1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
|
/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file gameengine/Ketsji/KX_TouchEventManager.cpp
* \ingroup ketsji
*/
#include "KX_TouchEventManager.h"
#include "SCA_ISensor.h"
#include "KX_TouchSensor.h"
#include "KX_GameObject.h"
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
KX_TouchEventManager::KX_TouchEventManager(class SCA_LogicManager* logicmgr,
PHY_IPhysicsEnvironment* physEnv)
: SCA_EventManager(logicmgr, TOUCH_EVENTMGR),
m_physEnv(physEnv)
{
//notm_scene->addTouchCallback(STATIC_RESPONSE, KX_TouchEventManager::collisionResponse, this);
//m_scene->addTouchCallback(OBJECT_RESPONSE, KX_TouchEventManager::collisionResponse, this);
//m_scene->addTouchCallback(SENSOR_RESPONSE, KX_TouchEventManager::collisionResponse, this);
m_physEnv->addTouchCallback(PHY_OBJECT_RESPONSE, KX_TouchEventManager::newCollisionResponse, this);
m_physEnv->addTouchCallback(PHY_SENSOR_RESPONSE, KX_TouchEventManager::newCollisionResponse, this);
m_physEnv->addTouchCallback(PHY_BROADPH_RESPONSE, KX_TouchEventManager::newBroadphaseResponse, this);
}
bool KX_TouchEventManager::NewHandleCollision(void* object1, void* object2, const PHY_CollData *coll_data)
{
PHY_IPhysicsController* obj1 = static_cast<PHY_IPhysicsController*>(object1);
PHY_IPhysicsController* obj2 = static_cast<PHY_IPhysicsController*>(object2);
m_newCollisions.insert(std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*>(obj1, obj2));
return false;
}
bool KX_TouchEventManager::newCollisionResponse(void *client_data,
void *object1,
void *object2,
const PHY_CollData *coll_data)
{
KX_TouchEventManager *touchmgr = (KX_TouchEventManager *) client_data;
touchmgr->NewHandleCollision(object1, object2, coll_data);
return false;
}
bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
void *object1,
void *object2,
const PHY_CollData *coll_data)
{
PHY_IPhysicsController* ctrl1 = static_cast<PHY_IPhysicsController*>(object1);
PHY_IPhysicsController* ctrl2 = static_cast<PHY_IPhysicsController*>(object2);
KX_ClientObjectInfo *info1 = (ctrl1) ? static_cast<KX_ClientObjectInfo*>(ctrl1->getNewClientInfo()) : NULL;
KX_ClientObjectInfo *info2 = (ctrl1) ? static_cast<KX_ClientObjectInfo*>(ctrl2->getNewClientInfo()) : NULL;
// This call back should only be called for controllers of Near and Radar sensor
if (!info1)
return true;
// Get KX_GameObjects for callbacks
KX_GameObject* gobj1 = info1->m_gameobject;
KX_GameObject* gobj2 = (info2) ? info2->m_gameobject : NULL;
bool has_py_callbacks = false;
// Consider callbacks for broadphase inclusion if it's a sensor object type
if (gobj1 && gobj2)
has_py_callbacks = gobj1->m_collisionCallbacks || gobj2->m_collisionCallbacks;
switch (info1->m_type)
{
case KX_ClientObjectInfo::SENSOR:
if (info1->m_sensors.size() == 1)
{
// only one sensor for this type of object
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*info1->m_sensors.begin());
return touchsensor->BroadPhaseFilterCollision(object1, object2);
}
break;
case KX_ClientObjectInfo::OBSENSOR:
case KX_ClientObjectInfo::OBACTORSENSOR:
// this object may have multiple collision sensors,
// check is any of them is interested in this object
for (std::list<SCA_ISensor*>::iterator it = info1->m_sensors.begin();
it != info1->m_sensors.end();
++it)
{
if ((*it)->GetSensorType() == SCA_ISensor::ST_TOUCH)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(*it);
if (touchsensor->BroadPhaseSensorFilterCollision(object1, object2))
return true;
}
}
return has_py_callbacks;
// quiet the compiler
case KX_ClientObjectInfo::STATIC:
case KX_ClientObjectInfo::ACTOR:
case KX_ClientObjectInfo::RESERVED1:
/* do nothing*/
break;
}
return true;
}
void KX_TouchEventManager::RegisterSensor(SCA_ISensor* sensor)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
if (m_sensors.AddBack(touchsensor))
// the sensor was effectively inserted, register it
touchsensor->RegisterSumo(this);
}
void KX_TouchEventManager::RemoveSensor(SCA_ISensor* sensor)
{
KX_TouchSensor* touchsensor = static_cast<KX_TouchSensor*>(sensor);
if (touchsensor->Delink())
// the sensor was effectively removed, unregister it
touchsensor->UnregisterSumo(this);
}
void KX_TouchEventManager::EndFrame()
{
SG_DList::iterator<KX_TouchSensor> it(m_sensors);
for (it.begin();!it.end();++it)
{
(*it)->EndFrame();
}
}
void KX_TouchEventManager::NextFrame()
{
SG_DList::iterator<KX_TouchSensor> it(m_sensors);
for (it.begin();!it.end();++it)
(*it)->SynchronizeTransform();
for (std::set<NewCollision>::iterator cit = m_newCollisions.begin(); cit != m_newCollisions.end(); ++cit)
{
// Controllers
PHY_IPhysicsController* ctrl1 = (*cit).first;
PHY_IPhysicsController* ctrl2 = (*cit).second;
// Sensor iterator
list<SCA_ISensor*>::iterator sit;
// First client info
KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>(ctrl1->getNewClientInfo());
// First gameobject
KX_GameObject *kxObj1 = KX_GameObject::GetClientObject(client_info);
// Invoke sensor response for each object
if (client_info) {
for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl1, ctrl2, NULL);
}
}
// Second client info
client_info = static_cast<KX_ClientObjectInfo *>(ctrl2->getNewClientInfo());
// Second gameobject
KX_GameObject *kxObj2 = KX_GameObject::GetClientObject(client_info);
if (client_info) {
for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit) {
static_cast<KX_TouchSensor*>(*sit)->NewHandleCollision(ctrl2, ctrl1, NULL);
}
}
// Run python callbacks
kxObj1->RunCollisionCallbacks(kxObj2);
kxObj2->RunCollisionCallbacks(kxObj1);
}
m_newCollisions.clear();
for (it.begin();!it.end();++it)
(*it)->Activate(m_logicmgr);
}
|