overte-HifiExperiments/libraries/physics/src/PhysicalEntitySimulation.cpp

370 lines
14 KiB
C++

//
// PhysicalEntitySimulation.cpp
// libraries/physics/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 "PhysicalEntitySimulation.h"
PhysicalEntitySimulation::PhysicalEntitySimulation() {
}
PhysicalEntitySimulation::~PhysicalEntitySimulation() {
}
void PhysicalEntitySimulation::init(
EntityTreePointer tree,
PhysicsEnginePointer 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) {
QMutexLocker lock(&_mutex);
assert(entity);
assert(!entity->isDead());
if (entity->shouldBePhysical()) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (!motionState) {
_entitiesToAddToPhysics.insert(entity);
}
} else if (entity->isMovingRelativeToParent()) {
_simpleKinematicEntities.insert(entity);
}
}
void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
if (entity->isSimulated()) {
EntitySimulation::removeEntityInternal(entity);
QMutexLocker lock(&_mutex);
_entitiesToAddToPhysics.remove(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_outgoingChanges.remove(motionState);
_entitiesToRemoveFromPhysics.insert(entity);
} else {
_entitiesToDelete.insert(entity);
}
}
}
void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
QMutexLocker lock(&_mutex);
for (auto entity : _entitiesToDelete) {
// this entity is still in its tree, so we insert into the external list
entitiesToDelete.push_back(entity);
// Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
// rather than do it here
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_entitiesToRemoveFromPhysics.insert(entity);
}
}
_entitiesToDelete.clear();
}
void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
QMutexLocker lock(&_mutex);
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);
_outgoingChanges.remove(motionState);
_entitiesToRemoveFromPhysics.insert(entity);
if (entity->isMovingRelativeToParent()) {
_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?
_entitiesToAddToPhysics.insert(entity);
_simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
} else if (entity->isMovingRelativeToParent()) {
_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...
// copy everything into _entitiesToDelete
for (auto stateItr : _physicalObjects) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
_entitiesToDelete.insert(motionState->getEntity());
}
// then remove the objects (aka MotionStates) from physics
_physicsEngine->removeSetOfObjects(_physicalObjects);
// delete the MotionStates
// TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete
// its own PhysicsInfo rather than do it here
for (auto entity : _entitiesToDelete) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
entity->setPhysicsInfo(nullptr);
delete motionState;
}
}
// finally clear all lists maintained by this class
_physicalObjects.clear();
_entitiesToRemoveFromPhysics.clear();
_entitiesToRelease.clear();
_entitiesToAddToPhysics.clear();
_pendingChanges.clear();
_outgoingChanges.clear();
}
// virtual
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
entity->clearActions(getThisPointer());
removeEntityInternal(entity);
}
// end EntitySimulation overrides
void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
// make sure it isn't on any side lists
_entitiesToAddToPhysics.remove(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_pendingChanges.remove(motionState);
_outgoingChanges.remove(motionState);
_physicalObjects.remove(motionState);
result.push_back(motionState);
_entitiesToRelease.insert(entity);
}
if (entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRemoveFromPhysics.clear();
}
void PhysicalEntitySimulation::deleteObjectsRemovedFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRelease) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
assert(motionState);
entity->setPhysicsInfo(nullptr);
delete motionState;
if (entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRelease.clear();
}
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
while (entityItr != _entitiesToAddToPhysics.end()) {
EntityItemPointer entity = (*entityItr);
assert(!entity->getPhysicsInfo());
if (entity->isDead()) {
prepareEntityForDelete(entity);
entityItr = _entitiesToAddToPhysics.erase(entityItr);
} else if (!entity->shouldBePhysical()) {
// this entity should no longer be on the internal _entitiesToAddToPhysics
