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249 lines
9.1 KiB
C++
249 lines
9.1 KiB
C++
//
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// EntitySimulation.cpp
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2014.11.24
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <AACube.h>
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#include "EntitySimulation.h"
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#include "EntitiesLogging.h"
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#include "MovingEntitiesOperator.h"
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void EntitySimulation::setEntityTree(EntityTree* tree) {
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if (_entityTree && _entityTree != tree) {
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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}
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_entityTree = tree;
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}
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void EntitySimulation::updateEntities() {
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quint64 now = usecTimestampNow();
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// these methods may accumulate entries in _entitiesToBeDeleted
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expireMortalEntities(now);
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callUpdateOnEntitiesThatNeedIt(now);
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updateEntitiesInternal(now);
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sortEntitiesThatMoved();
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}
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void EntitySimulation::getEntitiesToDelete(SetOfEntities& entitiesToDelete) {
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SetOfEntities::iterator entityItr = _entitiesToDelete.begin();
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while (entityItr != _entitiesToDelete.end()) {
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EntityItem* entity = *entityItr;
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if (entity->_simulation != this) {
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if (entity->_element) {
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// this entity is still in its tree, so we insert into the external list
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entitiesToDelete.insert(entity);
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} else {
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// no more backpointers, so it should be safe to delete
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delete entity;
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}
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// we're done with the entity in this context, so remove it from our internal list
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entityItr = _entitiesToDelete.erase(entityItr);
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} else {
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// internal cleanup will happen later (probably in updateEntitiesInternal())
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++entityItr;
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}
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}
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}
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// protected
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void EntitySimulation::expireMortalEntities(const quint64& now) {
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if (now > _nextExpiry) {
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// only search for expired entities if we expect to find one
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_nextExpiry = quint64(-1);
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SetOfEntities::iterator itemItr = _mortalEntities.begin();
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while (itemItr != _mortalEntities.end()) {
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EntityItem* entity = *itemItr;
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quint64 expiry = entity->getExpiry();
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if (expiry < now) {
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_entitiesToDelete.insert(entity);
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itemItr = _mortalEntities.erase(itemItr);
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_entitiesToUpdate.remove(entity);
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_entitiesToSort.remove(entity);
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deleteEntityInternal(entity);
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} else {
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if (expiry < _nextExpiry) {
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// remeber the smallest _nextExpiry so we know when to start the next search
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_nextExpiry = expiry;
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}
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++itemItr;
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}
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}
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}
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}
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// protected
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void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
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PerformanceTimer perfTimer("updatingEntities");
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SetOfEntities::iterator itemItr = _entitiesToUpdate.begin();
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while (itemItr != _entitiesToUpdate.end()) {
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EntityItem* entity = *itemItr;
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// TODO: catch transition from needing update to not as a "change"
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// so we don't have to scan for it here.
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if (!entity->needsToCallUpdate()) {
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itemItr = _entitiesToUpdate.erase(itemItr);
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} else {
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entity->update(now);
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++itemItr;
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}
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}
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}
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// protected
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void EntitySimulation::sortEntitiesThatMoved() {
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// NOTE: this is only for entities that have been moved by THIS EntitySimulation.
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// External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
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PerformanceTimer perfTimer("sortingEntities");
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MovingEntitiesOperator moveOperator(_entityTree);
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AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (float)TREE_SCALE);
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SetOfEntities::iterator itemItr = _entitiesToSort.begin();
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while (itemItr != _entitiesToSort.end()) {
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EntityItem* entity = *itemItr;
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// check to see if this movement has sent the entity outside of the domain.
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AACube newCube = entity->getMaximumAACube();
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if (!domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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_entitiesToDelete.insert(entity);
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_mortalEntities.remove(entity);
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_entitiesToUpdate.remove(entity);
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deleteEntityInternal(entity);
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itemItr = _entitiesToSort.erase(itemItr);
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} else {
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moveOperator.addEntityToMoveList(entity, newCube);
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++itemItr;
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}
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}
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if (moveOperator.hasMovingEntities()) {
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PerformanceTimer perfTimer("recurseTreeWithOperator");
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_entityTree->recurseTreeWithOperator(&moveOperator);
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}
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sortEntitiesThatMovedInternal();
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_entitiesToSort.clear();
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}
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void EntitySimulation::addEntity(EntityItem* entity) {
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assert(entity);
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if (!entity->_simulation) {
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entity->_simulation = this;
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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}
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if (entity->needsToCallUpdate()) {
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_entitiesToUpdate.insert(entity);
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}
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addEntityInternal(entity);
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// DirtyFlags are used to signal changes to entities that have already been added,
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// so we can clear them for this entity which has just been added.
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entity->clearDirtyFlags();
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}
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}
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void EntitySimulation::removeEntity(EntityItem* entity) {
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assert(entity);
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if (entity->_simulation == this) {
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_entitiesToUpdate.remove(entity);
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_mortalEntities.remove(entity);
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_entitiesToSort.remove(entity);
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if (entity->_element) {
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// some EntityTreeElement still references this entity, but it's being removed from this simulation
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_entitiesToDelete.remove(entity);
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removeEntityInternal(entity);
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} else {
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// we're the last to reference this entity, so we really need to delete it
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deleteEntityInternal(entity);
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}
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} else if (!entity->_element) {
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// nothing else is referencing this entity, so we delete it now
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delete entity;
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}
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}
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void EntitySimulation::deleteEntity(EntityItem* entity) {
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assert(entity);
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if (entity->_simulation == this) {
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_entitiesToUpdate.remove(entity);
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_mortalEntities.remove(entity);
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_entitiesToSort.remove(entity);
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deleteEntityInternal(entity);
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} else {
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if (entity->_element) {
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// some EntityTreeElement still references this entity, so we put it on the list
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// which will be harvested by the tree later
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_entitiesToDelete.insert(entity);
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} else {
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// nothing else is referencing this entity, so we delete it now
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delete entity;
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}
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}
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}
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void EntitySimulation::changeEntity(EntityItem* entity) {
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assert(entity);
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if (entity->_simulation == this) {
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// Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
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// it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence
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// we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
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bool wasRemoved = false;
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uint32_t dirtyFlags = entity->getDirtyFlags();
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if (dirtyFlags & EntityItem::DIRTY_POSITION) {
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AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (float)TREE_SCALE);
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AACube newCube = entity->getMaximumAACube();
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if (!domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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_entitiesToDelete.insert(entity);
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_mortalEntities.remove(entity);
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_entitiesToUpdate.remove(entity);
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deleteEntityInternal(entity);
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wasRemoved = true;
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}
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}
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if (!wasRemoved) {
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if (dirtyFlags & EntityItem::DIRTY_LIFETIME) {
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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} else {
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_mortalEntities.remove(entity);
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}
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entity->clearDirtyFlags(EntityItem::DIRTY_LIFETIME);
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}
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if (entity->needsToCallUpdate()) {
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_entitiesToUpdate.insert(entity);
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} else {
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_entitiesToUpdate.remove(entity);
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}
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changeEntityInternal(entity);
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}
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} else {
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// this entity is not yet in this simulation but something (the tree) assumes that it is --> try to add it
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addEntity(entity);
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}
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}
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void EntitySimulation::clearEntities() {
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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clearEntitiesInternal();
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}
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