Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
463 lines
14 KiB
C++
463 lines
14 KiB
C++
/**
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* Senses touch and collision events
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*
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* $Id$
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*
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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., 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 LICENSE BLOCK *****
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*/
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#include "KX_TouchSensor.h"
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#include "SCA_EventManager.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "KX_TouchEventManager.h"
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#include "PHY_IPhysicsController.h"
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#include <iostream>
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#include "PHY_IPhysicsEnvironment.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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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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void KX_TouchSensor::SynchronizeTransform()
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{
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// the touch sensor does not require any synchronization: it uses
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// the same physical object which is already synchronized by Blender
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}
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void KX_TouchSensor::EndFrame() {
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m_colliders->ReleaseAndRemoveAll();
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m_hitObject = NULL;
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m_bTriggered = false;
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m_bColliderHash = 0;
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}
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void KX_TouchSensor::UnregisterToManager()
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{
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// before unregistering the sensor, make sure we release all references
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EndFrame();
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SCA_ISensor::UnregisterToManager();
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}
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bool KX_TouchSensor::Evaluate()
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{
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bool result = false;
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bool reset = m_reset && m_level;
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m_reset = false;
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if (m_bTriggered != m_bLastTriggered)
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{
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m_bLastTriggered = m_bTriggered;
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if (!m_bTriggered)
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m_hitObject = NULL;
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result = true;
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}
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if (reset)
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// force an event
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result = true;
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if (m_bTouchPulse) { /* pulse on changes to the colliders */
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int count = m_colliders->GetCount();
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if (m_bLastCount!=count || m_bColliderHash!=m_bLastColliderHash) {
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m_bLastCount = count;
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m_bLastColliderHash= m_bColliderHash;
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result = true;
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}
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}
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return result;
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}
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KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,bool bTouchPulse,const STR_String& touchedpropname)
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:SCA_ISensor(gameobj,eventmgr),
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m_touchedpropname(touchedpropname),
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m_bFindMaterial(bFindMaterial),
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m_bTouchPulse(bTouchPulse),
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m_eventmgr(eventmgr)
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/*m_sumoObj(sumoObj),*/
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{
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// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
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// m_resptable = touchmgr->GetResponseTable();
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// m_solidHandle = m_sumoObj->getObjectHandle();
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m_colliders = new CListValue();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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m_physCtrl = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
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MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
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Init();
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}
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void KX_TouchSensor::Init()
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{
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m_bCollision = false;
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m_bTriggered = false;
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m_bLastTriggered = (m_invert)?true:false;
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m_bLastCount = 0;
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m_bColliderHash = m_bLastColliderHash = 0;
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m_hitObject = NULL;
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m_reset = true;
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}
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KX_TouchSensor::~KX_TouchSensor()
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{
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//DT_ClearObjectResponse(m_resptable,m_solidHandle);
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m_colliders->Release();
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}
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CValue* KX_TouchSensor::GetReplica()
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{
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KX_TouchSensor* replica = new KX_TouchSensor(*this);
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replica->ProcessReplica();
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return replica;
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}
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void KX_TouchSensor::ProcessReplica()
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{
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SCA_ISensor::ProcessReplica();
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m_colliders = new CListValue();
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Init();
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}
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void KX_TouchSensor::ReParent(SCA_IObject* parent)
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{
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KX_GameObject *gameobj = static_cast<KX_GameObject *>(parent);
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PHY_IPhysicsController *sphy = dynamic_cast<PHY_IPhysicsController*>(((KX_GameObject*)parent)->GetPhysicsController());
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if (sphy)
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m_physCtrl = sphy;
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// m_solidHandle = m_sumoObj->getObjectHandle();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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SCA_ISensor::ReParent(parent);
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}
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void KX_TouchSensor::RegisterSumo(KX_TouchEventManager *touchman)
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{
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if (m_physCtrl)
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{
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if (touchman->GetPhysicsEnvironment()->requestCollisionCallback(m_physCtrl))
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{
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KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->getNewClientInfo());
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if (client_info->isSensor())
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touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
