overte-HifiExperiments/libraries/entities/src/EntityItem.h

376 lines
17 KiB
C++

//
// EntityItem.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// 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_EntityItem_h
#define hifi_EntityItem_h
#include <stdint.h>
#include <glm/glm.hpp>
#include <AnimationCache.h> // for Animation, AnimationCache, and AnimationPointer classes
#include <CollisionInfo.h>
#include <Octree.h> // for EncodeBitstreamParams class
#include <OctreeElement.h> // for OctreeElement::AppendState
#include <OctreePacketData.h>
#include <ShapeInfo.h>
#include "EntityItemID.h"
#include "EntityItemProperties.h"
#include "EntityItemPropertiesDefaults.h"
#include "EntityTypes.h"
class EntityTree;
class EntityTreeElement;
class EntityTreeElementExtraEncodeData;
#define DONT_ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() = 0;
#define ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() { };
#define debugTime(T, N) qPrintable(QString("%1 [ %2 ago]").arg(T, 16, 10).arg(formatUsecTime(N - T), 15))
#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
#define debugTreeVector(V) V << "[" << V << " in meters ]"
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
/// one directly, instead you must only construct one of it's derived classes with additional features.
class EntityItem {
friend class EntityTreeElement;
public:
enum EntityDirtyFlags {
DIRTY_POSITION = 0x0001,
DIRTY_VELOCITY = 0x0002,
DIRTY_MASS = 0x0004,
DIRTY_COLLISION_GROUP = 0x0008,
DIRTY_MOTION_TYPE = 0x0010,
DIRTY_SHAPE = 0x0020,
DIRTY_LIFETIME = 0x0040,
DIRTY_UPDATEABLE = 0x0080,
DIRTY_PHYSICS_NO_WAKE = 0x0100 // we want to update values in physics engine without "waking" the object up
};
DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
EntityItem(const EntityItemID& entityItemID);
EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
virtual ~EntityItem();
// ID and EntityItemID related methods
QUuid getID() const { return _id; }
void setID(const QUuid& id) { _id = id; }
uint32_t getCreatorTokenID() const { return _creatorTokenID; }
void setCreatorTokenID(uint32_t creatorTokenID) { _creatorTokenID = creatorTokenID; }
bool isNewlyCreated() const { return _newlyCreated; }
bool isKnownID() const { return getID() != UNKNOWN_ENTITY_ID; }
EntityItemID getEntityItemID() const { return EntityItemID(getID(), getCreatorTokenID(), getID() != UNKNOWN_ENTITY_ID); }
// methods for getting/setting all properties of an entity
virtual EntityItemProperties getProperties() const;
/// returns true if something changed
virtual bool setProperties(const EntityItemProperties& properties);
/// Override this in your derived class if you'd like to be informed when something about the state of the entity
/// has changed. This will be called with properties change or when new data is loaded from a stream
virtual void somethingChangedNotification() { }
void recordCreationTime(); // set _created to 'now'
quint64 getLastSimulated() const { return _lastSimulated; } /// Last simulated time of this entity universal usecs
void setLastSimulated(quint64 now) { _lastSimulated = now; }
/// Last edited time of this entity universal usecs
quint64 getLastEdited() const { return _lastEdited; }
void setLastEdited(quint64 lastEdited)
{ _lastEdited = _lastUpdated = lastEdited; _changedOnServer = glm::max(lastEdited, _changedOnServer); }
float getEditedAgo() const /// Elapsed seconds since this entity was last edited
{ return (float)(usecTimestampNow() - getLastEdited()) / (float)USECS_PER_SECOND; }
void markAsChangedOnServer() { _changedOnServer = usecTimestampNow(); }
quint64 getLastChangedOnServer() const { return _changedOnServer; }
// TODO: eventually only include properties changed since the params.lastViewFrustumSent time
virtual EntityPropertyFlags getEntityProperties(EncodeBitstreamParams& params) const;
virtual OctreeElement::AppendState appendEntityData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData) const;
virtual void appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData,
EntityPropertyFlags& requestedProperties,
EntityPropertyFlags& propertyFlags,
EntityPropertyFlags& propertiesDidntFit,
int& propertyCount,
OctreeElement::AppendState& appendState) const { /* do nothing*/ };
static EntityItemID readEntityItemIDFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args);
virtual int readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args);
virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args,
EntityPropertyFlags& propertyFlags, bool overwriteLocalData)
{ return 0; }
virtual void render(RenderArgs* args) { } // by default entity items don't know how to render
static int expectedBytes();
static void adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, size_t length, int clockSkew);
// perform update
virtual void update(const quint64& now) { _lastUpdated = now; }
quint64 getLastUpdated() const { return _lastUpdated; }
