// // 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 #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: // The OutgoingEntityQueue is a pointer to a QSet (owned by an EntitySimulation) of EntityItem*'s // that have been changed by the physics simulation. // All ObjectMotionState's with outgoing changes put themselves on the list. static void setOutgoingEntityList(QSet* list); static void enqueueOutgoingEntity(EntityItem* entity); EntityMotionState(EntityItem* item); virtual ~EntityMotionState(); /// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem virtual MotionType computeObjectMotionType() const; virtual void updateKinematicState(uint32_t substep); virtual void stepKinematicSimulation(quint64 now); 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); // these relay incoming values to the RigidBody virtual void updateBodyEasy(uint32_t flags, uint32_t step); virtual void updateBodyMaterialProperties(); virtual void updateBodyVelocities(); virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo); virtual float computeObjectMass(const ShapeInfo& shapeInfo) const; virtual bool shouldSendUpdate(uint32_t simulationFrame); virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step); virtual uint32_t getIncomingDirtyFlags() const; virtual void clearIncomingDirtyFlags(uint32_t flags) { _entity->clearDirtyFlags(flags); } void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; } void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; } quint8 getAccelerationNearlyGravityCount() { return _accelerationNearlyGravityCount; } virtual EntityItem* getEntity() const { return _entity; } virtual void setShouldClaimSimulationOwnership(bool value) { _shouldClaimSimulationOwnership = value; } virtual bool getShouldClaimSimulationOwnership() { return _shouldClaimSimulationOwnership; } 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 const glm::vec3& getObjectPosition() const { return _entity->getPosition(); } virtual const glm::quat& getObjectRotation() const { return _entity->getRotation(); } virtual const glm::vec3& getObjectLinearVelocity() const { return _entity->getVelocity(); } virtual const glm::vec3& getObjectAngularVelocity() const { return _entity->getAngularVelocity(); } virtual const glm::vec3& getObjectGravity() const { return _entity->getGravity(); } protected: EntityItem* _entity; quint8 _accelerationNearlyGravityCount; bool _shouldClaimSimulationOwnership; quint32 _movingStepsWithoutSimulationOwner; }; #endif // hifi_EntityMotionState_h