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307 lines
11 KiB
C++
307 lines
11 KiB
C++
//
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// EntitySimulation.cpp
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2014.11.24
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// Copyright 2014 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 "EntitySimulation.h"
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#include <AACube.h>
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#include <Profile.h>
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#include "EntitiesLogging.h"
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#include "MovingEntitiesOperator.h"
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void EntitySimulation::setEntityTree(EntityTreePointer tree) {
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if (_entityTree && _entityTree != tree) {
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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_simpleKinematicEntities.clear();
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}
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_entityTree = tree;
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}
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void EntitySimulation::updateEntities() {
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QMutexLocker lock(&_mutex);
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quint64 now = usecTimestampNow();
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// these methods may accumulate entries in _entitiesToBeDeleted
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expireMortalEntities(now);
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callUpdateOnEntitiesThatNeedIt(now);
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moveSimpleKinematics(now);
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updateEntitiesInternal(now);
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sortEntitiesThatMoved();
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}
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void EntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
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QMutexLocker lock(&_mutex);
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for (auto entity : _entitiesToDelete) {
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// push this entity onto the external list
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entitiesToDelete.push_back(entity);
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}
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_entitiesToDelete.clear();
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}
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void EntitySimulation::removeEntityInternal(EntityItemPointer entity) {
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QMutexLocker lock(&_mutex);
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// remove from all internal lists except _entitiesToDelete
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_mortalEntities.remove(entity);
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_entitiesToUpdate.remove(entity);
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_entitiesToSort.remove(entity);
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_simpleKinematicEntities.remove(entity);
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_allEntities.remove(entity);
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entity->setSimulated(false);
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}
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void EntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
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assert(entity);
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assert(entity->isDead());
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if (entity->isSimulated()) {
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QMutexLocker lock(&_mutex);
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entity->clearActions(getThisPointer());
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removeEntityInternal(entity);
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_entitiesToDelete.insert(entity);
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}
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}
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void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
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if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
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QMutexLocker lock(&_mutex);
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_simpleKinematicEntities.insert(entity);
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entity->setLastSimulated(usecTimestampNow());
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}
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}
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void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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QMutexLocker lock(&_mutex);
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if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
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int numKinematicEntities = _simpleKinematicEntities.size();
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_simpleKinematicEntities.insert(entity);
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if (numKinematicEntities != _simpleKinematicEntities.size()) {
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entity->setLastSimulated(usecTimestampNow());
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}
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} else {
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_simpleKinematicEntities.remove(entity);
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}
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}
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// protected
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void EntitySimulation::expireMortalEntities(const quint64& now) {
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if (now > _nextExpiry) {
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PROFILE_RANGE_EX(simulation_physics, "ExpireMortals", 0xffff00ff, (uint64_t)_mortalEntities.size());
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// only search for expired entities if we expect to find one
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_nextExpiry = quint64(-1);
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QMutexLocker lock(&_mutex);
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SetOfEntities::iterator itemItr = _mortalEntities.begin();
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while (itemItr != _mortalEntities.end()) {
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EntityItemPointer entity = *itemItr;
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quint64 expiry = entity->getExpiry();
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if (expiry < now) {
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itemItr = _mortalEntities.erase(itemItr);
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entity->die();
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prepareEntityForDelete(entity);
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} else {
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if (expiry < _nextExpiry) {
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// remember the smallest _nextExpiry so we know when to start the next search
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_nextExpiry = expiry;
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}
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++itemItr;
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}
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}
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if (_mortalEntities.size() < 1) {
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_nextExpiry = -1;
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}
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}
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}
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// protected
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void EntitySimulation::callUpdateOnEntitiesThatNeedIt(const quint64& now) {
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PerformanceTimer perfTimer("updatingEntities");
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QMutexLocker lock(&_mutex);
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SetOfEntities::iterator itemItr = _entitiesToUpdate.begin();
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while (itemItr != _entitiesToUpdate.end()) {
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EntityItemPointer entity = *itemItr;
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// TODO: catch transition from needing update to not as a "change"
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// so we don't have to scan for it here.
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if (!entity->needsToCallUpdate()) {
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itemItr = _entitiesToUpdate.erase(itemItr);
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} else {
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entity->update(now);
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++itemItr;
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}
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}
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}
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// protected
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void EntitySimulation::sortEntitiesThatMoved() {
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PROFILE_RANGE_EX(simulation_physics, "SortTree", 0xffff00ff, (uint64_t)_entitiesToSort.size());
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// NOTE: this is only for entities that have been moved by THIS EntitySimulation.
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// External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
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MovingEntitiesOperator moveOperator;
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AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE);
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SetOfEntities::iterator itemItr = _entitiesToSort.begin();
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while (itemItr != _entitiesToSort.end()) {
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EntityItemPointer entity = *itemItr;
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// check to see if this movement has sent the entity outside of the domain.
