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51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
//
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// PhysicsBoundary.h
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//
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// Created by Andrew Meadows 2018.04.05
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// Copyright 2018 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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#include "PhysicsBoundary.h"
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#include <EntityItem.h>
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#include <PhysicalEntitySimulation.h>
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#include <PhysicsLogging.h>
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#include <workload/Space.h>
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#include "avatar/AvatarManager.h"
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#include "avatar/OtherAvatar.h"
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#include "workload/GameWorkload.h"
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void PhysicsBoundary::run(const workload::WorkloadContextPointer& context, const Inputs& inputs) {
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auto space = context->_space;
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if (!space) {
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return;
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}
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GameWorkloadContext* gameContext = static_cast<GameWorkloadContext*>(context.get());
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const auto& regionChanges = inputs.get0();
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for (uint32_t i = 0; i < (uint32_t)regionChanges.size(); ++i) {
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const workload::Space::Change& change = regionChanges[i];
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auto nestable = space->getOwner(change.proxyId).get<SpatiallyNestablePointer>();
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if (nestable) {
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switch (nestable->getNestableType()) {
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case NestableType::Entity: {
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gameContext->_simulation->changeEntity(std::static_pointer_cast<EntityItem>(nestable));
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}
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break;
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case NestableType::Avatar: {
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auto avatar = std::static_pointer_cast<OtherAvatar>(nestable);
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avatar->setWorkloadRegion(change.region);
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if (avatar->isInPhysicsSimulation() != avatar->shouldBeInPhysicsSimulation()) {
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DependencyManager::get<AvatarManager>()->queuePhysicsChange(avatar);
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}
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}
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break;
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default:
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break;
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}
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}
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}
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}
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