// // 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: EntityMotionState(btCollisionShape* shape, EntityItem* item); virtual ~EntityMotionState(); void updateServerPhysicsVariables(uint32_t flags); virtual void handleEasyChanges(uint32_t flags); virtual void 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 getAndClearIncomingDirtyFlags(); 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 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(); } virtual const QUuid& getObjectID() const { return _entity->getID(); } virtual QUuid getSimulatorID() const; virtual void bump(); EntityItem* getEntity() const { return _entity; } void resetMeasuredBodyAcceleration(); void measureBodyAcceleration(); virtual QString getName(); friend class PhysicalEntitySimulation; protected: virtual btCollisionShape* computeNewShape(); virtual void clearObjectBackPointer(); virtual void setMotionType(MotionType motionType); EntityItem* _entity; bool _sentActive; // true if body was active when we sent last update int _numNonMovingUpdates; // RELIABLE_SEND_HACK for "not so reliable" resends of packets for non-moving objects // 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; uint32_t _lastMeasureStep; glm::vec3 _lastVelocity; glm::vec3 _measuredAcceleration; quint8 _accelerationNearlyGravityCount; bool _candidateForOwnership; uint32_t _loopsSinceOwnershipBid; uint32_t _loopsWithoutOwner; }; #endif // hifi_EntityMotionState_h