Beispiel #1
0
// 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<KX_GameObject*>(GetParent());
	
	// need the mapping from PHY_IPhysicsController to gameobjects now
	assert(obj1==m_physCtrl && obj2);
	KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*>((static_cast<PHY_IPhysicsController*>(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.size() == 0) || 
				(gameobj->GetProperty(m_touchedpropname)))
			{
				return true;
			}
		}
	}

	return false;
}
/* this function is used to pre-filter the object before casting the ray on them.
 * This is useful for "X-Ray" option when we want to see "through" unwanted object.
 */
bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
{
	KX_GameObject *hitKXObj = client->m_gameobject;

	if (client->m_type > KX_ClientObjectInfo::ACTOR)
	{
		// Unknown type of object, skip it.
		// Should not occur as the sensor objects are filtered in RayTest()
		printf("Invalid client type %d found ray casting\n", client->m_type);
		return false;
	}
	if (m_bXRay && m_propertyname.Length() != 0)
	{
		if (m_bFindMaterial)
		{
			bool found = false;
			for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
				RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
				for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
					found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
					if (found)
						break;
				}
			}
			if (!found)
				return false;
		}
		else
		{
			if (hitKXObj->GetProperty(m_propertyname) == NULL)
				return false;
		}
	}
	return true;
}
bool	KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_CollData* colldata)
{
//	KX_TouchEventManager* toucheventmgr = (KX_TouchEventManager*)m_eventmgr;
	KX_GameObject* parent = (KX_GameObject*)GetParent();

	// need the mapping from PHY_IPhysicsController to gameobjects now

	KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
					((PHY_IPhysicsController*)object2)->GetNewClientInfo():
					((PHY_IPhysicsController*)object1)->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 && (gameobj != parent) && client_info->isActor())
	{

		bool found = m_touchedpropname.IsEmpty();
		bool hitMaterial = false;
		if (!found)
		{
			if (m_bFindMaterial) {
				for (unsigned int i = 0; i < gameobj->GetMeshCount(); ++i) {
					RAS_MeshObject *meshObj = gameobj->GetMesh(i);
					for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
						found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
						if (found) {
							hitMaterial = true;
							break;
						}
					}
				}
			}
			else {
				found = (gameobj->GetProperty(m_touchedpropname) != NULL);
			}
		}
		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;
			m_hitMaterial = hitMaterial;
			//printf("KX_TouchSensor::HandleCollision\n");
		}

	}
	return false; // was DT_CONTINUE but this was defined in sumo as false.
}
bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *result, void * const data)
{
	KX_GameObject* hitKXObj = client_info->m_gameobject;
	
	/* Is this me? In the ray test, there are a lot of extra checks
	 * for aliasing artifacts from self-hits. That doesn't happen
	 * here, so a simple test suffices. Or does the camera also get
	 * self-hits? (No, and the raysensor shouldn't do it either, since
	 * self-hits are excluded by setting the correct ignore-object.)
	 * Hitspots now become valid. */
	KX_GameObject* thisObj = (KX_GameObject*) GetParent();

	bool bFound = false;

	if ((m_focusmode == 2) || hitKXObj == thisObj)
	{
		if (m_propertyname.Length() == 0)
		{
			bFound = true;
		}
		else
		{
			if (m_bFindMaterial) {
				for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
					RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
					for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
						bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
						if (bFound)
							break;
					}
				}
			}
			else {
				bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
			}
		}

		if (bFound)
		{
			m_hitObject = hitKXObj;
			m_hitPosition = result->m_hitPoint;
			m_hitNormal = result->m_hitNormal;
			m_hitUV = result->m_hitUV;
			return true;
		}		
	}
	
	return true;     // object must be visible to trigger
	//return false;  // occluded objects can trigger
}
Beispiel #5
0
bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
{

	KX_GameObject* hitKXObj = client->m_gameobject;
	bool bFound = false;

	if (m_propertyname.Length() == 0)
	{
		bFound = true;
	}
	else
	{
		if (m_bFindMaterial)
		{
			if (client->m_auxilary_info)
			{
				bFound = (m_propertyname== ((char*)client->m_auxilary_info));
			}
		}
		else
		{
			bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
		}
	}

	if (bFound)
	{
		m_rayHit = true;
		m_hitObject = hitKXObj;
		m_hitPosition[0] = result->m_hitPoint[0];
		m_hitPosition[1] = result->m_hitPoint[1];
		m_hitPosition[2] = result->m_hitPoint[2];

		m_hitNormal[0] = result->m_hitNormal[0];
		m_hitNormal[1] = result->m_hitNormal[1];
		m_hitNormal[2] = result->m_hitNormal[2];
			
		m_hitMaterial = (client->m_auxilary_info ? (char*)client->m_auxilary_info : "");
	}
	// no multi-hit search yet
	return true;
}
Beispiel #6
0
// this function is called only for sensor objects
// return true if the controller can collide with the object
bool KX_CollisionSensor::BroadPhaseSensorFilterCollision(void *obj1, void *obj2)
{
	BLI_assert(obj1 == m_physCtrl && obj2);

	KX_GameObject *myobj = (KX_GameObject *)GetParent();
	KX_GameObject *myparent = myobj->GetParent();
	KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo *>(((PHY_IPhysicsController *)obj2)->GetNewClientInfo());
	KX_ClientObjectInfo *my_client_info = static_cast<KX_ClientObjectInfo *>(m_physCtrl->GetNewClientInfo());
	KX_GameObject *otherobj = (client_info ? client_info->m_gameobject : NULL);

