/** * Senses touch and collision events * * $Id: KX_TouchSensor.h 26841 2010-02-12 13:34:04Z campbellbarton $ * * ***** 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 ***** */ #ifndef __KX_TOUCHSENSOR #define __KX_TOUCHSENSOR #include "SCA_ISensor.h" #include "ListValue.h" 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 { protected: Py_Header; /** * The sensor should only look for objects with this property. */ STR_String m_touchedpropname; bool m_bFindMaterial; bool m_bTouchPulse; /* changes in the colliding objects trigger pulses */ class PHY_IPhysicsController* m_physCtrl; 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 bFindMaterial, bool bTouchPulse, const STR_String& touchedpropname) ; virtual ~KX_TouchSensor(); virtual CValue* GetReplica(); virtual void ProcessReplica(); virtual void SynchronizeTransform(); virtual bool Evaluate(); virtual void Init(); virtual void ReParent(SCA_IObject* parent); virtual void RegisterSumo(KX_TouchEventManager* touchman); virtual void UnregisterSumo(KX_TouchEventManager* touchman); virtual void UnregisterToManager(); // virtual DT_Bool HandleCollision(void* obj1,void* obj2, // const DT_CollData * coll_data); virtual bool NewHandleCollision(void*obj1,void*obj2,const PHY_CollData* colldata); // Allows to do pre-filtering and save computation time // obj1 = sensor physical controller, obj2 = physical controller of second object // return value = true if collision should be checked on pair of object virtual bool BroadPhaseFilterCollision(void*obj1,void*obj2) { return true; } virtual bool BroadPhaseSensorFilterCollision(void*obj1,void*obj2); virtual sensortype GetSensorType() { return ST_TOUCH; } virtual bool IsPositiveTrigger() { bool result = m_bTriggered; if (m_invert) result = !result; return result; } virtual void EndFrame(); class PHY_IPhysicsController* GetPhysicsController() { return m_physCtrl; } // todo: put some info for collision maybe #ifndef DISABLE_PYTHON /* --------------------------------------------------------------------- */ /* Python interface ---------------------------------------------------- */ /* --------------------------------------------------------------------- */ static PyObject* pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_object_hit_list(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); #endif }; #endif //__KX_TOUCHSENSOR