overte-Armored-Dragon/libraries/physics/src/EntityMotionState.h
Andrew Meadows 6eb177091b overhaul of MotionState cleanup
Moved MotionState deletes out of PhysicsEngine.
EntityMotionStates are deleted by the PhysicsEntitySimulation.
AvatarMotionStates are deleted in the Avatar dtor.
2016-01-07 10:19:46 -08:00

124 lines
4.6 KiB
C++

//
// EntityMotionState.h
// libraries/entities/src
//
// Created by Andrew Meadows on 2014.11.06
// Copyright 2013 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
//
#ifndef hifi_EntityMotionState_h
#define hifi_EntityMotionState_h
#include <AACube.h>
#include "ObjectMotionState.h"
class EntityItem;
// From the MotionState's perspective:
// Inside = physics simulation
// Outside = external agents (scripts, user interaction, other simulations)
class EntityMotionState : public ObjectMotionState {
public:
EntityMotionState(btCollisionShape* shape, EntityItem* item);
virtual ~EntityMotionState();
void updateServerPhysicsVariables(const QUuid& sessionID);
virtual bool handleEasyChanges(uint32_t& flags, PhysicsEngine* engine);
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine);
/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
virtual MotionType computeObjectMotionType() const;
virtual bool isMoving() const;
// this relays incoming position/rotation to the RigidBody
virtual void getWorldTransform(btTransform& worldTrans) const;
// this relays outgoing position/rotation to the EntityItem
virtual void setWorldTransform(const btTransform& worldTrans);
bool isCandidateForOwnership(const QUuid& sessionID) const;
bool remoteSimulationOutOfSync(uint32_t simulationStep);
bool shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID);
void sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step);
virtual uint32_t getIncomingDirtyFlags();
virtual void clearIncomingDirtyFlags();
void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; }
void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; }
quint8 getAccelerationNearlyGravityCount() { return _accelerationNearlyGravityCount; }
virtual float getObjectRestitution() const { return _entity->getRestitution(); }
virtual float getObjectFriction() const { return _entity->getFriction(); }
virtual float getObjectLinearDamping() const { return _entity->getDamping(); }
virtual float getObjectAngularDamping() const { return _entity->getAngularDamping(); }
virtual glm::vec3 getObjectPosition() const { return _entity->getPosition() - ObjectMotionState::getWorldOffset(); }
virtual glm::quat getObjectRotation() const { return _entity->getRotation(); }
virtual glm::vec3 getObjectLinearVelocity() const { return _entity->getVelocity(); }
virtual glm::vec3 getObjectAngularVelocity() const { return _entity->getAngularVelocity(); }
virtual glm::vec3 getObjectGravity() const { return _entity->getGravity(); }
virtual glm::vec3 getObjectLinearVelocityChange() const;
virtual const QUuid& getObjectID() const { return _entity->getID(); }
virtual quint8 getSimulationPriority() const;
virtual QUuid getSimulatorID() const;
virtual void bump(quint8 priority);
EntityItem* getEntity() const { return _entity; }
void resetMeasuredBodyAcceleration();
void measureBodyAcceleration();
virtual QString getName();
virtual int16_t computeCollisionGroup();
// eternal logic can suggest a simuator priority bid for the next outgoing update
void setOutgoingPriority(quint8 priority);
friend class PhysicalEntitySimulation;
protected:
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
bool entityTreeIsLocked() const;
#endif
virtual bool isReadyToComputeShape();
virtual btCollisionShape* computeNewShape();
virtual void setMotionType(MotionType motionType);
EntityItem* _entity { nullptr }; // do NOT use smartpointer here
bool _sentInactive; // true if body was inactive when we sent last update
// these are for the prediction of the remote server's simple extrapolation
uint32_t _lastStep; // last step of server extrapolation
glm::vec3 _serverPosition; // in simulation-frame (not world-frame)
glm::quat _serverRotation;
glm::vec3 _serverVelocity;
glm::vec3 _serverAngularVelocity; // radians per second
glm::vec3 _serverGravity;
glm::vec3 _serverAcceleration;
QByteArray _serverActionData;
uint32_t _lastMeasureStep;
glm::vec3 _lastVelocity;
glm::vec3 _measuredAcceleration;
float _measuredDeltaTime;
quint8 _accelerationNearlyGravityCount;
quint64 _nextOwnershipBid = NO_PRORITY;
uint32_t _loopsWithoutOwner;
quint8 _outgoingPriority = NO_PRORITY;
};
#endif // hifi_EntityMotionState_h