/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file gameengine/Ketsji/KX_TouchEventManager.cpp * \ingroup ketsji */ #include "KX_TouchEventManager.h" #include "SCA_ISensor.h" #include "KX_TouchSensor.h" #include "KX_GameObject.h" #include "PHY_IPhysicsEnvironment.h" #include "PHY_IPhysicsController.h" KX_TouchEventManager::KX_TouchEventManager(class SCA_LogicManager* logicmgr, PHY_IPhysicsEnvironment* physEnv) : SCA_EventManager(logicmgr, TOUCH_EVENTMGR), m_physEnv(physEnv) { //notm_scene->addTouchCallback(STATIC_RESPONSE, KX_TouchEventManager::collisionResponse, this); //m_scene->addTouchCallback(OBJECT_RESPONSE, KX_TouchEventManager::collisionResponse, this); //m_scene->addTouchCallback(SENSOR_RESPONSE, KX_TouchEventManager::collisionResponse, this); m_physEnv->addTouchCallback(PHY_OBJECT_RESPONSE, KX_TouchEventManager::newCollisionResponse, this); m_physEnv->addTouchCallback(PHY_SENSOR_RESPONSE, KX_TouchEventManager::newCollisionResponse, this); m_physEnv->addTouchCallback(PHY_BROADPH_RESPONSE, KX_TouchEventManager::newBroadphaseResponse, this); } bool KX_TouchEventManager::NewHandleCollision(void* object1, void* object2, const PHY_CollData *coll_data) { PHY_IPhysicsController* obj1 = static_cast(object1); PHY_IPhysicsController* obj2 = static_cast(object2); m_newCollisions.insert(std::pair(obj1, obj2)); return false; } bool KX_TouchEventManager::newCollisionResponse(void *client_data, void *object1, void *object2, const PHY_CollData *coll_data) { KX_TouchEventManager *touchmgr = (KX_TouchEventManager *) client_data; touchmgr->NewHandleCollision(object1, object2, coll_data); return false; } bool KX_TouchEventManager::newBroadphaseResponse(void *client_data, void *object1, void *object2, const PHY_CollData *coll_data) { PHY_IPhysicsController* ctrl1 = static_cast(object1); PHY_IPhysicsController* ctrl2 = static_cast(object2); KX_ClientObjectInfo *info1 = (ctrl1) ? static_cast(ctrl1->getNewClientInfo()) : NULL; KX_ClientObjectInfo *info2 = (ctrl1) ? static_cast(ctrl2->getNewClientInfo()) : NULL; // This call back should only be called for controllers of Near and Radar sensor if (!info1) return true; // Get KX_GameObjects for callbacks KX_GameObject* gobj1 = info1->m_gameobject; KX_GameObject* gobj2 = (info2) ? info2->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 (info1->m_sensors.size() == 1) { // only one sensor for this type of object KX_TouchSensor* touchsensor = static_cast(*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::iterator it = info1->m_sensors.begin(); it != info1->m_sensors.end(); ++it) { if ((*it)->GetSensorType() == SCA_ISensor::ST_TOUCH) { KX_TouchSensor* touchsensor = static_cast(*it); if (touchsensor->BroadPhaseSensorFilterCollision(object1, object2)) return true; } } return has_py_callbacks; // quiet the compiler case KX_ClientObjectInfo::STATIC: case KX_ClientObjectInfo::ACTOR: case KX_ClientObjectInfo::RESERVED1: /* do nothing*/ break; } return true; } void KX_TouchEventManager::RegisterSensor(SCA_ISensor* sensor) { KX_TouchSensor* touchsensor = static_cast(sensor); if (m_sensors.AddBack(touchsensor)) // the sensor was effectively inserted, register it touchsensor->RegisterSumo(this); } void KX_TouchEventManager::RemoveSensor(SCA_ISensor* sensor) { KX_TouchSensor* touchsensor = static_cast(sensor); if (touchsensor->Delink()) // the sensor was effectively removed, unregister it touchsensor->UnregisterSumo(this); } void KX_TouchEventManager::EndFrame() { SG_DList::iterator it(m_sensors); for (it.begin();!it.end();++it) { (*it)->EndFrame(); } } void KX_TouchEventManager::NextFrame() { SG_DList::iterator it(m_sensors); for (it.begin();!it.end();++it) (*it)->SynchronizeTransform(); for (std::set::iterator cit = m_newCollisions.begin(); cit != m_newCollisions.end(); ++cit) { // Controllers PHY_IPhysicsController* ctrl1 = (*cit).first; PHY_IPhysicsController* ctrl2 = (*cit).second; // Sensor iterator list::iterator sit; // First client info KX_ClientObjectInfo *client_info = static_cast(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(*sit)->NewHandleCollision(ctrl1, ctrl2, NULL); } } // Second client info client_info = static_cast(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(*sit)->NewHandleCollision(ctrl2, ctrl1, NULL); } } // Run python callbacks kxObj1->RunCollisionCallbacks(kxObj2); kxObj2->RunCollisionCallbacks(kxObj1); } m_newCollisions.clear(); for (it.begin();!it.end();++it) (*it)->Activate(m_logicmgr); }