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bool success;
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AACube newCube = entity->getQueryAACube(success);
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if (success && !domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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itemItr = _entitiesToSort.erase(itemItr);
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entity->die();
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prepareEntityForDelete(entity);
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} else {
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moveOperator.addEntityToMoveList(entity, newCube);
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++itemItr;
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}
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}
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if (moveOperator.hasMovingEntities()) {
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PerformanceTimer perfTimer("recurseTreeWithOperator");
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_entityTree->recurseTreeWithOperator(&moveOperator);
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}
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_entitiesToSort.clear();
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}
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void EntitySimulation::addEntity(EntityItemPointer entity) {
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QMutexLocker lock(&_mutex);
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assert(entity);
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entity->deserializeActions();
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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}
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if (entity->needsToCallUpdate()) {
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_entitiesToUpdate.insert(entity);
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}
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addEntityInternal(entity);
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_allEntities.insert(entity);
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entity->setSimulated(true);
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// DirtyFlags are used to signal changes to entities that have already been added,
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// so we can clear them for this entity which has just been added.
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entity->clearDirtyFlags();
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}
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void EntitySimulation::changeEntity(EntityItemPointer entity) {
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QMutexLocker lock(&_mutex);
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assert(entity);
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if (!entity->isSimulated()) {
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// This entity was either never added to the simulation or has been removed
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// (probably for pending delete), so we don't want to keep a pointer to it
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// on any internal lists.
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return;
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}
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// Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
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// it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence
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// we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
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bool wasRemoved = false;
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uint32_t dirtyFlags = entity->getDirtyFlags();
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if (dirtyFlags & Simulation::DIRTY_POSITION) {
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AACube domainBounds(glm::vec3((float)-HALF_TREE_SCALE), (float)TREE_SCALE);
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bool success;
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AACube newCube = entity->getQueryAACube(success);
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if (success && !domainBounds.touches(newCube)) {
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qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
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entity->die();
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prepareEntityForDelete(entity);
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wasRemoved = true;
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}
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}
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if (!wasRemoved) {
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if (dirtyFlags & Simulation::DIRTY_LIFETIME) {
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if (entity->isMortal()) {
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_mortalEntities.insert(entity);
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quint64 expiry = entity->getExpiry();
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if (expiry < _nextExpiry) {
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_nextExpiry = expiry;
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}
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} else {
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_mortalEntities.remove(entity);
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}
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entity->clearDirtyFlags(Simulation::DIRTY_LIFETIME);
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}
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if (entity->needsToCallUpdate()) {
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_entitiesToUpdate.insert(entity);
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} else {
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_entitiesToUpdate.remove(entity);
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}
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changeEntityInternal(entity);
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}
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}
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void EntitySimulation::clearEntities() {
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QMutexLocker lock(&_mutex);
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_mortalEntities.clear();
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_nextExpiry = quint64(-1);
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_entitiesToUpdate.clear();
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_entitiesToSort.clear();
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_simpleKinematicEntities.clear();
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clearEntitiesInternal();
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for (auto entity : _allEntities) {
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entity->setSimulated(false);
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entity->die();
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}
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_allEntities.clear();
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_entitiesToDelete.clear();
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}
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void EntitySimulation::moveSimpleKinematics(const quint64& now) {
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PROFILE_RANGE_EX(simulation_physics, "MoveSimples", 0xffff00ff, (uint64_t)_simpleKinematicEntities.size());
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SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
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while (itemItr != _simpleKinematicEntities.end()) {
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EntityItemPointer entity = *itemItr;
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// The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
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// children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync.
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bool ancestryIsKnown;
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entity->getMaximumAACube(ancestryIsKnown);
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bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);
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if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) {
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entity->simulate(now);
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_entitiesToSort.insert(entity);
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++itemItr;
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} else {
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// the entity is no longer non-physical-kinematic
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itemItr = _simpleKinematicEntities.erase(itemItr);
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}
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}
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}
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void EntitySimulation::addDynamic(EntityDynamicPointer dynamic) {
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QMutexLocker lock(&_dynamicsMutex);
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_dynamicsToAdd += dynamic;
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}
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void EntitySimulation::removeDynamic(const QUuid dynamicID) {
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QMutexLocker lock(&_dynamicsMutex);
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_dynamicsToRemove += dynamicID;
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}
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void EntitySimulation::removeDynamics(QList<QUuid> dynamicIDsToRemove) {
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QMutexLocker lock(&_dynamicsMutex);
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foreach(QUuid uuid, dynamicIDsToRemove) {
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_dynamicsToRemove.insert(uuid);
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}
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}
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void EntitySimulation::applyDynamicChanges() {
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QMutexLocker lock(&_dynamicsMutex);
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_dynamicsToAdd.clear();
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_dynamicsToRemove.clear();
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}
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