/** * Sense if other objects are near * * $Id$ * * ***** BEGIN GPL 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. * * 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 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 "PHY_IPhysicsEnvironment.h" #include "PHY_IPhysicsController.h" #include "PHY_IMotionState.h" #ifdef HAVE_CONFIG_H #include #endif KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr, KX_GameObject* gameobj, float margin, float resetmargin, bool bFindMaterial, const STR_String& touchedpropname, PHY_IPhysicsController* ctrl) :KX_TouchSensor(eventmgr, gameobj, bFindMaterial, false, touchedpropname), m_Margin(margin), m_ResetMargin(resetmargin) { gameobj->getClientInfo()->m_sensors.remove(this); m_client_info = new KX_ClientObjectInfo(gameobj, KX_ClientObjectInfo::SENSOR); m_client_info->m_sensors.push_back(this); //DT_ShapeHandle shape = (DT_ShapeHandle) vshape; m_physCtrl = ctrl; if (m_physCtrl) { m_physCtrl->SetMargin(m_Margin); m_physCtrl->setNewClientInfo(m_client_info); } SynchronizeTransform(); } void KX_NearSensor::SynchronizeTransform() { // The near and radar sensors are using a different physical object which is // not linked to the parent object, must synchronize it. if (m_physCtrl) { PHY_IMotionState* motionState = m_physCtrl->GetMotionState(); KX_GameObject* parent = ((KX_GameObject*)GetParent()); const MT_Point3& pos = parent->NodeGetWorldPosition(); float ori[12]; parent->NodeGetWorldOrientation().getValue(ori); motionState->setWorldPosition(pos[0], pos[1], pos[2]); motionState->setWorldOrientation(ori); m_physCtrl->WriteMotionStateToDynamics(true); } } CValue* KX_NearSensor::GetReplica() { KX_NearSensor* replica = new KX_NearSensor(*this); replica->ProcessReplica(); return replica; } void KX_NearSensor::ProcessReplica() { KX_TouchSensor::ProcessReplica(); m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::SENSOR); if (m_physCtrl) { m_physCtrl = m_physCtrl->GetReplica(); if (m_physCtrl) { //static_cast(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl); m_physCtrl->SetMargin(m_Margin); m_physCtrl->setNewClientInfo(m_client_info); } } } void KX_NearSensor::ReParent(SCA_IObject* parent) { SCA_ISensor::ReParent(parent); m_client_info->m_gameobject = static_cast(parent); m_client_info->m_sensors.push_back(this); //Synchronize here with the actual parent. SynchronizeTransform(); } KX_NearSensor::~KX_NearSensor() { // for nearsensor, the sensor is the 'owner' of sumoobj // for touchsensor, it's the parent if (m_physCtrl) { //static_cast(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl); delete m_physCtrl; m_physCtrl = NULL; } if (m_client_info) delete m_client_info; } bool KX_NearSensor::Evaluate() { bool result = false; // KX_GameObject* parent = static_cast(GetParent()); if (m_bTriggered != m_bLastTriggered) { m_bLastTriggered = m_bTriggered; if (m_bTriggered) { if (m_physCtrl) { m_physCtrl->SetRadius(m_ResetMargin); } } else { if (m_physCtrl) { m_physCtrl->SetRadius(m_Margin); } } result = true; } return result; } // this function is called at broad phase stage to check if the two controller // need to interact at all. It is used for Near/Radar sensor that don't need to // check collision with object not included in filter bool KX_NearSensor::BroadPhaseFilterCollision(void*obj1,void*obj2) { KX_GameObject* parent = static_cast(GetParent()); // need the mapping from PHY_IPhysicsController to gameobjects now assert(obj1==m_physCtrl && obj2); KX_ClientObjectInfo* client_info = static_cast((static_cast(obj2))->getNewClientInfo()); KX_GameObject* gameobj = ( client_info ? client_info->m_gameobject : NULL); if (gameobj && (gameobj != parent)) { // only take valid colliders if (client_info->m_type == KX_ClientObjectInfo::ACTOR) { if ((m_touchedpropname.Length() == 0) || (gameobj->GetProperty(m_touchedpropname))) { return true; } } } return false; } bool KX_NearSensor::NewHandleCollision(void* obj1,void* obj2,const PHY_CollData * coll_data) { // KX_TouchEventManager* toucheventmgr = static_cast(m_eventmgr); // KX_GameObject* parent = static_cast(GetParent()); // need the mapping from PHY_IPhysicsController to gameobjects now KX_ClientObjectInfo* client_info =static_cast (obj1 == m_physCtrl? ((PHY_IPhysicsController*)obj2)->getNewClientInfo() : ((PHY_IPhysicsController*)obj1)->getNewClientInfo()); KX_GameObject* gameobj = ( client_info ? client_info->m_gameobject : NULL); // Add the same check as in SCA_ISensor::Activate(), // we don't want to record collision when the sensor is not active. if (m_links && !m_suspended && gameobj /* done in BroadPhaseFilterCollision() && (gameobj != parent)*/) { if (!m_colliders->SearchValue(gameobj)) m_colliders->Add(gameobj->AddRef()); // only take valid colliders // These checks are done already in BroadPhaseFilterCollision() //if (client_info->m_type == KX_ClientObjectInfo::ACTOR) //{ // if ((m_touchedpropname.Length() == 0) || // (gameobj->GetProperty(m_touchedpropname))) // { m_bTriggered = true; m_hitObject = gameobj; // } //} } return false; // was DT_CONTINUE; but this was defined in Sumo as false } /* ------------------------------------------------------------------------- */ /* Python Functions */ /* ------------------------------------------------------------------------- */ //No methods /* ------------------------------------------------------------------------- */ /* Python Integration Hooks */ /* ------------------------------------------------------------------------- */ PyTypeObject KX_NearSensor::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_NearSensor", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &KX_TouchSensor::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_NearSensor::Methods[] = { //No methods {NULL,NULL} //Sentinel }; PyAttributeDef KX_NearSensor::Attributes[] = { KX_PYATTRIBUTE_FLOAT_RW_CHECK("distance", 0, 100, KX_NearSensor, m_Margin, CheckResetDistance), KX_PYATTRIBUTE_FLOAT_RW_CHECK("resetDistance", 0, 100, KX_NearSensor, m_ResetMargin, CheckResetDistance), {NULL} //Sentinel };