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}
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}
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}
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void KX_TouchSensor::UnregisterSumo(KX_TouchEventManager* touchman)
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{
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if (m_physCtrl)
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{
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if (touchman->GetPhysicsEnvironment()->removeCollisionCallback(m_physCtrl))
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{
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// no more sensor on the controller, can remove it if it is a sensor object
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KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->getNewClientInfo());
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if (client_info->isSensor())
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touchman->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
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}
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}
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}
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// this function is called only for sensor objects
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// return true if the controller can collide with the object
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bool KX_TouchSensor::BroadPhaseSensorFilterCollision(void*obj1,void*obj2)
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{
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assert(obj1==m_physCtrl && obj2);
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KX_GameObject* myobj = (KX_GameObject*)GetParent();
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KX_GameObject* myparent = myobj->GetParent();
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KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*>(((PHY_IPhysicsController*)obj2)->getNewClientInfo());
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KX_ClientObjectInfo* my_client_info = static_cast<KX_ClientObjectInfo*>(m_physCtrl->getNewClientInfo());
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KX_GameObject* otherobj = ( client_info ? client_info->m_gameobject : NULL);
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// first, decrement refcount as GetParent() increases it
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if (myparent)
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myparent->Release();
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// we can only check on persistent characteristic: m_link and m_suspended are not
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// good candidate because they are transient. That must be handled at another level
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if (!otherobj ||
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otherobj == myparent || // don't interact with our parent
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(my_client_info->m_type == KX_ClientObjectInfo::OBACTORSENSOR &&
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client_info->m_type != KX_ClientObjectInfo::ACTOR)) // only with actor objects
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return false;
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bool found = m_touchedpropname.IsEmpty();
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if (!found)
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{
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if (m_bFindMaterial)
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{
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if (client_info->m_auxilary_info)
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{
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found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
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}
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} else
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{
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found = (otherobj->GetProperty(m_touchedpropname) != NULL);
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}
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}
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return found;
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}
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bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
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{
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// KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
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KX_GameObject* parent = (KX_GameObject*)GetParent();
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// need the mapping from PHY_IPhysicsController to gameobjects now
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KX_ClientObjectInfo* client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
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((PHY_IPhysicsController*)object2)->getNewClientInfo():
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((PHY_IPhysicsController*)object1)->getNewClientInfo());
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KX_GameObject* gameobj = ( client_info ?
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client_info->m_gameobject :
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NULL);
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// add the same check as in SCA_ISensor::Activate(),
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// we don't want to record collision when the sensor is not active.
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if (m_links && !m_suspended &&
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gameobj && (gameobj != parent) && client_info->isActor())
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{
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bool found = m_touchedpropname.IsEmpty();
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if (!found)
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{
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if (m_bFindMaterial)
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{
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if (client_info->m_auxilary_info)
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{
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found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
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}
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} else
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{
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found = (gameobj->GetProperty(m_touchedpropname) != NULL);
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}
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}
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if (found)
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{
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if (!m_colliders->SearchValue(gameobj)) {
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m_colliders->Add(gameobj->AddRef());
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if (m_bTouchPulse)
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m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
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}
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m_bTriggered = true;
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m_hitObject = gameobj;
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//printf("KX_TouchSensor::HandleCollision\n");
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}
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}
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return false; // was DT_CONTINUE but this was defined in sumo as false.
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_TouchSensor::Type = {
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#if (PY_VERSION_HEX >= 0x02060000)
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PyVarObject_HEAD_INIT(NULL, 0)
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#else
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/* python 2.5 and below */
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PyObject_HEAD_INIT( NULL ) /* required py macro */
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0, /* ob_size */
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#endif
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"KX_TouchSensor",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,
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NULL, //py_base_getattro,
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NULL, //py_base_setattro,
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0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_ISensor::Type
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};
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PyMethodDef KX_TouchSensor::Methods[] = {
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//Deprecated ----->
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{"setProperty",
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(PyCFunction) KX_TouchSensor::sPySetProperty, METH_O, (PY_METHODCHAR)SetProperty_doc},
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{"getProperty",
