// // EntitySimulation.cpp // libraries/entities/src // // Created by Andrew Meadows on 2014.11.24 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "EntitySimulation.h" #include #include #include "EntitiesLogging.h" #include "MovingEntitiesOperator.h" void EntitySimulation::setEntityTree(EntityTreePointer tree) { if (_entityTree && _entityTree != tree) { _mortalEntities.clear(); _nextExpiry = std::numeric_limits::max(); _entitiesToUpdate.clear(); _entitiesToSort.clear(); _simpleKinematicEntities.clear(); } _entityTree = tree; } void EntitySimulation::updateEntities() { QMutexLocker lock(&_mutex); uint64_t now = usecTimestampNow(); // these methods may accumulate entries in _entitiesToBeDeleted expireMortalEntities(now); callUpdateOnEntitiesThatNeedIt(now); moveSimpleKinematics(now); updateEntitiesInternal(now); sortEntitiesThatMoved(); } void EntitySimulation::takeDeadEntities(SetOfEntities& entitiesToDelete) { QMutexLocker lock(&_mutex); entitiesToDelete.swap(_deadEntities); _deadEntities.clear(); } void EntitySimulation::removeEntityInternal(EntityItemPointer entity) { // remove from all internal lists except _deadEntities _mortalEntities.remove(entity); _entitiesToUpdate.remove(entity); _entitiesToSort.remove(entity); _simpleKinematicEntities.remove(entity); _allEntities.remove(entity); entity->setSimulated(false); } void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) { assert(entity); assert(entity->isDead()); if (entity->isSimulated()) { QMutexLocker lock(&_mutex); entity->clearActions(getThisPointer()); removeEntityInternal(entity); if (entity->getElement()) { _deadEntities.insert(entity); _entityTree->cleanupCloneIDs(entity->getEntityItemID()); } } } // protected void EntitySimulation::expireMortalEntities(uint64_t now) { if (now > _nextExpiry) { PROFILE_RANGE_EX(simulation_physics, "ExpireMortals", 0xffff00ff, (uint64_t)_mortalEntities.size()); // only search for expired entities if we expect to find one _nextExpiry = std::numeric_limits::max(); QMutexLocker lock(&_mutex); SetOfEntities::iterator itemItr = _mortalEntities.begin(); while (itemItr != _mortalEntities.end()) { EntityItemPointer entity = *itemItr; uint64_t expiry = entity->getExpiry(); if (expiry < now) { itemItr = _mortalEntities.erase(itemItr); entity->die(); prepareEntityForDelete(entity); } else { if (expiry < _nextExpiry) { // remember the smallest _nextExpiry so we know when to start the next search _nextExpiry = expiry; } ++itemItr; } } if (_mortalEntities.size() < 1) { _nextExpiry = -1; } } } // protected void EntitySimulation::callUpdateOnEntitiesThatNeedIt(uint64_t now) { PerformanceTimer perfTimer("updatingEntities"); QMutexLocker lock(&_mutex); SetOfEntities::iterator itemItr = _entitiesToUpdate.begin(); while (itemItr != _entitiesToUpdate.end()) { EntityItemPointer entity = *itemItr; // TODO: catch transition from needing update to not as a "change" // so we don't have to scan for it here. if (!entity->needsToCallUpdate()) { itemItr = _entitiesToUpdate.erase(itemItr); } else { entity->update(now); ++itemItr; } } } // protected void EntitySimulation::sortEntitiesThatMoved() { PROFILE_RANGE_EX(simulation_physics, "SortTree", 0xffff00ff, (uint64_t)_entitiesToSort.size()); // NOTE: this is only for entities that have been moved by THIS EntitySimulation. // External changes to entity position/shape are expected to be sorted outside of the EntitySimulation. MovingEntitiesOperator moveOperator; AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE); SetOfEntities::iterator itemItr = _entitiesToSort.begin(); while (itemItr != _entitiesToSort.end()) { EntityItemPointer entity = *itemItr; // check to see if this movement has sent the entity outside of the domain. bool success; AACube newCube = entity->getQueryAACube(success); if (success && !domainBounds.touches(newCube)) { qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds."; itemItr = _entitiesToSort.erase(itemItr); entity->die(); prepareEntityForDelete(entity); } else { moveOperator.addEntityToMoveList(entity, newCube); ++itemItr; } } if (moveOperator.hasMovingEntities()) { PerformanceTimer perfTimer("recurseTreeWithOperator"); _entityTree->recurseTreeWithOperator(&moveOperator); } _entitiesToSort.clear(); } void EntitySimulation::addEntity(EntityItemPointer entity) { QMutexLocker lock(&_mutex); assert(entity); entity->deserializeActions(); if (entity->isMortal()) { _mortalEntities.insert(entity); uint64_t expiry = entity->getExpiry(); if (expiry < _nextExpiry) { _nextExpiry = expiry; } } if (entity->needsToCallUpdate()) { _entitiesToUpdate.insert(entity); } addEntityInternal(entity); _allEntities.insert(entity); entity->setSimulated(true); // DirtyFlags are used to signal changes to entities that have already been added, // so we can clear them for this entity which has just been added. entity->clearDirtyFlags(); } void EntitySimulation::changeEntity(EntityItemPointer entity) { QMutexLocker lock(&_mutex); assert(entity); if (!entity->isSimulated()) { // This entity was either never added to the simulation or has been removed // (probably for pending delete), so we don't want to keep a pointer to it // on any internal lists. return; } // Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes // it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence // we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag. uint32_t dirtyFlags = entity->getDirtyFlags(); if (dirtyFlags & Simulation::DIRTY_POSITION) { AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE); bool success; AACube newCube = entity->getQueryAACube(success); if (success && !domainBounds.touches(newCube)) { qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds."; entity->die(); prepareEntityForDelete(entity); return; } } if (dirtyFlags & Simulation::DIRTY_LIFETIME) { if (entity->isMortal()) { _mortalEntities.insert(entity); uint64_t expiry = entity->getExpiry(); if (expiry < _nextExpiry) { _nextExpiry = expiry; } } else { _mortalEntities.remove(entity); } entity->clearDirtyFlags(Simulation::DIRTY_LIFETIME); } if (entity->needsToCallUpdate()) { _entitiesToUpdate.insert(entity); } else { _entitiesToUpdate.remove(entity); } changeEntityInternal(entity); } void EntitySimulation::clearEntities() { QMutexLocker lock(&_mutex); _mortalEntities.clear(); _nextExpiry = std::numeric_limits::max(); _entitiesToUpdate.clear(); _entitiesToSort.clear(); _simpleKinematicEntities.clear(); clearEntitiesInternal(); _allEntities.clear(); _deadEntities.clear(); } void EntitySimulation::moveSimpleKinematics(uint64_t now) { PROFILE_RANGE_EX(simulation_physics, "MoveSimples", 0xffff00ff, (uint64_t)_simpleKinematicEntities.size()); SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin(); while (itemItr != _simpleKinematicEntities.end()) { EntityItemPointer entity = *itemItr; // The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for // children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync. bool ancestryIsKnown; entity->getMaximumAACube(ancestryIsKnown); bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar); if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) { entity->simulate(now); _entitiesToSort.insert(entity); ++itemItr; } else { // the entity is no longer non-physical-kinematic itemItr = _simpleKinematicEntities.erase(itemItr); } } } void EntitySimulation::addDynamic(EntityDynamicPointer dynamic) { QMutexLocker lock(&_dynamicsMutex); _dynamicsToAdd += dynamic; } void EntitySimulation::removeDynamic(const QUuid dynamicID) { QMutexLocker lock(&_dynamicsMutex); _dynamicsToRemove += dynamicID; } void EntitySimulation::removeDynamics(QList dynamicIDsToRemove) { QMutexLocker lock(&_dynamicsMutex); foreach(QUuid uuid, dynamicIDsToRemove) { _dynamicsToRemove.insert(uuid); } } void EntitySimulation::applyDynamicChanges() { QMutexLocker lock(&_dynamicsMutex); _dynamicsToAdd.clear(); _dynamicsToRemove.clear(); }