some list management of AvatarMotionStates

This commit is contained in:
Andrew Meadows 2015-05-21 14:40:47 -07:00
parent 2f4162f447
commit 67f5d0773d
16 changed files with 216 additions and 115 deletions

View file

@ -2156,7 +2156,7 @@ void Application::init() {
_physicsEngine.init();
EntityTree* tree = _entities.getTree();
_entitySimulation.init(tree, &_physicsEngine, &_shapeManager, &_entityEditSender);
_entitySimulation.init(tree, &_physicsEngine, &_entityEditSender);
tree->setSimulation(&_entitySimulation);
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();

View file

@ -38,6 +38,7 @@
#include "Application.h"
#include "Avatar.h"
#include "AvatarManager.h"
#include "AvatarMotionState.h"
#include "Hand.h"
#include "Head.h"
#include "Menu.h"
@ -972,6 +973,9 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
const float MOVE_DISTANCE_THRESHOLD = 0.001f;
_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
if (_moving && _motionState) {
_motionState->addDirtyFlags(EntityItem::DIRTY_POSITION);
}
return bytesRead;
}
@ -1087,20 +1091,15 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
}
// virtual
void Avatar::rebuildSkeletonBody() {
/* TODO: implement this and remove override from MyAvatar (when we have AvatarMotionStates working)
if (_motionState) {
// compute localAABox
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
float radius = capsule.getRadius();
float height = 2.0f * (capsule.getHalfHeight() + radius);
glm::vec3 corner(-radius, -0.5f * height, -radius);
corner += _skeletonModel.getBoundingShapeOffset();
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
//_characterController.setLocalBoundingBox(corner, scale);
_motionState->setBoundingBox(corner, scale);
}
*/
// virtual
void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
shapeInfo.setCapsuleY(capsule.getRadius(), capsule.getHalfHeight());
shapeInfo.setOffset(_skeletonModel.getBoundingShapeOffset());
}
// virtual
void Avatar::rebuildSkeletonBody() {
DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(getSessionUUID());
}

View file

@ -18,11 +18,11 @@
#include <QtCore/QUuid>
#include <AvatarData.h>
#include <ShapeInfo.h>
#include "Hand.h"
#include "Head.h"
#include "InterfaceConfig.h"
#include "Recorder.h"
#include "SkeletonModel.h"
#include "world.h"
@ -55,6 +55,7 @@ enum ScreenTintLayer {
NUM_SCREEN_TINT_LAYERS
};
class AvatarMotionState;
class Texture;
class Avatar : public AvatarData {
@ -164,6 +165,10 @@ public:
virtual void rebuildSkeletonBody();
virtual void computeShapeInfo(ShapeInfo& shapeInfo);
friend class AvatarManager;
signals:
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
@ -231,7 +236,7 @@ private:
int _voiceSphereID;
//AvatarMotionState* _motionState = nullptr;
AvatarMotionState* _motionState = nullptr;
};
#endif // hifi_Avatar_h

View file

@ -174,7 +174,6 @@ AvatarSharedPointer AvatarManager::newSharedAvatar() {
// virtual
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
// TODO: create MotionState for avatar and add to internal lists
return avatar;
}
@ -184,6 +183,16 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
if (avatarIterator != _avatarHash.end()) {
Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().data());
if (avatar != _myAvatar && avatar->isInitialized()) {
AvatarMotionState* motionState= avatar->_motionState;
if (motionState) {
// clean up physics stuff
motionState->clearObjectBackPointer();
avatar->_motionState = nullptr;
_avatarMotionStates.remove(motionState);
_motionStatesToAdd.remove(motionState);
_motionStatesToDelete.push_back(motionState);
}
_avatarFades.push_back(avatarIterator.value());
_avatarHash.erase(avatarIterator);
}
@ -225,14 +234,28 @@ QVector<AvatarManager::LocalLight> AvatarManager::getLocalLights() const {
}
VectorOfMotionStates& AvatarManager::getObjectsToDelete() {
_tempMotionStates.clear();
_tempMotionStates.swap(_motionStatesToDelete);
return _tempMotionStates;
}
VectorOfMotionStates& AvatarManager::getObjectsToAdd() {
_tempMotionStates.clear();
for (auto motionState : _motionStatesToAdd) {
_tempMotionStates.push_back(motionState);
}
_motionStatesToAdd.clear();
return _tempMotionStates;
}
VectorOfMotionStates& AvatarManager::getObjectsToChange() {
_tempMotionStates.clear();
for (auto state : _avatarMotionStates) {
if (state->_dirtyFlags > 0) {
_tempMotionStates.push_back(state);
}
}
return _tempMotionStates;
}
@ -242,3 +265,23 @@ void AvatarManager::handleOutgoingChanges(VectorOfMotionStates& motionStates) {
void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
}
void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
AvatarHash::iterator avatarItr = _avatarHash.find(id);
if (avatarItr != _avatarHash.end()) {
Avatar* avatar = static_cast<Avatar*>(avatarItr.value().data());
AvatarMotionState* motionState = avatar->_motionState;
if (motionState) {
motionState->addDirtyFlags(EntityItem::DIRTY_SHAPE);
} else {
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
avatar->_motionState = motionState;
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
}
}
}
}

