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75 lines
2.7 KiB
C++
75 lines
2.7 KiB
C++
//
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// PhysicalEntitySimulation.h
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2015.04.27
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// Copyright 2015 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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#ifndef hifi_PhysicalEntitySimulation_h
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#define hifi_PhysicalEntitySimulation_h
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#include <stdint.h>
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#include <btBulletDynamicsCommon.h>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <EntityItem.h>
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#include <EntitySimulation.h>
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#include "PhysicsEngine.h"
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#include "EntityMotionState.h"
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typedef QSet<EntityMotionState*> SetOfEntityMotionStates;
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class PhysicalEntitySimulation :public EntitySimulation {
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public:
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PhysicalEntitySimulation();
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~PhysicalEntitySimulation();
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void init(EntityTree* tree, PhysicsEngine* engine, EntityEditPacketSender* packetSender);
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virtual void addAction(EntityActionPointer action);
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virtual void applyActionChanges();
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protected: // only called by EntitySimulation
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// overrides for EntitySimulation
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virtual void updateEntitiesInternal(const quint64& now);
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virtual void addEntityInternal(EntityItemPointer entity);
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virtual void removeEntityInternal(EntityItemPointer entity);
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virtual void changeEntityInternal(EntityItemPointer entity);
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virtual void clearEntitiesInternal();
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public:
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VectorOfMotionStates& getObjectsToDelete();
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VectorOfMotionStates& getObjectsToAdd();
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void setObjectsToChange(VectorOfMotionStates& objectsToChange);
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VectorOfMotionStates& getObjectsToChange();
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void handleOutgoingChanges(VectorOfMotionStates& motionStates, const QUuid& sessionID);
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void handleCollisionEvents(CollisionEvents& collisionEvents);
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EntityEditPacketSender* getPacketSender() { return _entityPacketSender; }
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private:
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// incoming changes
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SetOfEntityMotionStates _pendingRemoves; // EntityMotionStates to be removed from PhysicsEngine (and deleted)
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SetOfEntities _pendingAdds; // entities to be be added to PhysicsEngine (and a their EntityMotionState created)
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SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
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// outgoing changes
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SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we need to send updates to entity-server
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SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
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VectorOfMotionStates _tempVector; // temporary array reference, valid immediately after getObjectsToRemove() (and friends)
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PhysicsEngine* _physicsEngine = nullptr;
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EntityEditPacketSender* _entityPacketSender = nullptr;
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uint32_t _lastStepSendPackets = 0;
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};
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#endif // hifi_PhysicalEntitySimulation_h
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