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authorMitchell Stokes <mogurijin@gmail.com>2013-09-14 06:02:58 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-09-14 06:02:58 +0400
commit63656781098e1443cd3f89fa435688727076eb33 (patch)
treedf5ba9da8daf43a3c149c9af5eb460c24f6d2974 /source/gameengine/Ketsji/KX_GameObject.cpp
parent9f87d9963eb8c5320c07429c1590beff54658440 (diff)
BGE: Adding a Python collision API. The initial patch was provided by agoose77, with some edits by me.
KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp142
1 files changed, 134 insertions, 8 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index e0ec4983739..e06f7ab6633 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -114,8 +114,10 @@ KX_GameObject::KX_GameObject(
m_pDupliGroupObject(NULL),
m_actionManager(NULL),
m_isDeformable(false)
+
#ifdef WITH_PYTHON
- , m_attr_dict(NULL)
+ , m_attr_dict(NULL),
+ m_collisionCallbacks(NULL)
#endif
{
m_ignore_activity_culling = false;
@@ -133,6 +135,20 @@ KX_GameObject::KX_GameObject(
KX_GameObject::~KX_GameObject()
{
+#ifdef WITH_PYTHON
+ if (m_attr_dict) {
+ PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */
+ /* Py_CLEAR: Py_DECREF's and NULL's */
+ Py_CLEAR(m_attr_dict);
+ }
+ // Unregister collision callbacks
+ // Do this before we start freeing physics information like m_pClient_info
+ if (m_collisionCallbacks){
+ UnregisterCollisionCallbacks();
+ Py_CLEAR(m_collisionCallbacks);
+ }
+#endif // WITH_PYTHON
+
RemoveMeshes();
// is this delete somewhere ?
@@ -180,13 +196,6 @@ KX_GameObject::~KX_GameObject()
{
m_pInstanceObjects->Release();
}
-#ifdef WITH_PYTHON
- if (m_attr_dict) {
- PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */
- /* Py_CLEAR: Py_DECREF's and NULL's */
- Py_CLEAR(m_attr_dict);
- }
-#endif // WITH_PYTHON
}
KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo *info)
@@ -1336,6 +1345,77 @@ const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
}
+void KX_GameObject::UnregisterCollisionCallbacks()
+{
+ if (!GetPhysicsController()) {
+ printf("Warning, trying to unregister collision callbacks for object without collisions: %s!\n", GetName().ReadPtr());
+ return;
+ }
+
+ // Unregister from callbacks
+ KX_Scene* scene = GetScene();
+ PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
+ PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
+ // If we are the last to unregister on this physics controller
+ if (pe->removeCollisionCallback(spc)){
+ // If we are a sensor object
+ if (m_pClient_info->isSensor())
+ // Remove sensor body from physics world
+ pe->removeSensor(spc);
+ }
+}
+
+void KX_GameObject::RegisterCollisionCallbacks()
+{
+ if (!GetPhysicsController()) {
+ printf("Warning, trying to register collision callbacks for object without collisions: %s!\n", GetName().ReadPtr());
+ return;
+ }
+
+ // Register from callbacks
+ KX_Scene* scene = GetScene();
+ PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
+ PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
+ // If we are the first to register on this physics controller
+ if (pe->requestCollisionCallback(spc)){
+ // If we are a sensor object
+ if (m_pClient_info->isSensor())
+ // Add sensor body to physics world
+ pe->addSensor(spc);
+ }
+}
+void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
+{
+ #ifdef WITH_PYTHON
+ Py_ssize_t len;
+ PyObject* collision_callbacks = m_collisionCallbacks;
+
+ if (collision_callbacks && (len=PyList_GET_SIZE(collision_callbacks)))
+ {
+ PyObject* args = Py_BuildValue("(O)", collider->GetProxy()); // save python creating each call
+ PyObject *func;
+ PyObject *ret;
+
+ // Iterate the list and run the callbacks
+ for (Py_ssize_t pos=0; pos < len; pos++)
+ {
+ func = PyList_GET_ITEM(collision_callbacks, pos);
+ ret = PyObject_Call(func, args, NULL);
+
+ if (ret == NULL) {
+ PyErr_Print();
+ PyErr_Clear();
+ }
+ else {
+ Py_DECREF(ret);
+ }
+ }
+
+ Py_DECREF(args);
+ }
+ #endif
+}
+
/* Suspend/ resume: for the dynamic behavior, there is a simple
* method. For the residual motion, there is not. I wonder what the
* correct solution is for Sumo. Remove from the motion-update tree?
@@ -1716,6 +1796,7 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
KX_PYATTRIBUTE_RW_FUNCTION("scaling", KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
+ KX_PYATTRIBUTE_RW_FUNCTION("collisionCallbacks", KX_GameObject, pyattr_get_collisionCallbacks, pyattr_set_collisionCallbacks),
KX_PYATTRIBUTE_RW_FUNCTION("state", KX_GameObject, pyattr_get_state, pyattr_set_state),
KX_PYATTRIBUTE_RO_FUNCTION("meshes", KX_GameObject, pyattr_get_meshes),
KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
@@ -2008,6 +2089,51 @@ PyObject *KX_GameObject::pyattr_get_group_members(void *self_v, const KX_PYATTRI
Py_RETURN_NONE;
}
+PyObject* KX_GameObject::pyattr_get_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+
+ // Only objects with a physics controller should have collision callbacks
+ if (!self->GetPhysicsController()) {
+ PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled");
+ return NULL;
+ }
+
+ // Return the existing callbacks
+ if (self->m_collisionCallbacks == NULL)
+ {
+ self->m_collisionCallbacks = PyList_New(0);
+ // Subscribe to collision update from KX_TouchManager
+ self->RegisterCollisionCallbacks();
+ }
+ Py_INCREF(self->m_collisionCallbacks);
+ return self->m_collisionCallbacks;
+}
+
+int KX_GameObject::pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+
+ // Only objects with a physics controller should have collision callbacks
+ if (!self->GetPhysicsController()) {
+ PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (!PyList_CheckExact(value))
+ {
+ PyErr_SetString(PyExc_ValueError, "Expected a list");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ Py_XDECREF(self->m_collisionCallbacks);
+ Py_INCREF(value);
+
+ self->m_collisionCallbacks = value;
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject* KX_GameObject::pyattr_get_scene(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject *self = static_cast<KX_GameObject*>(self_v);