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(PyCFunction) KX_TouchSensor::sPyGetProperty, METH_NOARGS, (PY_METHODCHAR)GetProperty_doc},
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{"getHitObject",
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(PyCFunction) KX_TouchSensor::sPyGetHitObject, METH_NOARGS, (PY_METHODCHAR)GetHitObject_doc},
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{"getHitObjectList",
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(PyCFunction) KX_TouchSensor::sPyGetHitObjectList, METH_NOARGS, (PY_METHODCHAR)GetHitObjectList_doc},
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//<-----
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_TouchSensor::Attributes[] = {
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KX_PYATTRIBUTE_STRING_RW("propName",0,100,false,KX_TouchSensor,m_touchedpropname),
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KX_PYATTRIBUTE_BOOL_RW("useMaterial",KX_TouchSensor,m_bFindMaterial),
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KX_PYATTRIBUTE_BOOL_RW("usePulseCollision",KX_TouchSensor,m_bTouchPulse),
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KX_PYATTRIBUTE_RO_FUNCTION("hitObject", KX_TouchSensor, pyattr_get_object_hit),
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KX_PYATTRIBUTE_RO_FUNCTION("hitObjectList", KX_TouchSensor, pyattr_get_object_hit_list),
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{ NULL } //Sentinel
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};
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/* Python API */
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/* 1. setProperty */
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const char KX_TouchSensor::SetProperty_doc[] =
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"setProperty(name)\n"
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"\t- name: string\n"
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"\tSet the property or material to collide with. Use\n"
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"\tsetTouchMaterial() to switch between properties and\n"
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"\tmaterials.";
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PyObject* KX_TouchSensor::PySetProperty(PyObject* value)
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{
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ShowDeprecationWarning("setProperty()", "the propName property");
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char *nameArg= PyString_AsString(value);
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if (nameArg==NULL) {
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PyErr_SetString(PyExc_ValueError, "expected a ");
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return NULL;
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}
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m_touchedpropname = nameArg;
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Py_RETURN_NONE;
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}
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/* 2. getProperty */
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const char KX_TouchSensor::GetProperty_doc[] =
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"getProperty(name)\n"
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"\tReturns the property or material to collide with. Use\n"
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"\tgetTouchMaterial() to find out whether this sensor\n"
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"\tlooks for properties or materials.";
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PyObject* KX_TouchSensor::PyGetProperty() {
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ShowDeprecationWarning("getProperty()", "the propName property");
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return PyString_FromString(m_touchedpropname);
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}
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const char KX_TouchSensor::GetHitObject_doc[] =
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"getHitObject()\n"
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;
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PyObject* KX_TouchSensor::PyGetHitObject()
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{
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ShowDeprecationWarning("getHitObject()", "the hitObject property");
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */
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if (m_hitObject)
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{
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return m_hitObject->GetProxy();
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}
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Py_RETURN_NONE;
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}
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const char KX_TouchSensor::GetHitObjectList_doc[] =
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"getHitObjectList()\n"
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"\tReturn a list of the objects this object collided with,\n"
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"\tbut only those matching the property/material condition.\n";
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PyObject* KX_TouchSensor::PyGetHitObjectList()
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{
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ShowDeprecationWarning("getHitObjectList()", "the hitObjectList property");
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/* to do: do Py_IncRef if the object is already known in Python */
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/* otherwise, this leaks memory */ /* Edit, this seems ok and not to leak memory - Campbell */
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return m_colliders->GetProxy();
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}
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/*getTouchMaterial and setTouchMaterial were never added to the api,
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they can probably be removed with out anyone noticing*/
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/* 5. getTouchMaterial */
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const char KX_TouchSensor::GetTouchMaterial_doc[] =
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"getTouchMaterial()\n"
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"\tReturns KX_TRUE if this sensor looks for a specific material,\n"
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"\tKX_FALSE if it looks for a specific property.\n" ;
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PyObject* KX_TouchSensor::PyGetTouchMaterial()
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{
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ShowDeprecationWarning("getTouchMaterial()", "the useMaterial property");
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return PyInt_FromLong(m_bFindMaterial);
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}
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/* 6. setTouchMaterial */
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#if 0
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const char KX_TouchSensor::SetTouchMaterial_doc[] =
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"setTouchMaterial(flag)\n"
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"\t- flag: KX_TRUE or KX_FALSE.\n"
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"\tSet flag to KX_TRUE to switch on positive pulse mode,\n"
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"\tKX_FALSE to switch off positive pulse mode.\n" ;
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PyObject* KX_TouchSensor::PySetTouchMaterial(PyObject *value)
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{
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ShowDeprecationWarning("setTouchMaterial()", "the useMaterial property");
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int pulseArg = PyInt_AsLong(value);
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if(pulseArg ==-1 && PyErr_Occurred()) {
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PyErr_SetString(PyExc_ValueError, "expected a bool");
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return NULL;
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}
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m_bFindMaterial = pulseArg != 0;
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Py_RETURN_NONE;
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}
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#endif
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PyObject* KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
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if (self->m_hitObject)
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return self->m_hitObject->GetProxy();
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else
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Py_RETURN_NONE;
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}
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PyObject* KX_TouchSensor::pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_TouchSensor* self= static_cast<KX_TouchSensor*>(self_v);
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return self->m_colliders->GetProxy();
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}
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/* eof */
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