View file

@ -59,6 +59,8 @@ public:
VectorOfMotionStates& getObjectsToChange();
void handleOutgoingChanges(VectorOfMotionStates& motionStates);
void handleCollisionEvents(CollisionEvents& collisionEvents);
void updateAvatarPhysicsShape(const QUuid& id);
public slots:
void setShouldShowReceiveStats(bool shouldShowReceiveStats) { _shouldShowReceiveStats = shouldShowReceiveStats; }
@ -83,7 +85,9 @@ private:
bool _shouldShowReceiveStats = false;
VectorOfAvatarMotionStates _avatarMotionStates;
SetOfAvatarMotionStates _avatarMotionStates;
SetOfMotionStates _motionStatesToAdd;
VectorOfMotionStates _motionStatesToDelete;
VectorOfMotionStates _tempMotionStates;
};

View file

@ -28,25 +28,27 @@ void AvatarMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine*
}
// virtual
void AvatarMotionState::updateBodyMaterialProperties() {
uint32_t AvatarMotionState::getAndClearIncomingDirtyFlags() {
uint32_t dirtyFlags = 0;
if (_body && _avatar) {
dirtyFlags = _dirtyFlags;
_dirtyFlags = 0;
}
return dirtyFlags;
}
// virtual
void AvatarMotionState::updateBodyVelocities() {
}
// virtual
uint32_t AvatarMotionState::getAndClearIncomingDirtyFlags() const {
return 0;
}
// virtual
MotionType AvatarMotionState::computeObjectMotionType() const {
return _motionType;
}
// virtual
void AvatarMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
btCollisionShape* AvatarMotionState::computeNewShape() {
if (_avatar) {
ShapeInfo shapeInfo;
_avatar->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
return nullptr;
}
// virtual
@ -54,6 +56,16 @@ bool AvatarMotionState::isMoving() const {
return false;
}
// virtual
void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
// TODO: implement this
}
// virtual
void AvatarMotionState::setWorldTransform(const btTransform& worldTrans) {
// TODO: implement this
}
// These pure virtual methods must be implemented for each MotionState type
// and make it possible to implement more complicated methods in this base class.
@ -61,14 +73,17 @@ bool AvatarMotionState::isMoving() const {
float AvatarMotionState::getObjectRestitution() const {
return 0.5f;
}
// virtual
float AvatarMotionState::getObjectFriction() const {
return 0.5f;
}
// virtual
float AvatarMotionState::getObjectLinearDamping() const {
return 0.5f;
}
// virtual
float AvatarMotionState::getObjectAngularDamping() const {
return 0.5f;
@ -78,10 +93,12 @@ float AvatarMotionState::getObjectAngularDamping() const {
glm::vec3 AvatarMotionState::getObjectPosition() const {
return glm::vec3(0.0f);
}
// virtual
glm::quat AvatarMotionState::getObjectRotation() const {
return _avatar->getOrientation();
}
// virtual
const glm::vec3& AvatarMotionState::getObjectLinearVelocity() const {
return _avatar->getVelocity();
@ -111,6 +128,10 @@ QUuid AvatarMotionState::getSimulatorID() const {
void AvatarMotionState::bump() {
}
// protected, virtual
void AvatarMotionState::setMotionType(MotionType motionType) {
// virtual
void AvatarMotionState::clearObjectBackPointer() {
ObjectMotionState::clearObjectBackPointer();
_avatar = nullptr;
}

View file

@ -12,7 +12,7 @@
#ifndef hifi_AvatarMotionState_h
#define hifi_AvatarMotionState_h
#include <QVector>
#include <QSet>
#include <ObjectMotionState.h>
@ -26,42 +26,53 @@ public:
virtual void handleEasyChanges(uint32_t flags);
virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual void updateBodyMaterialProperties();
virtual void updateBodyVelocities();
virtual MotionType getMotionType() const { return _motionType; }
virtual uint32_t getAndClearIncomingDirtyFlags() const = 0;
virtual uint32_t getAndClearIncomingDirtyFlags();
virtual MotionType computeObjectMotionType() const = 0;
virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo) = 0;
virtual MotionType computeObjectMotionType() const;
virtual btCollisionShape* computeNewShape();
virtual bool isMoving() const;
// this relays incoming position/rotation to the RigidBody
virtual void getWorldTransform(btTransform& worldTrans) const;
// this relays outgoing position/rotation to the EntityItem
virtual void setWorldTransform(const btTransform& worldTrans);
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 float getObjectRestitution() const;
virtual float getObjectFriction() const;
virtual float getObjectLinearDamping() const;
virtual float getObjectAngularDamping() const;
virtual glm::vec3 getObjectPosition() const = 0;
virtual glm::quat getObjectRotation() const = 0;
virtual const glm::vec3& getObjectLinearVelocity() const = 0;
virtual const glm::vec3& getObjectAngularVelocity() const = 0;
virtual const glm::vec3& getObjectGravity() const = 0;
virtual glm::vec3 getObjectPosition() const;
virtual glm::quat getObjectRotation() const;
virtual const glm::vec3& getObjectLinearVelocity() const;
virtual const glm::vec3& getObjectAngularVelocity() const;
virtual const glm::vec3& getObjectGravity() const;
virtual const QUuid& getObjectID() const = 0;
virtual const QUuid& getObjectID() const;
virtual QUuid getSimulatorID() const = 0;
virtual void bump() = 0;
virtual QUuid getSimulatorID() const;
virtual void bump();
void setBoundingBox(const glm::vec3& corner, const glm::vec3& diagonal);
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
friend class AvatarManager;
protected:
virtual void setMotionType(MotionType motionType);
virtual void clearObjectBackPointer();
Avatar* _avatar;
uint32_t _dirtyFlags;
};
typedef QVector<AvatarMotionState*> VectorOfAvatarMotionStates;
typedef QSet<AvatarMotionState*> SetOfAvatarMotionStates;
#endif // hifi_AvatarMotionState_h

