overte-JulianGro/libraries/entities/src/SimpleEntitySimulation.cpp
2014-11-26 12:12:43 -08:00

224 lines
8.1 KiB
C++

//
// SimpleEntitySimulation.cpp
// 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
//
#include <AACube.h>
#include <PerfStat.h>
#include "EntityItem.h"
#include "MovingEntitiesOperator.h"
#include "SimpleEntitySimulation.h"
void SimpleEntitySimulation::update(QSet<EntityItem*>& entitiesToDelete) {
quint64 now = usecTimestampNow();
updateChangedEntities(now, entitiesToDelete);
updateMovingEntities(now, entitiesToDelete);
updateMortalEntities(now, entitiesToDelete);
}
void SimpleEntitySimulation::addEntity(EntityItem* entity) {
assert(entity && entity->getSimulationState() == EntityItem::Static);
EntityItem::SimulationState state = entity->computeSimulationState();
switch(state) {
case EntityItem::Moving:
_movingEntities.push_back(entity);
entity->setSimulationState(state);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
entity->setSimulationState(state);
break;
case EntityItem::Static:
default:
break;
}
}
void SimpleEntitySimulation::removeEntity(EntityItem* entity) {
assert(entity);
// make sure to remove it from any of our simulation lists
EntityItem::SimulationState state = entity->getSimulationState();
switch (state) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
entity->setSimulationState(EntityItem::Static);
_changedEntities.remove(entity);
}
void SimpleEntitySimulation::entityChanged(EntityItem* entity) {
assert(entity);
// we batch all changes and deal with them in updateChangedEntities()
_changedEntities.insert(entity);
}
void SimpleEntitySimulation::clearEntities() {
foreach (EntityItem* entity, _changedEntities) {
entity->clearUpdateFlags();
entity->setSimulationState(EntityItem::Static);
}
_changedEntities.clear();
_movingEntities.clear();
_mortalEntities.clear();
}
void SimpleEntitySimulation::updateChangedEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
foreach (EntityItem* entity, _changedEntities) {
// check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
clearEntityState(entity);
} else {
updateEntityState(entity);
}
entity->clearUpdateFlags();
}
_changedEntities.clear();
}
void SimpleEntitySimulation::updateMovingEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
if (_entityTree && _movingEntities.size() > 0) {
PerformanceTimer perfTimer("_movingEntities");
MovingEntitiesOperator moveOperator(_entityTree);
QList<EntityItem*>::iterator item_itr = _movingEntities.begin();
while (item_itr != _movingEntities.end()) {
EntityItem* entity = *item_itr;
// always check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
AACube oldCube = entity->getMaximumAACube();
entity->update(now);
AACube newCube = entity->getMaximumAACube();
// check to see if this movement has sent the entity outside of the domain.
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), 1.0f);
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
moveOperator.addEntityToMoveList(entity, oldCube, newCube);
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != EntityItem::Moving) {
if (newState == EntityItem::Mortal) {
_mortalEntities.push_back(entity);
}
// remove entity from the list
item_itr = _movingEntities.erase(item_itr);
entity->setSimulationState(newState);
} else {
++item_itr;
}
}
}
}
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
_entityTree->recurseTreeWithOperator(&moveOperator);
}
}
}
void SimpleEntitySimulation::updateMortalEntities(quint64 now, QSet<EntityItem*>& entitiesToDelete) {
QList<EntityItem*>::iterator item_itr = _mortalEntities.begin();
while (item_itr != _mortalEntities.end()) {
EntityItem* entity = *item_itr;
// always check to see if the lifetime has expired, for immortal entities this is always false
if (entity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << entity->getEntityItemID();
entitiesToDelete.insert(entity);
// remove entity from the list
item_itr = _mortalEntities.erase(item_itr);
entity->setSimulationState(EntityItem::Static);
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != EntityItem::Mortal) {
if (newState == EntityItem::Moving) {
entity->update(now);
_movingEntities.push_back(entity);
}
// remove entity from the list
item_itr = _mortalEntities.erase(item_itr);
entity->setSimulationState(newState);
} else {
++item_itr;
}
}
}
}
void SimpleEntitySimulation::updateEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
EntityItem::SimulationState newState = entity->computeSimulationState();
if (newState != oldState) {
switch (oldState) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
switch (newState) {
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
break;
default:
break;
}
entity->setSimulationState(newState);
}
}
void SimpleEntitySimulation::clearEntityState(EntityItem* entity) {
EntityItem::SimulationState oldState = entity->getSimulationState();
switch (oldState) {
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
entity->setSimulationState(EntityItem::Static);
}