overte-HifiExperiments/libraries/physics/src/PhysicalEntitySimulation.cpp
2015-06-08 14:16:03 -07:00

274 lines
9.9 KiB
C++

//
// 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<EntityMotionState*>(entity->getPhysicsInfo());
if (!motionState) {
_pendingAdds.insert(entity);
}
} else if (entity->isMoving()) {
_simpleKinematicEntities.insert(entity);
}
}
void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(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<EntityMotionState*>(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<EntityMotionState*>(&(*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<void*>(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<EntityMotionState*>(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<EntityMotionState*>::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();
}