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376 lines
17 KiB
C++
376 lines
17 KiB
C++
//
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// EntityItem.h
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// libraries/entities/src
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright 2013 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_EntityItem_h
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#define hifi_EntityItem_h
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#include <stdint.h>
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#include <glm/glm.hpp>
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#include <AnimationCache.h> // for Animation, AnimationCache, and AnimationPointer classes
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#include <CollisionInfo.h>
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#include <Octree.h> // for EncodeBitstreamParams class
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#include <OctreeElement.h> // for OctreeElement::AppendState
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#include <OctreePacketData.h>
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#include <ShapeInfo.h>
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#include "EntityItemID.h"
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#include "EntityItemProperties.h"
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#include "EntityItemPropertiesDefaults.h"
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#include "EntityTypes.h"
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class EntityTree;
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class EntityTreeElement;
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class EntityTreeElementExtraEncodeData;
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#define DONT_ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() = 0;
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#define ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() { };
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#define debugTime(T, N) qPrintable(QString("%1 [ %2 ago]").arg(T, 16, 10).arg(formatUsecTime(N - T), 15))
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#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
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#define debugTreeVector(V) V << "[" << V << " in meters ]"
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/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
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/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
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/// one directly, instead you must only construct one of it's derived classes with additional features.
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class EntityItem {
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friend class EntityTreeElement;
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public:
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enum EntityDirtyFlags {
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DIRTY_POSITION = 0x0001,
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DIRTY_VELOCITY = 0x0002,
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DIRTY_MASS = 0x0004,
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DIRTY_COLLISION_GROUP = 0x0008,
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DIRTY_MOTION_TYPE = 0x0010,
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DIRTY_SHAPE = 0x0020,
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DIRTY_LIFETIME = 0x0040,
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DIRTY_UPDATEABLE = 0x0080,
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DIRTY_PHYSICS_NO_WAKE = 0x0100 // we want to update values in physics engine without "waking" the object up
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};
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DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
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EntityItem(const EntityItemID& entityItemID);
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EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
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virtual ~EntityItem();
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// ID and EntityItemID related methods
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QUuid getID() const { return _id; }
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void setID(const QUuid& id) { _id = id; }
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uint32_t getCreatorTokenID() const { return _creatorTokenID; }
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void setCreatorTokenID(uint32_t creatorTokenID) { _creatorTokenID = creatorTokenID; }
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bool isNewlyCreated() const { return _newlyCreated; }
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bool isKnownID() const { return getID() != UNKNOWN_ENTITY_ID; }
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EntityItemID getEntityItemID() const { return EntityItemID(getID(), getCreatorTokenID(), getID() != UNKNOWN_ENTITY_ID); }
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// methods for getting/setting all properties of an entity
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virtual EntityItemProperties getProperties() const;
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/// returns true if something changed
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virtual bool setProperties(const EntityItemProperties& properties);
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/// Override this in your derived class if you'd like to be informed when something about the state of the entity
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/// has changed. This will be called with properties change or when new data is loaded from a stream
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virtual void somethingChangedNotification() { }
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void recordCreationTime(); // set _created to 'now'
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quint64 getLastSimulated() const { return _lastSimulated; } /// Last simulated time of this entity universal usecs
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void setLastSimulated(quint64 now) { _lastSimulated = now; }
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/// Last edited time of this entity universal usecs
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quint64 getLastEdited() const { return _lastEdited; }
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void setLastEdited(quint64 lastEdited)
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{ _lastEdited = _lastUpdated = lastEdited; _changedOnServer = glm::max(lastEdited, _changedOnServer); }
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float getEditedAgo() const /// Elapsed seconds since this entity was last edited
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{ return (float)(usecTimestampNow() - getLastEdited()) / (float)USECS_PER_SECOND; }
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void markAsChangedOnServer() { _changedOnServer = usecTimestampNow(); }
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quint64 getLastChangedOnServer() const { return _changedOnServer; }
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// TODO: eventually only include properties changed since the params.lastViewFrustumSent time
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virtual EntityPropertyFlags getEntityProperties(EncodeBitstreamParams& params) const;
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virtual OctreeElement::AppendState appendEntityData(OctreePacketData* packetData, EncodeBitstreamParams& params,
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EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData) const;
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virtual void appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
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EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData,
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EntityPropertyFlags& requestedProperties,
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EntityPropertyFlags& propertyFlags,
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EntityPropertyFlags& propertiesDidntFit,
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int& propertyCount,
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OctreeElement::AppendState& appendState) const { /* do nothing*/ };
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static EntityItemID readEntityItemIDFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args);
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virtual int readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args);
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virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData)
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{ return 0; }
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virtual void render(RenderArgs* args) { } // by default entity items don't know how to render
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static int expectedBytes();
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static void adjustEditPacketForClockSkew(unsigned char* codeColorBuffer, size_t length, int clockSkew);
