forked from bartvdbraak/blender
00291b5cf4
[SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
141 lines
4.3 KiB
C++
141 lines
4.3 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "SM_Object.h"
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KX_TouchEventManager::KX_TouchEventManager(class SCA_LogicManager* logicmgr,
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SM_Scene *scene)
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: SCA_EventManager(TOUCH_EVENTMGR),
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m_logicmgr(logicmgr),
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m_scene(scene)
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{
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//m_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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}
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DT_Bool KX_TouchEventManager::HandleCollision(void* object1,void* object2,
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const DT_CollData * coll_data)
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{
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SM_Object * obj1 = (SM_Object *) object1;
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SM_Object * obj2 = (SM_Object *) object2;
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for ( vector<SCA_ISensor*>::iterator it = m_sensors.begin(); !(it==m_sensors.end()); it++)
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{
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KX_GameObject* gameobj = ((KX_GameObject*)((KX_TouchSensor*)*it)->GetParent());
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KX_ClientObjectInfo *client_info = (KX_ClientObjectInfo *) obj1->getClientObject();
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// Enable these printfs to create excesive debug info
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// printf("KX_TEM::HC: Sensor %s\tGO: %p o1: %s (%p)", (const char *) (*it)->GetName(), gameobj, (const char *) ((KX_GameObject *) client_info->m_clientobject)->GetName(), client_info->m_clientobject);
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if (client_info && client_info->m_clientobject == gameobj)
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((KX_TouchSensor*)*it)->HandleCollision(object1,object2,coll_data);
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client_info = (KX_ClientObjectInfo *) obj2->getClientObject();
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// printf(" o2: %s (%p)\n", (const char *) ((KX_GameObject *) client_info->m_clientobject)->GetName(), client_info->m_clientobject);
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if (client_info && client_info->m_clientobject == gameobj)
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((KX_TouchSensor*)*it)->HandleCollision(object1,object2,coll_data);
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}
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return DT_CONTINUE;
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}
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DT_Bool KX_TouchEventManager::collisionResponse(void *client_data,
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void *object1,
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void *object2,
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const DT_CollData *coll_data)
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{
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KX_TouchEventManager *touchmgr = (KX_TouchEventManager *) client_data;
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touchmgr->HandleCollision(object1, object2, coll_data);
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return DT_CONTINUE;
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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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m_sensors.push_back(touchsensor);
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touchsensor->RegisterSumo(this);
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}
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void KX_TouchEventManager::EndFrame()
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{
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vector<SCA_ISensor*>::iterator it;
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for ( it = m_sensors.begin();
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!(it==m_sensors.end());it++)
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{
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((KX_TouchSensor*)*it)->EndFrame();
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}
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}
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void KX_TouchEventManager::NextFrame(double curtime,double deltatime)
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{
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if (m_sensors.size() > 0)
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{
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vector<SCA_ISensor*>::iterator it;
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for (it = m_sensors.begin();!(it==m_sensors.end());it++)
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static_cast<KX_TouchSensor*>(*it)->SynchronizeTransform();
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for (it = m_sensors.begin();!(it==m_sensors.end());it++)
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(*it)->Activate(m_logicmgr,NULL);
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}
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}
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void KX_TouchEventManager::RemoveSensor(class SCA_ISensor* sensor)
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{
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std::vector<SCA_ISensor*>::iterator i =
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std::find(m_sensors.begin(), m_sensors.end(), sensor);
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if (!(i == m_sensors.end()))
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{
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std::swap(*i, m_sensors.back());
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m_sensors.pop_back();
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}
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// remove the sensor forever :)
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SCA_EventManager::RemoveSensor(sensor);
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}
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