// perform linear extrapolation for SimpleEntitySimulation
void simulate(const quint64& now);
void simulateKinematicMotion(float timeElapsed, bool setFlags=true);
virtual bool needsToCallUpdate() const { return false; }
virtual void debugDump() const;
virtual bool supportsDetailedRayIntersection() const { return false; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject, bool precisionPicking) const { return true; }
// attributes applicable to all entity types
EntityTypes::EntityType getType() const { return _type; }
const glm::vec3& getPosition() const { return _position; } /// get position in meters
void setPosition(const glm::vec3& value) {
_position = value;
}
glm::vec3 getCenter() const;
const glm::vec3& getDimensions() const { return _dimensions; } /// get dimensions in meters
/// set dimensions in meter units (0.0 - TREE_SCALE)
virtual void setDimensions(const glm::vec3& value) { _dimensions = glm::abs(value); }
const glm::quat& getRotation() const { return _rotation; }
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
float getGlowLevel() const { return _glowLevel; }
void setGlowLevel(float glowLevel) { _glowLevel = glowLevel; }
float getLocalRenderAlpha() const { return _localRenderAlpha; }
void setLocalRenderAlpha(float localRenderAlpha) { _localRenderAlpha = localRenderAlpha; }
void setDensity(float density);
float computeMass() const;
void setMass(float mass);
float getDensity() const { return _density; }
const glm::vec3 getVelocity() const { return _velocity; } /// get velocity in meters
void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in meters
bool hasVelocity() const { return _velocity != ENTITY_ITEM_ZERO_VEC3; }
const glm::vec3& getGravity() const { return _gravity; } /// get gravity in meters
void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in meters
bool hasGravity() const { return _gravity != ENTITY_ITEM_ZERO_VEC3; }
const glm::vec3 getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
void setAcceleration(const glm::vec3& value) { _acceleration = value; } /// acceleration in meters/second/second
bool hasAcceleration() const { return _acceleration != ENTITY_ITEM_ZERO_VEC3; }
float getDamping() const { return _damping; }
void setDamping(float value) { _damping = value; }
// lifetime related properties.
float getLifetime() const { return _lifetime; } /// get the lifetime in seconds for the entity
void setLifetime(float value) { _lifetime = value; } /// set the lifetime in seconds for the entity
/// is this entity immortal, in that it has no lifetime set, and will exist until manually deleted
bool isImmortal() const { return _lifetime == ENTITY_ITEM_IMMORTAL_LIFETIME; }
/// is this entity mortal, in that it has a lifetime set, and will automatically be deleted when that lifetime expires
bool isMortal() const { return _lifetime != ENTITY_ITEM_IMMORTAL_LIFETIME; }
/// age of this entity in seconds
float getAge() const { return (float)(usecTimestampNow() - _created) / (float)USECS_PER_SECOND; }
bool lifetimeHasExpired() const;
quint64 getExpiry() const;
// position, size, and bounds related helpers
AACube getMaximumAACube() const;
AACube getMinimumAACube() const;
AABox getAABox() const; /// axis aligned bounding box in world-frame (meters)
const QString& getScript() const { return _script; }
void setScript(const QString& value) { _script = value; }
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; } /// registration point as ratio of entity
/// registration point as ratio of entity
void setRegistrationPoint(const glm::vec3& value)
{ _registrationPoint = glm::clamp(value, 0.0f, 1.0f); }
const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
void setAngularVelocity(const glm::vec3& value) { _angularVelocity = value; }
bool hasAngularVelocity() const { return _angularVelocity != ENTITY_ITEM_ZERO_VEC3; }
float getAngularDamping() const { return _angularDamping; }
void setAngularDamping(float value) { _angularDamping = value; }
bool getVisible() const { return _visible; }
void setVisible(bool value) { _visible = value; }
bool isVisible() const { return _visible; }
bool isInvisible() const { return !_visible; }
bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
bool getCollisionsWillMove() const { return _collisionsWillMove; }
void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
bool getLocked() const { return _locked; }
void setLocked(bool value) { _locked = value; }
const QString& getUserData() const { return _userData; }
void setUserData(const QString& value) { _userData = value; }
QUuid getSimulatorID() const { return _simulatorID; }
void setSimulatorID(const QUuid& value);
quint64 getSimulatorIDChangedTime() const { return _simulatorIDChangedTime; }
const QString& getMarketplaceID() const { return _marketplaceID; }
void setMarketplaceID(const QString& value) { _marketplaceID = value; }
// TODO: get rid of users of getRadius()...
