BGE physics: When colliding, report first contact point to Python

This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:

```
def on_colliding(other, point, normal):
    print("Colliding with %s at %s with normal %s" % (other, point, normal))

game_ob.collisionCallbacks.append(on_colliding)
```

The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.

The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.

Reviewers: brita_, campbellbarton

Subscribers: sergey, sybren, agoose77

Projects: #game_physics

Differential Revision: https://developer.blender.org/D926
This commit is contained in:
Sybren A. Stüvel 2015-02-05 09:39:53 +01:00
parent 51b645a655
commit dd65a44c9a
6 changed files with 143 additions and 12 deletions

View File

@ -157,9 +157,46 @@ base class --- :class:`SCA_IObject`
.. attribute:: collisionCallbacks
A list of callables to be run when a collision occurs.
A list of functions to be called when a collision occurs.
:type: list
:type: list of functions and/or methods
Callbacks should either accept one argument `(object)`, or three
arguments `(object, point, normal)`. For simplicity, per
colliding object only the first collision point is reported.
.. code-block:: python
# Function form
def callback_three(object, point, normal):
print('Hit by %r at %s with normal %s' % (object.name, point, normal))
def callback_one(object):
print('Hit by %r' % object.name)
def register_callback(controller):
controller.owner.collisionCallbacks.append(callback_three)
controller.owner.collisionCallbacks.append(callback_one)
# Method form
class YourGameEntity(bge.types.KX_GameObject):
def __init__(self, old_owner):
self.collisionCallbacks.append(self.on_collision_three)
self.collisionCallbacks.append(self.on_collision_one)
def on_collision_three(self, object, point, normal):
print('Hit by %r at %s with normal %s' % (object.name, point, normal))
def on_collision_one(self, object):
print('Hit by %r' % object.name)
.. note::
For backward compatibility, a callback with variable number of
arguments (using `*args`) will be passed only the `object`
argument. Only when there is more than one fixed argument (not
counting `self` for methods) will the three-argument form be
used.
.. attribute:: scene

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@ -77,6 +77,8 @@ typedef unsigned long uint_ptr;
#include "BL_Action.h"
#include "PyObjectPlus.h" /* python stuff */
#include "BLI_utildefines.h"
#include "python_utildefines.h"
// This file defines relationships between parents and children
// in the game engine.
@ -1498,7 +1500,7 @@ void KX_GameObject::RegisterCollisionCallbacks()
pe->AddSensor(spc);
}
}
void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider, const MT_Vector3 &point, const MT_Vector3 &normal)
{
#ifdef WITH_PYTHON
Py_ssize_t len;
@ -1506,15 +1508,50 @@ void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
if (collision_callbacks && (len=PyList_GET_SIZE(collision_callbacks)))
{
PyObject* args = Py_BuildValue("(O)", collider->GetProxy()); // save python creating each call
// Argument tuples are created lazily, only when they are needed.
PyObject *args_3 = NULL;
PyObject *args_1 = NULL; // Only for compatibility with pre-2.74 callbacks that take 1 argument.
PyObject *func;
PyObject *ret;
int co_argcount;
// Iterate the list and run the callbacks
for (Py_ssize_t pos=0; pos < len; pos++)
{
func = PyList_GET_ITEM(collision_callbacks, pos);
ret = PyObject_Call(func, args, NULL);
// Get the number of arguments, supporting functions, methods and generic callables.
if (PyMethod_Check(func)) {
// Take away the 'self' argument for methods.
co_argcount = ((PyCodeObject *)PyFunction_GET_CODE(PyMethod_GET_FUNCTION(func)))->co_argcount - 1;
} else if (PyFunction_Check(func)) {
co_argcount = ((PyCodeObject *)PyFunction_GET_CODE(func))->co_argcount;
} else {
// We'll just assume the callable takes the correct number of arguments.
co_argcount = 3;
}
// Check whether the function expects the colliding object only,
// or also the point and normal.
if (co_argcount <= 1) {
// One argument, or *args (which gives co_argcount == 0)
if (args_1 == NULL) {
args_1 = PyTuple_New(1);
PyTuple_SET_ITEMS(args_1, collider->GetProxy());
}
ret = PyObject_Call(func, args_1, NULL);
} else {
// More than one argument, assume we can give point & normal.
if (args_3 == NULL) {
args_3 = PyTuple_New(3);
PyTuple_SET_ITEMS(args_3,
collider->GetProxy(),
PyObjectFrom(point),
PyObjectFrom(normal));
}
ret = PyObject_Call(func, args_3, NULL);
}
if (ret == NULL) {
PyErr_Print();
@ -1525,7 +1562,8 @@ void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
}
}
Py_DECREF(args);
if (args_3) Py_DECREF(args_3);
if (args_1) Py_DECREF(args_1);
}
#endif
}

