
// Subscribe to collision update from KX_TouchManager
self->RegisterCollisionCallbacks();
}
Py_INCREF(self->m_collisionCallbacks);
return self->m_collisionCallbacks;
}
int KX_GameObject::pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
// Only objects with a physics controller should have collision callbacks
if (!self->GetPhysicsController()) {
PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled");
return PY_SET_ATTR_FAIL;
}
if (!PyList_CheckExact(value))
{
PyErr_SetString(PyExc_ValueError, "Expected a list");
return PY_SET_ATTR_FAIL;
}
Py_XDECREF(self->m_collisionCallbacks);
Py_INCREF(value);
self->m_collisionCallbacks = value;
return PY_SET_ATTR_SUCCESS;
}
PyObject* KX_GameObject::pyattr_get_scene(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject *self = static_cast<KX_GameObject*>(self_v);

@ -137,21 +137,22 @@ public:
#ifdef WITH_PYTHON
// Python attributes that wont convert into CValue
//
//
// there are 2 places attributes can be stored, in the CValue,
// where attributes are converted into BGE's CValue types
// these can be used with property actuators
//
// For the python API, For types that cannot be converted into CValues (lists, dicts, GameObjects)
// these will be put into "m_attr_dict", logic bricks cannot access them.
//
//
// rules for setting attributes.
//
//
// * there should NEVER be a CValue and a m_attr_dict attribute with matching names. get/sets make sure of this.
// * if CValue conversion fails, use a PyObject in "m_attr_dict"
// * when assigning a value, first see if it can be a CValue, if it can remove the "m_attr_dict" and set the CValue
//
PyObject* m_attr_dict;
//
PyObject* m_attr_dict;
PyObject* m_collisionCallbacks;
#endif
virtual void /* This function should be virtual - derived classed override it */
@ -872,6 +873,9 @@ public:
* \section Logic bubbling methods.
*/
void RegisterCollisionCallbacks();
void UnregisterCollisionCallbacks();
void RunCollisionCallbacks(KX_GameObject *collider);
/**
* Stop making progress
*/
@ -1040,6 +1044,8 @@ public:
static PyObject* pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_obcolor(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_collisionCallbacks(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
/* Experimental! */
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);

@ -81,28 +81,42 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
void *object2,
const PHY_CollData *coll_data)
{
PHY_IPhysicsController* ctrl = static_cast<PHY_IPhysicsController*>(object1);
KX_ClientObjectInfo *info = (ctrl) ? static_cast<KX_ClientObjectInfo*>(ctrl->getNewClientInfo()) : NULL;
PHY_IPhysicsController* ctrl1 = static_cast<PHY_IPhysicsController*>(object1);
PHY_IPhysicsController* ctrl2 = static_cast<PHY_IPhysicsController*>(object2);
KX_ClientObjectInfo *info1 = (ctrl1) ? static_cast<KX_ClientObjectInfo*>(ctrl1->getNewClientInfo()) : NULL;
KX_ClientObjectInfo *info2 = (ctrl1) ? static_cast<KX_ClientObjectInfo*>(ctrl2->getNewClientInfo()) : NULL;
// This call back should only be called for controllers of Near and Radar sensor
if (!info)
if (!info1)
return true;
switch (info->m_type)
// Get KX_GameObjects for callbacks
KX_GameObject* gobj1 = info1->m_gameobject;
KX_GameObject* gobj2 = (info2) ? info1->m_gameobject : NULL;
bool has_py_callbacks = false;
// Consider callbacks for broadphase inclusion if it's a sensor object type
if (gobj1 && gobj2)
has_py_callbacks = gobj1->m_collisionCallbacks || gobj2->m_collisionCallbacks;
switch (info1->m_type)
{
case KX_ClientObjectInfo::SENSOR:
if (info->m_sensors.size() == 1)
if (info1->m_sensors.size() == 1)
{
// only one sensor for this type of object
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info->m_sensors.begin());
return touchsensor->BroadPhaseFilterCollision(object1,object2);
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info1->m_sensors.begin());
return touchsensor->BroadPhaseFilterCollision(object1, object2);
}
break;
case KX_ClientObjectInfo::OBSENSOR:
case KX_ClientObjectInfo::OBACTORSENSOR:
// this object may have multiple collision sensors,
// check is any of them is interested in this object
for (std::list<SCA_ISensor*>::iterator it = info->m_sensors.begin();
it != info->m_sensors.end();
for (std::list<SCA_ISensor*>::iterator it = info1->m_sensors.begin();
it != info1->m_sensors.end();
++it)
{
if ((*it)->GetSensorType() == SCA_ISensor::ST_TOUCH)
@ -112,7 +126,8 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
return true;
}
}
return false;
return has_py_callbacks;
// quiet the compiler
case KX_ClientObjectInfo::STATIC:
@ -155,32 +170,43 @@ void KX_TouchEventManager::EndFrame()
void KX_TouchEventManager::NextFrame()
{
if (!m_sensors.Empty())
{
SG_DList::iterator<KX_TouchSensor> it(m_sensors);
for (it.begin();!it.end();++it)
(*it)->SynchronizeTransform();
for (std::set<NewCollision>::iterator cit = m_newCollisions.begin(); cit != m_newCollisions.end(); ++cit)
{
// Controllers
PHY_IPhysicsController* ctrl1 = (*cit).first;
// PHY_IPhysicsController* ctrl2 = (*cit).second;
// KX_GameObject* gameOb1 = ctrl1->getClientInfo();
// KX_GameObject* gameOb1 = ctrl1->getClientInfo();
PHY_IPhysicsController* ctrl2 = (*cit).second;
KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo *>(ctrl1->getNewClientInfo());
// Sensor iterator
list<SCA_ISensor*>::iterator sit;
// First client info
KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(ctrl1->getNewClientInfo());
// First gameobject
KX_GameObject *kxObj1 = KX_GameObject::GetClientObject(client_info);
// Invoke sensor response for each object
if (client_info) {
for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision((*cit).first, (*cit).second, NULL);
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl1, ctrl2, NULL);
}
}
client_info = static_cast<KX_ClientObjectInfo *>((*cit).second->getNewClientInfo());
// Second client info
client_info = static_cast<KX_ClientObjectInfo *>(ctrl2->getNewClientInfo());
// Second gameobject
KX_GameObject *kxObj2 = KX_GameObject::GetClientObject(client_info);
if (client_info) {
for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision((*cit).second, (*cit).first, NULL);
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl2, ctrl1, NULL);
}
}
// Run python callbacks
kxObj1->RunCollisionCallbacks(kxObj2);
kxObj2->RunCollisionCallbacks(kxObj1);
}
m_newCollisions.clear();
@ -188,4 +214,3 @@ void KX_TouchEventManager::NextFrame()
for (it.begin();!it.end();++it)
(*it)->Activate(m_logicmgr);
}
}