blender/source/gameengine/Ketsji/KX_NearSensor.cpp
Kester Maddock ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00

274 lines
6.5 KiB
C++

/**
* Sense if other objects are near
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#include "KX_NearSensor.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_TouchEventManager.h"
#include "KX_Scene.h" // needed to create a replica
#include "SM_Object.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
KX_GameObject* gameobj,
void *vshape,
double margin,
double resetmargin,
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene,
PyTypeObject* T)
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
touchedpropname,
/* scene, */
T),
m_Margin(margin),
m_ResetMargin(resetmargin)
{
m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
DT_ShapeHandle shape = (DT_ShapeHandle) vshape;
m_sumoObj = new SM_Object(shape,NULL,NULL,NULL);
m_sumoObj->setMargin(m_Margin);
m_sumoObj->setClientObject(m_client_info);
SynchronizeTransform();
}
KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
KX_GameObject* gameobj,
double margin,
double resetmargin,
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene,
PyTypeObject* T)
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
touchedpropname,
/* scene, */
T),
m_Margin(margin),
m_ResetMargin(resetmargin)
{
m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::NEAR);
m_sumoObj = new SM_Object(DT_NewSphere(0.0),NULL,NULL,NULL);
m_sumoObj->setMargin(m_Margin);
m_sumoObj->setClientObject(m_client_info);
SynchronizeTransform();
}
void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
touchman->GetSumoScene()->addSensor(*m_sumoObj);
}
CValue* KX_NearSensor::GetReplica()
{
KX_NearSensor* replica = new KX_NearSensor(*this);
replica->m_colliders = new CListValue();
replica->m_bCollision = false;
replica->m_bTriggered= false;
replica->m_hitObject = NULL;
replica->m_bLastTriggered = false;
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_clientobject, KX_ClientObjectInfo::NEAR);
replica->m_sumoObj = new SM_Object(DT_NewSphere(0.0),NULL,NULL,NULL);
replica->m_sumoObj->setMargin(m_Margin);
replica->m_sumoObj->setClientObject(replica->m_client_info);
replica->SynchronizeTransform();
return replica;
}
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
SCA_ISensor::ReParent(parent);
m_client_info->m_clientobject = static_cast<KX_GameObject*>(parent);
SynchronizeTransform();
}
KX_NearSensor::~KX_NearSensor()
{
// for nearsensor, the sensor is the 'owner' of sumoobj
// for touchsensor, it's the parent
static_cast<KX_TouchEventManager*>(m_eventmgr)->GetSumoScene()->remove(*m_sumoObj);
if (m_sumoObj)
delete m_sumoObj;
if (m_client_info)
delete m_client_info;
}
bool KX_NearSensor::Evaluate(CValue* event)
{
bool result = false;
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
if (m_bTriggered != m_bLastTriggered)
{
m_bLastTriggered = m_bTriggered;
if (m_bTriggered)
{
if (m_sumoObj)
{
m_sumoObj->setMargin(m_ResetMargin);
}
} else
{
if (m_sumoObj)
{
m_sumoObj->setMargin(m_Margin);
}
}
result = true;
}
return result;
}
DT_Bool KX_NearSensor::HandleCollision(void* obj1,void* obj2,const DT_CollData * coll_data)
{
KX_TouchEventManager* toucheventmgr = static_cast<KX_TouchEventManager*>(m_eventmgr);
KX_GameObject* parent = static_cast<KX_GameObject*>(GetParent());
// need the mapping from SM_Objects to gameobjects now
KX_ClientObjectInfo* client_info =static_cast<KX_ClientObjectInfo*> (obj1 == m_sumoObj?
((SM_Object*)obj2)->getClientObject() :
((SM_Object*)obj1)->getClientObject());
KX_GameObject* gameobj = ( client_info ?
static_cast<KX_GameObject*>(client_info->m_clientobject) :
NULL);
if (gameobj && (gameobj != parent))
{
if (!m_colliders->SearchValue(gameobj))
m_colliders->Add(gameobj->AddRef());
// only take valid colliders
if (client_info->m_type == KX_ClientObjectInfo::ACTOR)
{
if ((m_touchedpropname.Length() == 0) ||
(gameobj->GetProperty(m_touchedpropname)))
{
m_bTriggered = true;
m_hitObject = gameobj;
}
}
}
return DT_CONTINUE;
}
// python embedding
PyTypeObject KX_NearSensor::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_NearSensor",
sizeof(KX_NearSensor),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_NearSensor::Parents[] = {
&KX_NearSensor::Type,
&KX_TouchSensor::Type,
&SCA_ISensor::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_NearSensor::Methods[] = {
{"setProperty",
(PyCFunction) KX_NearSensor::sPySetProperty, METH_VARARGS, SetProperty_doc},
{"getProperty",
(PyCFunction) KX_NearSensor::sPyGetProperty, METH_VARARGS, GetProperty_doc},
{"getHitObject",
(PyCFunction) KX_NearSensor::sPyGetHitObject, METH_VARARGS, GetHitObject_doc},
{"getHitObjectList",
(PyCFunction) KX_NearSensor::sPyGetHitObjectList, METH_VARARGS, GetHitObjectList_doc},
{NULL,NULL} //Sentinel
};
PyObject*
KX_NearSensor::_getattr(char* attr)
{
_getattr_up(KX_TouchSensor);
}