Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.5 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/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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#ifndef __KX_TOUCHSENSOR
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#define __KX_TOUCHSENSOR
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#include "SCA_ISensor.h"
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#include "ListValue.h"
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struct PHY_CollData;
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#include "KX_ClientObjectInfo.h"
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class KX_TouchEventManager;
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class KX_TouchSensor : public SCA_ISensor
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{
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protected:
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	Py_Header;
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	/**
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	 * The sensor should only look for objects with this property.
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	 */
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	STR_String				m_touchedpropname;	
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	bool					m_bFindMaterial;
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	class SCA_EventManager*	m_eventmgr;
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	class PHY_IPhysicsController*	m_physCtrl;
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	class PHY_ResponseTable*		m_responstTable;
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	class PHY_PhysicsController*	m_responsObject;
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	bool					m_bCollision;
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	bool					m_bTriggered;
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	bool					m_bLastTriggered;
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	SCA_IObject*		    m_hitObject;
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	class CListValue*		m_colliders;
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public:
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	KX_TouchSensor(class SCA_EventManager* eventmgr,
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		class KX_GameObject* gameobj,
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		bool fFindMaterial,
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		const STR_String& touchedpropname,
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		PyTypeObject* T=&Type) ;
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	virtual ~KX_TouchSensor();
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	virtual CValue* GetReplica();
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	virtual void SynchronizeTransform();
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	virtual bool Evaluate(CValue* event);
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	virtual void ReParent(SCA_IObject* parent);
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	virtual void RegisterSumo(KX_TouchEventManager* touchman);
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//	virtual DT_Bool HandleCollision(void* obj1,void* obj2,
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//						 const DT_CollData * coll_data); 
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	virtual bool	NewHandleCollision(void*obj1,void*obj2,const PHY_CollData* colldata);
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	PHY_PhysicsController*	GetPhysicsController() { return m_responsObject;}
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	virtual bool IsPositiveTrigger() {
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		bool result = m_bTriggered;
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		if (m_invert) result = !result;
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		return result;
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	}
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	virtual void EndFrame();
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	// todo: put some info for collision maybe
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	/* --------------------------------------------------------------------- */
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	/* Python interface ---------------------------------------------------- */
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	/* --------------------------------------------------------------------- */
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	virtual PyObject* _getattr(const STR_String& attr);
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	/* 1. setProperty */
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	KX_PYMETHOD_DOC(KX_TouchSensor,SetProperty);
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	/* 2. getProperty */
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	KX_PYMETHOD_DOC(KX_TouchSensor,GetProperty);
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	/* 3. getHitObject */
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	KX_PYMETHOD_DOC(KX_TouchSensor,GetHitObject);
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	/* 4. getHitObject */
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	KX_PYMETHOD_DOC(KX_TouchSensor,GetHitObjectList);
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	/* 5. getTouchMaterial */
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	KX_PYMETHOD_DOC(KX_TouchSensor,GetTouchMaterial);
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	/* 6. setTouchMaterial */
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	KX_PYMETHOD_DOC(KX_TouchSensor,SetTouchMaterial);
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};
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#endif //__KX_TOUCHSENSOR
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