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// perform update
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virtual void update(const quint64& now) { _lastUpdated = now; }
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quint64 getLastUpdated() const { return _lastUpdated; }
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// perform linear extrapolation for SimpleEntitySimulation
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void simulate(const quint64& now);
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void simulateKinematicMotion(float timeElapsed, bool setFlags=true);
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virtual bool needsToCallUpdate() const { return false; }
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virtual void debugDump() const;
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virtual bool supportsDetailedRayIntersection() const { return false; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, bool precisionPicking) const { return true; }
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// attributes applicable to all entity types
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EntityTypes::EntityType getType() const { return _type; }
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const glm::vec3& getPosition() const { return _position; } /// get position in meters
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void setPosition(const glm::vec3& value) {
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_position = value;
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}
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glm::vec3 getCenter() const;
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const glm::vec3& getDimensions() const { return _dimensions; } /// get dimensions in meters
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/// set dimensions in meter units (0.0 - TREE_SCALE)
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virtual void setDimensions(const glm::vec3& value) { _dimensions = glm::abs(value); }
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const glm::quat& getRotation() const { return _rotation; }
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void setRotation(const glm::quat& rotation) { _rotation = rotation; }
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float getGlowLevel() const { return _glowLevel; }
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void setGlowLevel(float glowLevel) { _glowLevel = glowLevel; }
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float getLocalRenderAlpha() const { return _localRenderAlpha; }
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void setLocalRenderAlpha(float localRenderAlpha) { _localRenderAlpha = localRenderAlpha; }
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void setDensity(float density);
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float computeMass() const;
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void setMass(float mass);
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float getDensity() const { return _density; }
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const glm::vec3 getVelocity() const { return _velocity; } /// get velocity in meters
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void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in meters
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bool hasVelocity() const { return _velocity != ENTITY_ITEM_ZERO_VEC3; }
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const glm::vec3& getGravity() const { return _gravity; } /// get gravity in meters
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void setGravity(const glm::vec3& value) { _gravity = value; } /// gravity in meters
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bool hasGravity() const { return _gravity != ENTITY_ITEM_ZERO_VEC3; }
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const glm::vec3 getAcceleration() const { return _acceleration; } /// get acceleration in meters/second/second
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void setAcceleration(const glm::vec3& value) { _acceleration = value; } /// acceleration in meters/second/second
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bool hasAcceleration() const { return _acceleration != ENTITY_ITEM_ZERO_VEC3; }
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float getDamping() const { return _damping; }
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void setDamping(float value) { _damping = value; }
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// lifetime related properties.
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float getLifetime() const { return _lifetime; } /// get the lifetime in seconds for the entity
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void setLifetime(float value) { _lifetime = value; } /// set the lifetime in seconds for the entity
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/// is this entity immortal, in that it has no lifetime set, and will exist until manually deleted
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bool isImmortal() const { return _lifetime == ENTITY_ITEM_IMMORTAL_LIFETIME; }
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/// is this entity mortal, in that it has a lifetime set, and will automatically be deleted when that lifetime expires
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bool isMortal() const { return _lifetime != ENTITY_ITEM_IMMORTAL_LIFETIME; }
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/// age of this entity in seconds
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float getAge() const { return (float)(usecTimestampNow() - _created) / (float)USECS_PER_SECOND; }
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bool lifetimeHasExpired() const;
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quint64 getExpiry() const;
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// position, size, and bounds related helpers
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AACube getMaximumAACube() const;
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AACube getMinimumAACube() const;
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AABox getAABox() const; /// axis aligned bounding box in world-frame (meters)
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const QString& getScript() const { return _script; }
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void setScript(const QString& value) { _script = value; }
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const glm::vec3& getRegistrationPoint() const { return _registrationPoint; } /// registration point as ratio of entity
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/// registration point as ratio of entity
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void setRegistrationPoint(const glm::vec3& value)
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{ _registrationPoint = glm::clamp(value, 0.0f, 1.0f); }
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const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
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void setAngularVelocity(const glm::vec3& value) { _angularVelocity = value; }
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bool hasAngularVelocity() const { return _angularVelocity != ENTITY_ITEM_ZERO_VEC3; }
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float getAngularDamping() const { return _angularDamping; }
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void setAngularDamping(float value) { _angularDamping = value; }
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bool getVisible() const { return _visible; }
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void setVisible(bool value) { _visible = value; }
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bool isVisible() const { return _visible; }
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bool isInvisible() const { return !_visible; }
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bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
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void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
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bool getCollisionsWillMove() const { return _collisionsWillMove; }
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void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
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bool getLocked() const { return _locked; }
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void setLocked(bool value) { _locked = value; }
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const QString& getUserData() const { return _userData; }
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void setUserData(const QString& value) { _userData = value; }
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QUuid getSimulatorID() const { return _simulatorID; }
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void setSimulatorID(const QUuid& value);
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quint64 getSimulatorIDChangedTime() const { return _simulatorIDChangedTime; }
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const QString& getMarketplaceID() const { return _marketplaceID; }
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void setMarketplaceID(const QString& value) { _marketplaceID = value; }
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// TODO: get rid of users of getRadius()...
