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authorCampbell Barton <ideasman42@gmail.com>2009-02-25 20:19:30 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-02-25 20:19:30 +0300
commita4ad52f1aaa1c8ed0d2f1345cbff99769f353ae9 (patch)
tree119ccf2f29b2e713ddbceafb63096e3e541ab95f /source/gameengine/Ketsji
parent7fffb0b6302618049a35e6bacf0aeed70a47d8aa (diff)
New Pulse option for the collision sensor (off by default wont change existing logic)
Previously only the first collision would trigger an event (no collisions a negative event ofcourse) With the Pulse option enabled, any change to the set of colliding objects will trigger an event. Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically. Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers. Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material. - pulse isnt a great name, could change this.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.cpp1
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp66
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.h16
3 files changed, 38 insertions, 45 deletions
diff --git a/source/gameengine/Ketsji/KX_NearSensor.cpp b/source/gameengine/Ketsji/KX_NearSensor.cpp
index 5b1df8b1fe1..a4aebdd8b6b 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.cpp
+++ b/source/gameengine/Ketsji/KX_NearSensor.cpp
@@ -52,6 +52,7 @@ KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
:KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
+ false,
touchedpropname,
/* scene, */
T),
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index 0b4d66dbb34..a30dc34e2fa 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -59,6 +59,7 @@ void KX_TouchSensor::EndFrame() {
m_colliders->ReleaseAndRemoveAll();
m_hitObject = NULL;
m_bTriggered = false;
+ m_bColliderHash = 0;
}
void KX_TouchSensor::UnregisterToManager()
@@ -72,7 +73,6 @@ bool KX_TouchSensor::Evaluate(CValue* event)
{
bool result = false;
bool reset = m_reset && m_level;
-
m_reset = false;
if (m_bTriggered != m_bLastTriggered)
{
@@ -84,13 +84,24 @@ bool KX_TouchSensor::Evaluate(CValue* event)
if (reset)
// force an event
result = true;
+
+ if (m_bTouchPulse) { /* pulse on changes to the colliders */
+ int count = m_colliders->GetCount();
+
+ if (m_bLastCount!=count || m_bColliderHash!=m_bLastColliderHash) {
+ m_bLastCount = count;
+ m_bLastColliderHash= m_bColliderHash;
+ result = true;
+ }
+ }
return result;
}
-KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,const STR_String& touchedpropname,PyTypeObject* T)
+KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj,bool bFindMaterial,bool bTouchPulse,const STR_String& touchedpropname,PyTypeObject* T)
:SCA_ISensor(gameobj,eventmgr,T),
m_touchedpropname(touchedpropname),
m_bFindMaterial(bFindMaterial),
+m_bTouchPulse(bTouchPulse),
m_eventmgr(eventmgr)
/*m_sumoObj(sumoObj),*/
{
@@ -116,6 +127,8 @@ void KX_TouchSensor::Init()
m_bCollision = false;
m_bTriggered = false;
m_bLastTriggered = (m_invert)?true:false;
+ m_bLastCount = 0;
+ m_bColliderHash = m_bLastColliderHash = 0;
m_hitObject = NULL;
m_reset = true;
}
@@ -191,8 +204,6 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
if (m_links && !m_suspended &&
gameobj && (gameobj != parent) && client_info->isActor())
{
- if (!m_colliders->SearchValue(gameobj))
- m_colliders->Add(gameobj->AddRef());
bool found = m_touchedpropname.IsEmpty();
if (!found)
@@ -210,6 +221,12 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
}
if (found)
{
+ if (!m_colliders->SearchValue(gameobj)) {
+ m_colliders->Add(gameobj->AddRef());
+
+ if (m_bTouchPulse)
+ m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
+ }
m_bTriggered = true;
m_hitObject = gameobj;
//printf("KX_TouchSensor::HandleCollision\n");
@@ -334,46 +351,7 @@ PyObject* KX_TouchSensor::PyGetHitObjectList(PyObject* self,
/* to do: do Py_IncRef if the object is already known in Python */
/* otherwise, this leaks memory */
-
- if ( m_touchedpropname.IsEmpty() ) {
- return m_colliders->AddRef();
- } else {
- CListValue* newList = new CListValue();
- int i = 0;
- while (i < m_colliders->GetCount()) {
- if (m_bFindMaterial) {
- /* need to associate the CValues from the list to material
- * names. The collider list _should_ contains only
- * KX_GameObjects. I am loathe to cast them, though... The
- * material name must be retrieved from Sumo. To a Sumo
- * object, a client-info block is attached. This block
- * contains the material name.
- * - this also doesn't work (obviously) for multi-materials...
- */
- KX_GameObject* gameob = (KX_GameObject*) m_colliders->GetValue(i);
- PHY_IPhysicsController* spc = dynamic_cast<PHY_IPhysicsController*>(gameob->GetPhysicsController());
-
- if (spc) {
- KX_ClientObjectInfo* cl_inf = static_cast<KX_ClientObjectInfo*>(spc->getNewClientInfo());
-
- if (NULL != cl_inf->m_auxilary_info && m_touchedpropname == ((char*)cl_inf->m_auxilary_info)) {
- newList->Add(m_colliders->GetValue(i)->AddRef());
- }
- }
-
- } else {
- CValue* val = m_colliders->GetValue(i)->FindIdentifier(m_touchedpropname);
- if (!val->IsError()) {
- newList->Add(m_colliders->GetValue(i)->AddRef());
- }
- val->Release();
- }
-
- i++;
- }
- return newList->AddRef();
- }
-
+ return m_colliders->AddRef();
}
/* 5. getTouchMaterial */
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.h b/source/gameengine/Ketsji/KX_TouchSensor.h
index e07f89f0a31..c463226a5be 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.h
+++ b/source/gameengine/Ketsji/KX_TouchSensor.h
@@ -39,6 +39,12 @@ struct PHY_CollData;
#include "KX_ClientObjectInfo.h"
+#if defined(_WIN64)
+typedef unsigned __int64 uint_ptr;
+#else
+typedef unsigned long uint_ptr;
+#endif
+
class KX_TouchEventManager;
class KX_TouchSensor : public SCA_ISensor
@@ -51,6 +57,7 @@ protected:
*/
STR_String m_touchedpropname;
bool m_bFindMaterial;
+ bool m_bTouchPulse; /* changes in the colliding objects trigger pulses */
class SCA_EventManager* m_eventmgr;
class PHY_IPhysicsController* m_physCtrl;
@@ -58,13 +65,20 @@ protected:
bool m_bCollision;
bool m_bTriggered;
bool m_bLastTriggered;
+
+ // Use with m_bTouchPulse to detect changes
+ int m_bLastCount; /* size of m_colliders last tick */
+ uint_ptr m_bColliderHash; /* hash collision objects pointers to trigger incase one object collides and another takes its place */
+ uint_ptr m_bLastColliderHash;
+
SCA_IObject* m_hitObject;
class CListValue* m_colliders;
public:
KX_TouchSensor(class SCA_EventManager* eventmgr,
class KX_GameObject* gameobj,
- bool fFindMaterial,
+ bool bFindMaterial,
+ bool bTouchPulse,
const STR_String& touchedpropname,
PyTypeObject* T=&Type) ;
virtual ~KX_TouchSensor();