entityItr = _entitiesToAddToPhysics.erase(entityItr);
if (entity->isMovingRelativeToParent()) {
_simpleKinematicEntities.insert(entity);
}
} else if (entity->isReadyToComputeShape()) {
ShapeInfo shapeInfo;
entity->computeShapeInfo(shapeInfo);
int numPoints = shapeInfo.getLargestSubshapePointCount();
if (shapeInfo.getType() == SHAPE_TYPE_COMPOUND) {
if (numPoints > MAX_HULL_POINTS) {
qWarning() << "convex hull with" << numPoints
<< "points for entity" << entity->getName()
<< "at" << entity->getWorldPosition() << " will be reduced";
}
}
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
if (shape) {
EntityMotionState* motionState = new EntityMotionState(shape, entity);
entity->setPhysicsInfo(static_cast<void*>(motionState));
_physicalObjects.insert(motionState);
result.push_back(motionState);
entityItr = _entitiesToAddToPhysics.erase(entityItr);
} else {
//qWarning() << "Failed to generate new shape for entity." << entity->getName();
++entityItr;
}
} else {
++entityItr;
}
}
}
void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) {
QMutexLocker lock(&_mutex);
for (auto object : objectsToChange) {
_pendingChanges.insert(static_cast<EntityMotionState*>(object));
}
}
void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
for (auto stateItr : _pendingChanges) {
EntityMotionState* motionState = &(*stateItr);
result.push_back(motionState);
}
_pendingChanges.clear();
}
void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
for (auto stateItr : motionStates) {
ObjectMotionState* state = &(*stateItr);
assert(state);
if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
entityState->handleDeactivation();
EntityItemPointer entity = entityState->getEntity();
_entitiesToSort.insert(entity);
}
}
}
void PhysicalEntitySimulation::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
QMutexLocker lock(&_mutex);
// walk the motionStates looking for those that correspond to entities
for (auto stateItr : motionStates) {
ObjectMotionState* state = &(*stateItr);
assert(state);
if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
EntityItemPointer entity = entityState->getEntity();
assert(entity.get());
if (entityState->isCandidateForOwnership()) {
_outgoingChanges.insert(entityState);
}
_entitiesToSort.insert(entity);
}
}
uint32_t numSubsteps = _physicsEngine->getNumSubsteps();
if (_lastStepSendPackets != numSubsteps) {
_lastStepSendPackets = numSubsteps;
if (Physics::getSessionUUID().isNull()) {
// usually don't get here, but if so --> nothing to do
_outgoingChanges.clear();
return;
}
// look for entities to prune or update
QSet<EntityMotionState*>::iterator stateItr = _outgoingChanges.begin();
while (stateItr != _outgoingChanges.end()) {
EntityMotionState* state = *stateItr;
if (!state->isCandidateForOwnership()) {
// prune
stateItr = _outgoingChanges.erase(stateItr);
} else if (state->shouldSendUpdate(numSubsteps)) {
// update
state->sendUpdate(_entityPacketSender, numSubsteps);
++stateItr;
} else {
++stateItr;
}
}
}
}
void PhysicalEntitySimulation::handleCollisionEvents(const 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);
}
}
}
void PhysicalEntitySimulation::addDynamic(EntityDynamicPointer dynamic) {
if (_physicsEngine) {
// FIXME put fine grain locking into _physicsEngine
{
QMutexLocker lock(&_mutex);
const QUuid& dynamicID = dynamic->getID();
if (_physicsEngine->getDynamicByID(dynamicID)) {
qCDebug(physics) << "warning -- PhysicalEntitySimulation::addDynamic -- adding an "
"dynamic that was already in _physicsEngine";
}
}
EntitySimulation::addDynamic(dynamic);
}
}
void PhysicalEntitySimulation::applyDynamicChanges() {
QList<EntityDynamicPointer> dynamicsFailedToAdd;
if (_physicsEngine) {
QMutexLocker lock(&_dynamicsMutex);
foreach(QUuid dynamicToRemove, _dynamicsToRemove) {
_physicsEngine->removeDynamic(dynamicToRemove);
}
foreach (EntityDynamicPointer dynamicToAdd, _dynamicsToAdd) {
if (!_dynamicsToRemove.contains(dynamicToAdd->getID())) {
if (!_physicsEngine->addDynamic(dynamicToAdd)) {
dynamicsFailedToAdd += dynamicToAdd;
}
}
}
// applyDynamicChanges will clear _dynamicsToRemove and _dynamicsToAdd
EntitySimulation::applyDynamicChanges();
}
// put back the ones that couldn't yet be added
foreach (EntityDynamicPointer dynamicFailedToAdd, dynamicsFailedToAdd) {
addDynamic(dynamicFailedToAdd);
}
}