// // PhysicalEntitySimulation.cpp // libraries/physcis/src // // Created by Andrew Meadows 2015.04.27 // Copyright 2015 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 "PhysicsHelpers.h" #include "PhysicsLogging.h" #include "ShapeManager.h" #include "ObjectActionPullToPoint.h" #include "ObjectActionSpring.h" #include "PhysicalEntitySimulation.h" PhysicalEntitySimulation::PhysicalEntitySimulation() { } PhysicalEntitySimulation::~PhysicalEntitySimulation() { } void PhysicalEntitySimulation::init( EntityTree* tree, PhysicsEngine* physicsEngine, EntityEditPacketSender* packetSender) { assert(tree); setEntityTree(tree); assert(physicsEngine); _physicsEngine = physicsEngine; assert(packetSender); _entityPacketSender = packetSender; } // begin EntitySimulation overrides void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) { // Do nothing here because the "internal" update the PhysicsEngine::stepSimualtion() which is done elsewhere. } void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) { assert(entity); if (entity->shouldBePhysical()) { EntityMotionState* motionState = static_cast(entity->getPhysicsInfo()); if (!motionState) { _pendingAdds.insert(entity); } } else if (entity->isMoving()) { _simpleKinematicEntities.insert(entity); } } void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) { EntityMotionState* motionState = static_cast(entity->getPhysicsInfo()); if (motionState) { motionState->clearObjectBackPointer(); entity->setPhysicsInfo(nullptr); _pendingRemoves.insert(motionState); _outgoingChanges.remove(motionState); } _pendingAdds.remove(entity); } void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) { // queue incoming changes: from external sources (script, EntityServer, etc) to physics engine assert(entity); EntityMotionState* motionState = static_cast(entity->getPhysicsInfo()); if (motionState) { if (!entity->shouldBePhysical()) { // the entity should be removed from the physical simulation _pendingChanges.remove(motionState); _physicalObjects.remove(motionState); _pendingRemoves.insert(motionState); _outgoingChanges.remove(motionState); if (entity->isMoving()) { _simpleKinematicEntities.insert(entity); } } else { _pendingChanges.insert(motionState); } } else if (entity->shouldBePhysical()) { // The intent is for this object to be in the PhysicsEngine, but it has no MotionState yet. // Perhaps it's shape has changed and it can now be added? _pendingAdds.insert(entity); _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic } else if (entity->isMoving()) { _simpleKinematicEntities.insert(entity); } else { _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic } } void PhysicalEntitySimulation::clearEntitiesInternal() { // TODO: we should probably wait to lock the _physicsEngine so we don't mess up data structures // while it is in the middle of a simulation step. As it is, we're probably in shutdown mode // anyway, so maybe the simulation was already properly shutdown? Cross our fingers... // first disconnect each MotionStates from its Entity for (auto stateItr : _physicalObjects) { EntityMotionState* motionState = static_cast(&(*stateItr)); EntityItemPointer entity = motionState->getEntity(); if (entity) { entity->setPhysicsInfo(nullptr); } motionState->clearObjectBackPointer(); } // then delete the objects (aka MotionStates) _physicsEngine->deleteObjects(_physicalObjects); // finally clear all lists (which now have only dangling pointers) _physicalObjects.clear(); _pendingRemoves.clear(); _pendingAdds.clear(); _pendingChanges.clear(); } // end EntitySimulation overrides VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() { _tempVector.clear(); for (auto stateItr : _pendingRemoves) { EntityMotionState* motionState = &(*stateItr); _pendingChanges.remove(motionState); _physicalObjects.remove(motionState); EntityItemPointer entity = motionState->getEntity(); if (entity) { _pendingAdds.remove(entity); entity->setPhysicsInfo(nullptr); motionState->clearObjectBackPointer(); } _tempVector.push_back(motionState); } _pendingRemoves.clear(); return _tempVector; } VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() { _tempVector.clear(); SetOfEntities::iterator entityItr = _pendingAdds.begin(); while (entityItr != _pendingAdds.end()) { EntityItemPointer entity = *entityItr; assert(!entity->getPhysicsInfo()); if (!entity->shouldBePhysical()) { // this entity should no longer be on the internal _pendingAdds entityItr = _pendingAdds.erase(entityItr); if (entity->isMoving()) { _simpleKinematicEntities.insert(entity); } } else if (entity->isReadyToComputeShape()) { ShapeInfo shapeInfo; entity->computeShapeInfo(shapeInfo); btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo); if (shape) { EntityMotionState* motionState = new EntityMotionState(shape, entity); entity->setPhysicsInfo(static_cast(motionState)); _physicalObjects.insert(motionState); _tempVector.push_back(motionState); entityItr = _pendingAdds.erase(entityItr); } else { //qDebug() << "Warning! Failed to generate new shape for entity." << entity->getName(); ++entityItr; } } else { ++entityItr; } } return _tempVector; } VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToChange() { _tempVector.clear(); for (auto stateItr : _pendingChanges) { EntityMotionState* motionState = &(*stateItr); _tempVector.push_back(motionState); } _pendingChanges.clear(); return _tempVector; } void PhysicalEntitySimulation::handleOutgoingChanges(VectorOfMotionStates& motionStates, const QUuid& sessionID) { // walk the motionStates looking for those that correspond to entities for (auto stateItr : motionStates) { ObjectMotionState* state = &(*stateItr); if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) { EntityMotionState* entityState = static_cast(state); EntityItemPointer entity = entityState->getEntity(); if (entity) { if (entityState->isCandidateForOwnership(sessionID)) { _outgoingChanges.insert(entityState); } _entitiesToSort.insert(entityState->getEntity()); } } } uint32_t numSubsteps = _physicsEngine->getNumSubsteps(); if (_lastStepSendPackets != numSubsteps) { _lastStepSendPackets = numSubsteps; if (sessionID.isNull()) { // usually don't get here, but if so --> nothing to do _outgoingChanges.clear(); return; } // send outgoing packets QSet::iterator stateItr = _outgoingChanges.begin(); while (stateItr != _outgoingChanges.end()) { EntityMotionState* state = *stateItr; if (!state->isCandidateForOwnership(sessionID)) { stateItr = _outgoingChanges.erase(stateItr); } else if (state->shouldSendUpdate(numSubsteps, sessionID)) { state->sendUpdate(_entityPacketSender, sessionID, numSubsteps); ++stateItr; } else { ++stateItr; } } } } void PhysicalEntitySimulation::handleCollisionEvents(CollisionEvents& collisionEvents) { for (auto collision : collisionEvents) { // NOTE: The collision event is always aligned such that idA is never NULL. // however idB may be NULL. if (!collision.idB.isNull()) { emit entityCollisionWithEntity(collision.idA, collision.idB, collision); } } } EntityActionPointer PhysicalEntitySimulation::actionFactory(EntityActionType type, QUuid id, EntityItemPointer ownerEntity, QVariantMap arguments) { EntityActionPointer action = nullptr; switch (type) { case ACTION_TYPE_NONE: return nullptr; case ACTION_TYPE_PULL_TO_POINT: action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity); break; case ACTION_TYPE_SPRING: action = (EntityActionPointer) new ObjectActionSpring(id, ownerEntity); break; } bool ok = action->updateArguments(arguments); if (ok) { ownerEntity->addAction(this, action); return action; } action = nullptr; return action; } void PhysicalEntitySimulation::applyActionChanges() { if (_physicsEngine) { foreach (EntityActionPointer actionToAdd, _actionsToAdd) { _physicsEngine->addAction(actionToAdd); } foreach (QUuid actionToRemove, _actionsToRemove) { _physicsEngine->removeAction(actionToRemove); } } EntitySimulation::applyActionChanges(); }