overte-HifiExperiments/libraries/physics/src/EntityMotionState.h
Andrew Meadows dcca5d532a fix for glitchy physics updates
The main problem was: ObjectMotionState::_sentPosition and friends
were not being updated when the EntityServer update arrives.
2015-01-13 14:00:37 -08:00

71 lines
2.2 KiB
C++

//
// EntityMotionState.h
// libraries/entities/src
//
// Created by Andrew Meadows on 2014.11.06
// 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_EntityMotionState_h
#define hifi_EntityMotionState_h
#include <AACube.h>
#include "ObjectMotionState.h"
#ifndef USE_BULLET_PHYSICS
// ObjectMotionState stubbery
class ObjectMotionState {
public:
// so that this stub implementation is not completely empty we give the class a data member
bool _stubData;
};
#endif // USE_BULLET_PHYSICS
class EntityItem;
// From the MotionState's perspective:
// Inside = physics simulation
// Outside = external agents (scripts, user interaction, other simulations)
class EntityMotionState : public ObjectMotionState {
public:
// The OutgoingEntityQueue is a pointer to a QSet (owned by an EntitySimulation) of EntityItem*'s
// that have been changed by the physics simulation.
// All ObjectMotionState's with outgoing changes put themselves on the list.
static void setOutgoingEntityList(QSet<EntityItem*>* list);
static void enqueueOutgoingEntity(EntityItem* entity);
EntityMotionState(EntityItem* item);
virtual ~EntityMotionState();
/// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem
MotionType computeMotionType() const;
#ifdef USE_BULLET_PHYSICS
// this relays incoming position/rotation to the RigidBody
void getWorldTransform(btTransform& worldTrans) const;
// this relays outgoing position/rotation to the EntityItem
void setWorldTransform(const btTransform& worldTrans);
#endif // USE_BULLET_PHYSICS
// these relay incoming values to the RigidBody
void updateObjectEasy(uint32_t flags, uint32_t frame);
void updateObjectVelocities();
void computeShapeInfo(ShapeInfo& info);
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame);
uint32_t getIncomingDirtyFlags() const { return _entity->getDirtyFlags(); }
void clearIncomingDirtyFlags(uint32_t flags) { _entity->clearDirtyFlags(flags); }
protected:
EntityItem* _entity;
};
#endif // hifi_EntityMotionState_h