	// we can only check on persistent characteristic: m_link and m_suspended are not
	// good candidate because they are transient. That must be handled at another level
	if (!otherobj ||
	    otherobj == myparent ||     // don't interact with our parent
	    (my_client_info->m_type == KX_ClientObjectInfo::OBACTORSENSOR &&
	     client_info->m_type != KX_ClientObjectInfo::ACTOR))    // only with actor objects
	{
		return false;
	}

	bool found = m_touchedpropname.empty();
	if (!found) {
		if (m_bFindMaterial) {
			for (unsigned int i = 0; i < otherobj->GetMeshCount(); ++i) {
				RAS_MeshObject *meshObj = otherobj->GetMesh(i);
				for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
					found = (m_touchedpropname == std::string(meshObj->GetMaterialName(j), 2));
					if (found) {
						break;
					}
				}
			}
		}
		else {
			found = (otherobj->GetProperty(m_touchedpropname) != NULL);
		}
	}
	return found;
}
bool BL_ActionActuator::Update(double curtime, bool frame)
{
	bool bNegativeEvent = false;
	bool bPositiveEvent = false;
	bool bUseContinue = false;
	KX_GameObject *obj = (KX_GameObject*)GetParent();
	short playtype = BL_Action::ACT_MODE_PLAY;
	float start = m_startframe;
	float end = m_endframe;

	// If we don't have an action, we can't do anything
	if (!m_action)
		return false;

	// Convert our playtype to one that BL_Action likes
	switch(m_playtype)
	{
		case ACT_ACTION_LOOP_END:
		case ACT_ACTION_LOOP_STOP:
			playtype = BL_Action::ACT_MODE_LOOP;
			break;

		case ACT_ACTION_PINGPONG:
			// We handle ping pong ourselves to increase compabitility
			// with files made prior to animation changes from GSoC 2011.
			playtype = BL_Action::ACT_MODE_PLAY;
		
			if (m_flag & ACT_FLAG_REVERSE)
			{
				start = m_endframe;
				end = m_startframe;
			}

			break;
		case ACT_ACTION_FROM_PROP:
			CValue* prop = GetParent()->GetProperty(m_propname);

			// If we don't have a property, we can't do anything, so just bail
			if (!prop) return false;

			playtype = BL_Action::ACT_MODE_PLAY;
			start = end = prop->GetNumber();

			break;
	}

	if (m_flag & ACT_FLAG_CONTINUE)
		bUseContinue = true;
	
	
	// Handle events
	if (frame)
	{
		bNegativeEvent = m_negevent;
		bPositiveEvent = m_posevent;
		RemoveAllEvents();
	}

	// "Active" actions need to keep updating their current frame
	if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
		m_localtime = obj->GetActionFrame(m_layer);

	if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
		SetLocalTime(curtime);
	else
		ResetStartTime(curtime);

	// Handle a frame property if it's defined
	if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
	{
		CValue* oldprop = obj->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
		if (oldprop)
			oldprop->SetValue(newval);
		else
			obj->SetProperty(m_framepropname, newval);

		newval->Release();
	}

	// Handle a finished animation
	if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
	{
		m_flag &= ~ACT_FLAG_ACTIVE;
		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;

		if (m_playtype == ACT_ACTION_PINGPONG)
			m_flag ^= ACT_FLAG_REVERSE;
		return false;
	}
	
	// If a different action is playing, we've been overruled and are no longer active
	if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
		m_flag &= ~ACT_FLAG_ACTIVE;

	if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
	{
		if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
		{
			if (obj->IsActionDone(m_layer))
				m_localtime = start;
			ResetStartTime(curtime);
		}

		if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
		{
			m_flag |= ACT_FLAG_ACTIVE;
			if (bUseContinue)
				obj->SetActionFrame(m_layer, m_localtime);

			if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG)
				m_flag |= ACT_FLAG_PLAY_END;
			else
				m_flag &= ~ACT_FLAG_PLAY_END;
		}
		m_flag |= ACT_FLAG_ATTEMPT_PLAY;
	}
	else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
	{	
		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
		m_localtime = obj->GetActionFrame(m_layer);
		bAction *curr_action = obj->GetCurrentAction(m_layer);
		if (curr_action && curr_action != m_action)
		{
			// Someone changed the action on us, so we wont mess with it
			// Hopefully there wont be too many problems with two actuators using
			// the same action...
			m_flag &= ~ACT_FLAG_ACTIVE;
			return false;
		}

		switch(m_playtype)
		{
			case ACT_ACTION_LOOP_STOP:
				obj->StopAction(m_layer); // Stop the action after getting the frame

				// We're done
				m_flag &= ~ACT_FLAG_ACTIVE;
				return false;
			case ACT_ACTION_LOOP_END:
				// Convert into a play and let it finish
				obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);

				m_flag |= ACT_FLAG_PLAY_END;
				break;
	
			case ACT_ACTION_FLIPPER:
				// Convert into a play action and play back to the beginning
				end = start;
				start = obj->GetActionFrame(m_layer);
				obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);

				m_flag |= ACT_FLAG_PLAY_END;
				break;
		}
	}

	return m_flag & ACT_FLAG_ACTIVE;
}