View File

@ -919,7 +919,7 @@ public:
void RegisterCollisionCallbacks();
void UnregisterCollisionCallbacks();
void RunCollisionCallbacks(KX_GameObject *collider);
void RunCollisionCallbacks(KX_GameObject *collider, const MT_Vector3 &point, const MT_Vector3 &normal);
/**
* Stop making progress
*/

View File

@ -60,7 +60,7 @@ bool KX_TouchEventManager::NewHandleCollision(void* object1, void* object2, cons
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));
m_newCollisions.insert(NewCollision(obj1, obj2, coll_data));
return false;
}
@ -209,9 +209,11 @@ void KX_TouchEventManager::NextFrame()
}
}
// Run python callbacks
kxObj1->RunCollisionCallbacks(kxObj2);
kxObj2->RunCollisionCallbacks(kxObj1);
PHY_CollData *colldata = cit->colldata;
kxObj1->RunCollisionCallbacks(kxObj2, colldata->m_point1, colldata->m_normal);
kxObj2->RunCollisionCallbacks(kxObj1, colldata->m_point2, -colldata->m_normal);
delete cit->colldata;
}
m_newCollisions.clear();
@ -219,3 +221,19 @@ void KX_TouchEventManager::NextFrame()
for (it.begin();!it.end();++it)
(*it)->Activate(m_logicmgr);
}
KX_TouchEventManager::NewCollision::NewCollision(PHY_IPhysicsController *first,
PHY_IPhysicsController *second,
const PHY_CollData *colldata)
: first(first), second(second), colldata(new PHY_CollData(*colldata))
{}
KX_TouchEventManager::NewCollision::NewCollision(const NewCollision &to_copy)
: first(to_copy.first), second(to_copy.second), colldata(to_copy.colldata)
{}
bool KX_TouchEventManager::NewCollision::operator<(const NewCollision &other) const
{
return first < other.first || second < other.second || colldata < other.colldata;
}

View File

@ -45,7 +45,29 @@ class PHY_IPhysicsEnvironment;
class KX_TouchEventManager : public SCA_EventManager
{
typedef std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*> NewCollision;
/**
* Contains two colliding objects and the first contact point.
*/
class NewCollision {
public:
PHY_IPhysicsController *first;
PHY_IPhysicsController *second;
PHY_CollData *colldata;
/**
* Creates a copy of the given PHY_CollData; freeing that copy should be done by the owner of
* the NewCollision object.
*
* This allows us to efficiently store NewCollision objects in a std::set without creating more
* copies of colldata, as the NewCollision copy constructor reuses the pointer and doesn't clone
* it again. */
NewCollision(PHY_IPhysicsController *first,
PHY_IPhysicsController *second,
const PHY_CollData *colldata);
NewCollision(const NewCollision &to_copy);
bool operator<(const NewCollision &other) const;
};
PHY_IPhysicsEnvironment* m_physEnv;
std::set<NewCollision> m_newCollisions;

View File

@ -2261,6 +2261,7 @@ void CcdPhysicsEnvironment::CallbackTriggers()
int numManifolds = dispatcher->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
bool colliding_ctrl0 = true;
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
int numContacts = manifold->getNumContacts();
if (!numContacts) continue;
@ -2289,12 +2290,27 @@ void CcdPhysicsEnvironment::CallbackTriggers()
if (iter == m_triggerControllers.end())
{
iter = m_triggerControllers.find(ctrl1);
colliding_ctrl0 = false;
}
if (iter != m_triggerControllers.end())
{
static PHY_CollData coll_data;
const btManifoldPoint &cp = manifold->getContactPoint(0);
/* Make sure that "point1" is always on the object we report on, and
* "point2" on the other object. Also ensure the normal is oriented
* correctly. */
btVector3 point1 = colliding_ctrl0 ? cp.m_positionWorldOnA : cp.m_positionWorldOnB;
btVector3 point2 = colliding_ctrl0 ? cp.m_positionWorldOnB : cp.m_positionWorldOnA;
btVector3 normal = colliding_ctrl0 ? -cp.m_normalWorldOnB : cp.m_normalWorldOnB;
coll_data.m_point1 = MT_Vector3(point1.m_floats);
coll_data.m_point2 = MT_Vector3(point2.m_floats);
coll_data.m_normal = MT_Vector3(normal.m_floats);
m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
ctrl0,ctrl1,0);
ctrl0, ctrl1, &coll_data);
}
// Bullet does not refresh the manifold contact point for object without contact response
// may need to remove this when a newer Bullet version is integrated