overte-HifiExperiments/libraries/shared/src/PhysicsEntity.cpp
2014-06-19 11:57:32 -07:00

163 lines
4.7 KiB
C++

//
// PhysicsEntity.cpp
// libraries/shared/src
//
// Created by Andrew Meadows 2014.06.11
// Copyright 2014 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 "PhysicsEntity.h"
#include "PhysicsSimulation.h"
#include "Shape.h"
#include "ShapeCollider.h"
PhysicsEntity::PhysicsEntity() :
_translation(0.0f),
_rotation(),
_boundingRadius(0.0f),
_shapesAreDirty(true),
_enableShapes(false),
_simulation(NULL) {
}
PhysicsEntity::~PhysicsEntity() {
if (_simulation) {
_simulation->removeEntity(this);
_simulation = NULL;
}
}
void PhysicsEntity::setTranslation(const glm::vec3& translation) {
if (_translation != translation) {
_shapesAreDirty = !_shapes.isEmpty();
_translation = translation;
}
}
void PhysicsEntity::setRotation(const glm::quat& rotation) {
if (_rotation != rotation) {
_shapesAreDirty = !_shapes.isEmpty();
_rotation = rotation;
}
}
void PhysicsEntity::setShapeBackPointers() {
for (int i = 0; i < _shapes.size(); i++) {
Shape* shape = _shapes[i];
if (shape) {
shape->setEntity(this);
}
}
}
void PhysicsEntity::setEnableShapes(bool enable) {
if (enable != _enableShapes) {
clearShapes();
_enableShapes = enable;
if (_enableShapes) {
buildShapes();
}
}
}
void PhysicsEntity::clearShapes() {
for (int i = 0; i < _shapes.size(); ++i) {
delete _shapes[i];
}
_shapes.clear();
}
bool PhysicsEntity::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
/* TODO: Andrew to make this work
int numShapes = _shapes.size();
float minDistance = FLT_MAX;
for (int j = 0; j < numShapes; ++j) {
const Shape* shape = _shapes[j];
float thisDistance = FLT_MAX;
if (shape && ShapeCollider::findRayIntersection(ourShape, origin, direction, thisDistance)) {
if (thisDistance < minDistance) {
minDistance = thisDistance;
}
}
}
if (minDistance < FLT_MAX) {
distance = minDistance;
return true;
}
*/
return false;
}
bool PhysicsEntity::findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions) {
bool collided = false;
int numTheirShapes = shapes.size();
for (int i = 0; i < numTheirShapes; ++i) {
const Shape* theirShape = shapes[i];
if (!theirShape) {
continue;
}
int numOurShapes = _shapes.size();
for (int j = 0; j < numOurShapes; ++j) {
const Shape* ourShape = _shapes.at(j);
if (ourShape && ShapeCollider::collideShapes(theirShape, ourShape, collisions)) {
collided = true;
}
}
}
return collided;
}
bool PhysicsEntity::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius,
CollisionList& collisions, int skipIndex) {
bool collided = false;
// TODO: Andrew to implement this or make it unecessary
/*
SphereShape sphere(sphereRadius, sphereCenter);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _shapes.size(); i++) {
Shape* shape = _shapes[i];
if (!shape) {
continue;
}
const FBXJoint& joint = geometry.joints[i];
if (joint.parentIndex != -1) {
if (skipIndex != -1) {
int ancestorIndex = joint.parentIndex;
do {
if (ancestorIndex == skipIndex) {
goto outerContinue;
}
ancestorIndex = geometry.joints[ancestorIndex].parentIndex;
} while (ancestorIndex != -1);
}
}
if (ShapeCollider::collideShapes(&sphere, shape, collisions)) {
CollisionInfo* collision = collisions.getLastCollision();
collision->_data = (void*)(this);
collision->_intData = i;
collided = true;
}
outerContinue: ;
}
*/
return collided;
}
bool PhysicsEntity::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
bool collided = false;
PlaneShape planeShape(plane);
for (int i = 0; i < _shapes.size(); i++) {
if (_shapes.at(i) && ShapeCollider::collideShapes(&planeShape, _shapes.at(i), collisions)) {
CollisionInfo* collision = collisions.getLastCollision();
collision->_data = (void*)(this);
collision->_intData = i;
collided = true;
}
}
return collided;
}