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float getRadius() const;
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virtual bool contains(const glm::vec3& point) const;
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virtual bool isReadyToComputeShape() { return true; }
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virtual void computeShapeInfo(ShapeInfo& info);
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virtual float getVolumeEstimate() const { return _dimensions.x * _dimensions.y * _dimensions.z; }
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/// return preferred shape type (actual physical shape may differ)
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }
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// updateFoo() methods to be used when changes need to be accumulated in the _dirtyFlags
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void updatePositionInDomainUnits(const glm::vec3& value);
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void updatePosition(const glm::vec3& value);
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void updateDimensionsInDomainUnits(const glm::vec3& value);
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void updateDimensions(const glm::vec3& value);
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void updateRotation(const glm::quat& rotation);
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void updateDensity(float value);
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void updateMass(float value);
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void updateVelocityInDomainUnits(const glm::vec3& value);
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void updateVelocity(const glm::vec3& value);
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void updateDamping(float value);
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void updateGravityInDomainUnits(const glm::vec3& value);
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void updateGravity(const glm::vec3& value);
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void updateAcceleration(const glm::vec3& value);
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void updateAngularVelocity(const glm::vec3& value);
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void updateAngularVelocityInDegrees(const glm::vec3& value) { updateAngularVelocity(glm::radians(value)); }
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void updateAngularDamping(float value);
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void updateIgnoreForCollisions(bool value);
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void updateCollisionsWillMove(bool value);
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void updateLifetime(float value);
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virtual void updateShapeType(ShapeType type) { /* do nothing */ }
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uint32_t getDirtyFlags() const { return _dirtyFlags; }
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void clearDirtyFlags(uint32_t mask = 0xffff) { _dirtyFlags &= ~mask; }
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bool isMoving() const;
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void* getPhysicsInfo() const { return _physicsInfo; }
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void setPhysicsInfo(void* data) { _physicsInfo = data; }
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EntityTreeElement* getElement() const { return _element; }
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static void setSendPhysicsUpdates(bool value) { _sendPhysicsUpdates = value; }
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static bool getSendPhysicsUpdates() { return _sendPhysicsUpdates; }
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glm::mat4 getEntityToWorldMatrix() const;
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glm::mat4 getWorldToEntityMatrix() const;
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glm::vec3 worldToEntity(const glm::vec3 point) const;
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glm::vec3 entityToWorld(const glm::vec3 point) const;
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protected:
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static bool _sendPhysicsUpdates;
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EntityTypes::EntityType _type;
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QUuid _id;
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uint32_t _creatorTokenID;
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bool _newlyCreated;
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quint64 _lastSimulated; // last time this entity called simulate(), this includes velocity, angular velocity, and physics changes
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quint64 _lastUpdated; // last time this entity called update(), this includes animations and non-physics changes
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quint64 _lastEdited; // last official local or remote edit time
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quint64 _lastEditedFromRemote; // last time we received and edit from the server
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quint64 _lastEditedFromRemoteInRemoteTime; // last time we received an edit from the server (in server-time-frame)
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quint64 _created;
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quint64 _changedOnServer;
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glm::vec3 _position;
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glm::vec3 _dimensions;
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glm::quat _rotation;
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float _glowLevel;
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float _localRenderAlpha;
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float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg/m^3
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// NOTE: _volumeMultiplier is used to allow some mass properties code exist in the EntityItem base class
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// rather than in all of the derived classes. If we ever collapse these classes to one we could do it a
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// different way.
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float _volumeMultiplier = 1.0f;
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glm::vec3 _velocity;
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glm::vec3 _gravity;
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glm::vec3 _acceleration;
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float _damping;
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float _lifetime;
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QString _script;
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glm::vec3 _registrationPoint;
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glm::vec3 _angularVelocity;
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float _angularDamping;
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bool _visible;
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bool _ignoreForCollisions;
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bool _collisionsWillMove;
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bool _locked;
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QString _userData;
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QUuid _simulatorID; // id of Node which is currently responsible for simulating this Entity
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quint64 _simulatorIDChangedTime; // when was _simulatorID last updated?
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QString _marketplaceID;
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// NOTE: Damping is applied like this: v *= pow(1 - damping, dt)
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//
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// Hence the damping coefficient must range from 0 (no damping) to 1 (immediate stop).
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// Each damping value relates to a corresponding exponential decay timescale as follows:
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//
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// timescale = -1 / ln(1 - damping)
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//
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// damping = 1 - exp(-1 / timescale)
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//
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// NOTE: Radius support is obsolete, but these private helper functions are available for this class to
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// parse old data streams
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/// set radius in domain scale units (0.0 - 1.0) this will also reset dimensions to be equal for each axis
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void setRadius(float value);
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// _physicsInfo is a hook reserved for use by the EntitySimulation, which is guaranteed to set _physicsInfo
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// to a non-NULL value when the EntityItem has a representation in the physics engine.
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void* _physicsInfo = NULL; // only set by EntitySimulation
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// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
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uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
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EntityTreeElement* _element; // back pointer to containing Element
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};
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#endif // hifi_EntityItem_h
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