blender/source/gameengine/Ketsji/KX_TouchEventManager.cpp
2014-06-17 22:04:40 +10:00

222 lines
6.9 KiB
C++

/*
* ***** 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<PHY_IPhysicsController*>(object1);
PHY_IPhysicsController* obj2 = static_cast<PHY_IPhysicsController*>(object2);
m_newCollisions.insert(std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*>(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<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 = (ctrl2) ? static_cast<KX_ClientObjectInfo*>(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;
#ifdef WITH_PYTHON
// Consider callbacks for broadphase inclusion if it's a sensor object type
if (gobj1 && gobj2)
has_py_callbacks = gobj1->m_collisionCallbacks || gobj2->m_collisionCallbacks;
#else
(void)gobj1;
(void)gobj2;
#endif
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<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 = info1->m_sensors.begin();
it != info1->m_sensors.end();
++it)
{
if ((*it)->GetSensorType() == SCA_ISensor::ST_TOUCH)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*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<KX_TouchSensor*>(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<KX_TouchSensor*>(sensor);
if (touchsensor->Delink())
// the sensor was effectively removed, unregister it
touchsensor->UnregisterSumo(this);
}
void KX_TouchEventManager::EndFrame()
{
SG_DList::iterator<KX_TouchSensor> it(m_sensors);
for (it.begin();!it.end();++it)
{
(*it)->EndFrame();
}
}
void KX_TouchEventManager::NextFrame()
{
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;
// 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(ctrl1, ctrl2, NULL);
}
}
// 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(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);
}