// // EntitySimulation.h // libraries/entities/src // // Created by Andrew Meadows on 2014.11.24 // 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 // #ifndef hifi_EntitySimulation_h #define hifi_EntitySimulation_h #include #include #include #include #include #include "EntityItem.h" #include "EntityTree.h" using EntitySimulationPointer = std::shared_ptr; using VectorOfEntities = QVector; // the EntitySimulation needs to know when these things change on an entity, // so it can sort EntityItem or relay its state to the PhysicsEngine. const int DIRTY_SIMULATION_FLAGS = Simulation::DIRTY_POSITION | Simulation::DIRTY_ROTATION | Simulation::DIRTY_LINEAR_VELOCITY | Simulation::DIRTY_ANGULAR_VELOCITY | Simulation::DIRTY_MASS | Simulation::DIRTY_COLLISION_GROUP | Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE | Simulation::DIRTY_LIFETIME | Simulation::DIRTY_UPDATEABLE | Simulation::DIRTY_MATERIAL | Simulation::DIRTY_SIMULATOR_ID; class EntitySimulation : public QObject, public std::enable_shared_from_this { public: EntitySimulation() : _mutex(), _nextExpiry(std::numeric_limits::max()), _entityTree(nullptr) { } virtual ~EntitySimulation() { setEntityTree(nullptr); } inline EntitySimulationPointer getThisPointer() const { return std::const_pointer_cast(shared_from_this()); } /// \param tree pointer to EntityTree which is stored internally void setEntityTree(EntityTreePointer tree); virtual void updateEntities(); // FIXME: remove these virtual void addDynamic(EntityDynamicPointer dynamic) {} virtual void removeDynamic(const QUuid dynamicID) {} virtual void applyDynamicChanges() {}; /// \param entity pointer to EntityItem to be added /// \sideeffect sets relevant backpointers in entity, but maybe later when appropriate data structures are locked void addEntity(EntityItemPointer entity); /// \param entity pointer to EntityItem that may have changed in a way that would affect its simulation /// call this whenever an entity was changed from some EXTERNAL event (NOT by the EntitySimulation itself) void changeEntity(EntityItemPointer entity); virtual void clearEntities(); void moveSimpleKinematics(uint64_t now); EntityTreePointer getEntityTree() { return _entityTree; } virtual void prepareEntityForDelete(EntityItemPointer entity); void processChangedEntities(); virtual void queueEraseDomainEntity(const QUuid& id) const { } protected: virtual void addEntityToInternalLists(EntityItemPointer entity); virtual void removeEntityFromInternalLists(EntityItemPointer entity); virtual void processChangedEntity(const EntityItemPointer& entity); virtual void processDeadEntities(); void expireMortalEntities(uint64_t now); void callUpdateOnEntitiesThatNeedIt(uint64_t now); virtual void sortEntitiesThatMoved(); QRecursiveMutex _mutex; SetOfEntities _entitiesToSort; // entities moved by simulation (and might need resort in EntityTree) SetOfEntities _simpleKinematicEntities; // entities undergoing non-colliding kinematic motion SetOfEntities _deadEntitiesToRemoveFromTree; private: void moveSimpleKinematics(); // We maintain multiple lists, each for its distinct purpose. // An entity may be in more than one list. std::unordered_set _changedEntities; // all changes this frame SetOfEntities _allEntities; // tracks all entities added the simulation SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update() SetOfEntities _mortalEntities; // entities that have an expiry uint64_t _nextExpiry; // back pointer to EntityTree structure EntityTreePointer _entityTree; }; #endif // hifi_EntitySimulation_h