forked from bartvdbraak/blender
222 lines
6.9 KiB
C++
222 lines
6.9 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/Ketsji/KX_TouchEventManager.cpp
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* \ingroup ketsji
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*/
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#include "KX_TouchEventManager.h"
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#include "SCA_ISensor.h"
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#include "KX_TouchSensor.h"
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#include "KX_GameObject.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "PHY_IPhysicsController.h"
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KX_TouchEventManager::KX_TouchEventManager(class SCA_LogicManager* logicmgr,
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PHY_IPhysicsEnvironment* physEnv)
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: SCA_EventManager(logicmgr, TOUCH_EVENTMGR),
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m_physEnv(physEnv)
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{
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//notm_scene->addTouchCallback(STATIC_RESPONSE, KX_TouchEventManager::collisionResponse, this);
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//m_scene->addTouchCallback(OBJECT_RESPONSE, KX_TouchEventManager::collisionResponse, this);
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//m_scene->addTouchCallback(SENSOR_RESPONSE, KX_TouchEventManager::collisionResponse, this);
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m_physEnv->AddTouchCallback(PHY_OBJECT_RESPONSE, KX_TouchEventManager::newCollisionResponse, this);
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m_physEnv->AddTouchCallback(PHY_SENSOR_RESPONSE, KX_TouchEventManager::newCollisionResponse, this);
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m_physEnv->AddTouchCallback(PHY_BROADPH_RESPONSE, KX_TouchEventManager::newBroadphaseResponse, this);
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}
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bool KX_TouchEventManager::NewHandleCollision(void* object1, void* object2, const PHY_CollData *coll_data)
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{
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PHY_IPhysicsController* obj1 = static_cast<PHY_IPhysicsController*>(object1);
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PHY_IPhysicsController* obj2 = static_cast<PHY_IPhysicsController*>(object2);
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m_newCollisions.insert(std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*>(obj1, obj2));
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return false;
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}
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bool KX_TouchEventManager::newCollisionResponse(void *client_data,
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void *object1,
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void *object2,
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const PHY_CollData *coll_data)
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{
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KX_TouchEventManager *touchmgr = (KX_TouchEventManager *) client_data;
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touchmgr->NewHandleCollision(object1, object2, coll_data);
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return false;
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}
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bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
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void *object1,
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void *object2,
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const PHY_CollData *coll_data)
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{
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PHY_IPhysicsController* ctrl1 = static_cast<PHY_IPhysicsController*>(object1);
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PHY_IPhysicsController* ctrl2 = static_cast<PHY_IPhysicsController*>(object2);
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KX_ClientObjectInfo *info1 = (ctrl1) ? static_cast<KX_ClientObjectInfo*>(ctrl1->GetNewClientInfo()) : NULL;
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KX_ClientObjectInfo *info2 = (ctrl2) ? static_cast<KX_ClientObjectInfo*>(ctrl2->GetNewClientInfo()) : NULL;
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// This call back should only be called for controllers of Near and Radar sensor
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if (!info1)
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return true;
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// Get KX_GameObjects for callbacks
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KX_GameObject* gobj1 = info1->m_gameobject;
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KX_GameObject* gobj2 = (info2) ? info2->m_gameobject : NULL;
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bool has_py_callbacks = false;
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#ifdef WITH_PYTHON
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// Consider callbacks for broadphase inclusion if it's a sensor object type
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if (gobj1 && gobj2)
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has_py_callbacks = gobj1->m_collisionCallbacks || gobj2->m_collisionCallbacks;
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#else
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(void)gobj1;
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(void)gobj2;
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#endif
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switch (info1->m_type)
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{
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case KX_ClientObjectInfo::SENSOR:
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if (info1->m_sensors.size() == 1)
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{
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// only one sensor for this type of object
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KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info1->m_sensors.begin());
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return touchsensor->BroadPhaseFilterCollision(object1, object2);
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}
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break;
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case KX_ClientObjectInfo::OBSENSOR:
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case KX_ClientObjectInfo::OBACTORSENSOR:
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// this object may have multiple collision sensors,
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// check is any of them is interested in this object
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for (std::list<SCA_ISensor*>::iterator it = info1->m_sensors.begin();
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it != info1->m_sensors.end();
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++it)
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{
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if ((*it)->GetSensorType() == SCA_ISensor::ST_TOUCH)
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{
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KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*it);
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if (touchsensor->BroadPhaseSensorFilterCollision(object1, object2))
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return true;
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}
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}
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return has_py_callbacks;
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// quiet the compiler
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case KX_ClientObjectInfo::STATIC:
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case KX_ClientObjectInfo::ACTOR:
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case KX_ClientObjectInfo::RESERVED1:
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/* do nothing*/
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break;
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}
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return true;
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}
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void KX_TouchEventManager::RegisterSensor(SCA_ISensor* sensor)
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{
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KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
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if (m_sensors.AddBack(touchsensor))
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// the sensor was effectively inserted, register it
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touchsensor->RegisterSumo(this);
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}
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void KX_TouchEventManager::RemoveSensor(SCA_ISensor* sensor)
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{
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KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
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if (touchsensor->Delink())
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// the sensor was effectively removed, unregister it
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touchsensor->UnregisterSumo(this);
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}
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void KX_TouchEventManager::EndFrame()
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{
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SG_DList::iterator<KX_TouchSensor> it(m_sensors);
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for (it.begin();!it.end();++it)
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{
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(*it)->EndFrame();
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}
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}
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void KX_TouchEventManager::NextFrame()
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{
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SG_DList::iterator<KX_TouchSensor> it(m_sensors);
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for (it.begin();!it.end();++it)
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(*it)->SynchronizeTransform();
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for (std::set<NewCollision>::iterator cit = m_newCollisions.begin(); cit != m_newCollisions.end(); ++cit)
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{
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// Controllers
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PHY_IPhysicsController* ctrl1 = (*cit).first;
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PHY_IPhysicsController* ctrl2 = (*cit).second;
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// Sensor iterator
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list<SCA_ISensor*>::iterator sit;
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// First client info
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(ctrl1->GetNewClientInfo());
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// First gameobject
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KX_GameObject *kxObj1 = KX_GameObject::GetClientObject(client_info);
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// Invoke sensor response for each object
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if (client_info) {
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for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
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static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl1, ctrl2, NULL);
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}
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}
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// Second client info
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client_info = static_cast<KX_ClientObjectInfo *>(ctrl2->GetNewClientInfo());
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// Second gameobject
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KX_GameObject *kxObj2 = KX_GameObject::GetClientObject(client_info);
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if (client_info) {
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for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
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static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl2, ctrl1, NULL);
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}
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}
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// Run python callbacks
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kxObj1->RunCollisionCallbacks(kxObj2);
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kxObj2->RunCollisionCallbacks(kxObj1);
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}
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m_newCollisions.clear();
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for (it.begin();!it.end();++it)
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(*it)->Activate(m_logicmgr);
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}
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