float getRadius() const;
virtual bool contains(const glm::vec3& point) const;
virtual bool isReadyToComputeShape() { return true; }
virtual void computeShapeInfo(ShapeInfo& info);
virtual float getVolumeEstimate() const { return _dimensions.x * _dimensions.y * _dimensions.z; }
/// return preferred shape type (actual physical shape may differ)
virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }
// updateFoo() methods to be used when changes need to be accumulated in the _dirtyFlags
void updatePositionInDomainUnits(const glm::vec3& value);
void updatePosition(const glm::vec3& value);
void updateDimensionsInDomainUnits(const glm::vec3& value);
void updateDimensions(const glm::vec3& value);
void updateRotation(const glm::quat& rotation);
void updateDensity(float value);
void updateMass(float value);
void updateVelocityInDomainUnits(const glm::vec3& value);
void updateVelocity(const glm::vec3& value);
void updateDamping(float value);
void updateGravityInDomainUnits(const glm::vec3& value);
void updateGravity(const glm::vec3& value);
void updateAcceleration(const glm::vec3& value);
void updateAngularVelocity(const glm::vec3& value);
void updateAngularVelocityInDegrees(const glm::vec3& value) { updateAngularVelocity(glm::radians(value)); }
void updateAngularDamping(float value);
void updateIgnoreForCollisions(bool value);
void updateCollisionsWillMove(bool value);
void updateLifetime(float value);
virtual void updateShapeType(ShapeType type) { /* do nothing */ }
uint32_t getDirtyFlags() const { return _dirtyFlags; }
void clearDirtyFlags(uint32_t mask = 0xffff) { _dirtyFlags &= ~mask; }
bool isMoving() const;
void* getPhysicsInfo() const { return _physicsInfo; }
void setPhysicsInfo(void* data) { _physicsInfo = data; }
EntityTreeElement* getElement() const { return _element; }
static void setSendPhysicsUpdates(bool value) { _sendPhysicsUpdates = value; }
static bool getSendPhysicsUpdates() { return _sendPhysicsUpdates; }
glm::mat4 getEntityToWorldMatrix() const;
glm::mat4 getWorldToEntityMatrix() const;
glm::vec3 worldToEntity(const glm::vec3 point) const;
glm::vec3 entityToWorld(const glm::vec3 point) const;
protected:
static bool _sendPhysicsUpdates;
EntityTypes::EntityType _type;
QUuid _id;
uint32_t _creatorTokenID;
bool _newlyCreated;
quint64 _lastSimulated; // last time this entity called simulate(), this includes velocity, angular velocity, and physics changes
quint64 _lastUpdated; // last time this entity called update(), this includes animations and non-physics changes
quint64 _lastEdited; // last official local or remote edit time
quint64 _lastEditedFromRemote; // last time we received and edit from the server
quint64 _lastEditedFromRemoteInRemoteTime; // last time we received an edit from the server (in server-time-frame)
quint64 _created;
quint64 _changedOnServer;
glm::vec3 _position;
glm::vec3 _dimensions;
glm::quat _rotation;
float _glowLevel;
float _localRenderAlpha;
float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg/m^3
// NOTE: _volumeMultiplier is used to allow some mass properties code exist in the EntityItem base class
// rather than in all of the derived classes. If we ever collapse these classes to one we could do it a
// different way.
float _volumeMultiplier = 1.0f;
glm::vec3 _velocity;
glm::vec3 _gravity;
glm::vec3 _acceleration;
float _damping;
float _lifetime;
QString _script;
glm::vec3 _registrationPoint;
glm::vec3 _angularVelocity;
float _angularDamping;
bool _visible;
bool _ignoreForCollisions;
bool _collisionsWillMove;
bool _locked;
QString _userData;
QUuid _simulatorID; // id of Node which is currently responsible for simulating this Entity
quint64 _simulatorIDChangedTime; // when was _simulatorID last updated?
QString _marketplaceID;
// NOTE: Damping is applied like this: v *= pow(1 - damping, dt)
//
// Hence the damping coefficient must range from 0 (no damping) to 1 (immediate stop).
// Each damping value relates to a corresponding exponential decay timescale as follows:
//
// timescale = -1 / ln(1 - damping)
//
// damping = 1 - exp(-1 / timescale)
//
// NOTE: Radius support is obsolete, but these private helper functions are available for this class to
// parse old data streams
/// set radius in domain scale units (0.0 - 1.0) this will also reset dimensions to be equal for each axis
void setRadius(float value);
// _physicsInfo is a hook reserved for use by the EntitySimulation, which is guaranteed to set _physicsInfo
// to a non-NULL value when the EntityItem has a representation in the physics engine.
void* _physicsInfo = NULL; // only set by EntitySimulation
// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
EntityTreeElement* _element; // back pointer to containing Element
};
#endif // hifi_EntityItem_h