overte-JulianGro/libraries/physics/src/ObjectMotionState.h
LaShonda Hopper 8cc20e6b71 Minor: Fixes comment typo.
Changes to be committed:
    modified:   libraries/physics/src/ObjectMotionState.h
2017-10-24 14:16:24 -04:00

177 lines
6.5 KiB
C++

//
// ObjectMotionState.h
// libraries/physics/src
//
// Created by Andrew Meadows 2014.11.05
// 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_ObjectMotionState_h
#define hifi_ObjectMotionState_h
#include <btBulletDynamicsCommon.h>
#include <glm/glm.hpp>
#include <QSet>
#include <QVector>
#include <EntityItem.h>
#include "ContactInfo.h"
#include "ShapeManager.h"
enum PhysicsMotionType {
MOTION_TYPE_STATIC, // no motion
MOTION_TYPE_DYNAMIC, // motion according to physical laws
MOTION_TYPE_KINEMATIC // keyframed motion
};
inline QString motionTypeToString(PhysicsMotionType motionType) {
switch(motionType) {
case MOTION_TYPE_STATIC: return QString("static");
case MOTION_TYPE_DYNAMIC: return QString("dynamic");
case MOTION_TYPE_KINEMATIC: return QString("kinematic");
}
return QString("unknown");
}
enum MotionStateType {
MOTIONSTATE_TYPE_INVALID,
MOTIONSTATE_TYPE_ENTITY,
MOTIONSTATE_TYPE_AVATAR
};
// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
// and re-added to the physics engine and "easy" which just updates the body properties.
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_MOTION_TYPE | Simulation::DIRTY_SHAPE |
Simulation::DIRTY_COLLISION_GROUP);
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES |
Simulation::DIRTY_MASS | Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_SIMULATOR_ID | Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY |
Simulation::DIRTY_PHYSICS_ACTIVATION);
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
const uint32_t DIRTY_PHYSICS_FLAGS = (uint32_t)(HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS);
// These are the outgoing flags that the PhysicsEngine can affect:
const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = Simulation::DIRTY_TRANSFORM | Simulation::DIRTY_VELOCITIES;
class OctreeEditPacketSender;
class PhysicsEngine;
class ObjectMotionState : public btMotionState {
public:
// These properties of the PhysicsEngine are "global" within the context of all ObjectMotionStates
// (assuming just one PhysicsEngine). They are cached as statics for fast calculations in the
// ObjectMotionState context.
static void setWorldOffset(const glm::vec3& offset);
static const glm::vec3& getWorldOffset();
static void setWorldSimulationStep(uint32_t step);
static uint32_t getWorldSimulationStep();
static void setShapeManager(ShapeManager* manager);
static ShapeManager* getShapeManager();
ObjectMotionState(const btCollisionShape* shape);
virtual ~ObjectMotionState();
virtual void handleEasyChanges(uint32_t& flags);
virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine);
void updateBodyMaterialProperties();
void updateBodyVelocities();
void updateLastKinematicStep();
virtual void updateBodyMassProperties();
MotionStateType getType() const { return _type; }
virtual PhysicsMotionType getMotionType() const { return _motionType; }
void setMass(float mass);
float getMass() const;
void setBodyLinearVelocity(const glm::vec3& velocity) const;
void setBodyAngularVelocity(const glm::vec3& velocity) const;
void setBodyGravity(const glm::vec3& gravity) const;
glm::vec3 getBodyLinearVelocity() const;
glm::vec3 getBodyLinearVelocityGTSigma() const;
glm::vec3 getBodyAngularVelocity() const;
virtual glm::vec3 getObjectLinearVelocityChange() const;
virtual uint32_t getIncomingDirtyFlags() = 0;
virtual void clearIncomingDirtyFlags() = 0;
virtual PhysicsMotionType computePhysicsMotionType() const = 0;
const btCollisionShape* getShape() const { return _shape; }
btRigidBody* getRigidBody() const { return _body; }
virtual bool isMoving() const = 0;
// These pure virtual methods must be implemented for each MotionState type
// and make it possible to implement more complicated methods in this base class.
virtual float getObjectRestitution() const = 0;
virtual float getObjectFriction() const = 0;
virtual float getObjectLinearDamping() const = 0;
virtual float getObjectAngularDamping() const = 0;
virtual glm::vec3 getObjectPosition() const = 0;
virtual glm::quat getObjectRotation() const = 0;
virtual glm::vec3 getObjectLinearVelocity() const = 0;
virtual glm::vec3 getObjectAngularVelocity() const = 0;
virtual glm::vec3 getObjectGravity() const = 0;
virtual const QUuid getObjectID() const = 0;
virtual quint8 getSimulationPriority() const { return 0; }
virtual QUuid getSimulatorID() const = 0;
virtual void bump(quint8 priority) {}
virtual QString getName() const { return ""; }
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const = 0;
bool isActive() const { return _body ? _body->isActive() : false; }
bool hasInternalKinematicChanges() const { return _hasInternalKinematicChanges; }
void dirtyInternalKinematicChanges() { _hasInternalKinematicChanges = true; }
void clearInternalKinematicChanges() { _hasInternalKinematicChanges = false; }
virtual bool isLocallyOwned() const { return false; }
virtual bool shouldBeLocallyOwned() const { return false; }
friend class PhysicsEngine;
protected:
virtual bool isReadyToComputeShape() const = 0;
virtual const btCollisionShape* computeNewShape() = 0;
virtual void setMotionType(PhysicsMotionType motionType);
void updateCCDConfiguration();
void setRigidBody(btRigidBody* body);
virtual void setShape(const btCollisionShape* shape);
MotionStateType _type { MOTIONSTATE_TYPE_INVALID }; // type of MotionState
PhysicsMotionType _motionType { MOTION_TYPE_STATIC }; // type of motion: KINEMATIC, DYNAMIC, or STATIC
const btCollisionShape* _shape;
btRigidBody* _body { nullptr };
float _density { 1.0f };
uint32_t _lastKinematicStep;
bool _hasInternalKinematicChanges { false };
};
using SetOfMotionStates = QSet<ObjectMotionState*>;
using VectorOfMotionStates = QVector<ObjectMotionState*>;
#endif // hifi_ObjectMotionState_h