View file

@ -39,7 +39,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity
_loopsSinceOwnershipBid(0),
_loopsWithoutOwner(0)
{
_type = MOTION_STATE_TYPE_ENTITY;
_type = MOTIONSTATE_TYPE_ENTITY;
assert(entity != nullptr);
}
@ -98,10 +98,9 @@ void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine*
ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
void EntityMotionState::clearEntity() {
void EntityMotionState::clearObjectBackPointer() {
ObjectMotionState::clearObjectBackPointer();
_entity = nullptr;
// set the type to INVALID so that external logic that pivots on the type won't try to access _entity
_type = MOTION_STATE_TYPE_INVALID;
}
MotionType EntityMotionState::computeObjectMotionType() const {
@ -178,10 +177,13 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
#endif
}
void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
btCollisionShape* EntityMotionState::computeNewShape() {
if (_entity) {
ShapeInfo shapeInfo;
_entity->computeShapeInfo(shapeInfo);
return getShapeManager()->getShape(shapeInfo);
}
return nullptr;
}
// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
@ -445,7 +447,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
_lastStep = step;
}
uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() const {
uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
uint32_t dirtyFlags = 0;
if (_body && _entity) {
dirtyFlags = _entity->getDirtyFlags();

View file

@ -43,14 +43,14 @@ public:
// this relays outgoing position/rotation to the EntityItem
virtual void setWorldTransform(const btTransform& worldTrans);
virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo);
virtual btCollisionShape* computeNewShape();
bool isCandidateForOwnership(const QUuid& sessionID) const;
bool remoteSimulationOutOfSync(uint32_t simulationStep);
bool shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID);
void sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step);
virtual uint32_t getAndClearIncomingDirtyFlags() const;
virtual uint32_t getAndClearIncomingDirtyFlags();
void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; }
void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; }
@ -82,8 +82,7 @@ public:
friend class PhysicalEntitySimulation;
protected:
void clearEntity();
virtual void clearObjectBackPointer();
virtual void setMotionType(MotionType motionType);
EntityItem* _entity;

View file

@ -140,20 +140,14 @@ void ObjectMotionState::handleEasyChanges(uint32_t flags) {
}
if (flags & EntityItem::DIRTY_MASS) {
float mass = getMass();
btVector3 inertia(0.0f, 0.0f, 0.0f);
_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
_body->setMassProps(mass, inertia);
_body->updateInertiaTensor();
updateBodyMassProperties();
}
}
void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
if (flags & EntityItem::DIRTY_SHAPE) {
// make sure the new shape is valid
ShapeInfo shapeInfo;
computeObjectShapeInfo(shapeInfo);
btCollisionShape* newShape = getShapeManager()->getShape(shapeInfo);
btCollisionShape* newShape = computeNewShape();
if (!newShape) {
qCDebug(physics) << "Warning: failed to generate new shape!";
// failed to generate new shape! --> keep old shape and remove shape-change flag
@ -168,17 +162,21 @@ void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine*
}
}
getShapeManager()->releaseShape(_shape);
_shape = newShape;
_body->setCollisionShape(_shape);
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags);
}
} else {
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags);
if (_shape != newShape) {
// huh... the shape didn't actually change, so we remove the DIRTY_SHAPE flag
_shape = newShape;
_body->setCollisionShape(_shape);
flags &= ~EntityItem::DIRTY_SHAPE;
}
}
engine->reinsertObject(this);
if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
handleEasyChanges(flags);
}
// it is possible that there are no HARD flags at this point (if DIRTY_SHAPE was removed)
// so we check again befoe we reinsert:
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
engine->reinsertObject(this);
}
}
void ObjectMotionState::updateBodyMaterialProperties() {
@ -193,3 +191,11 @@ void ObjectMotionState::updateBodyVelocities() {
setBodyGravity(getObjectGravity());
_body->setActivationState(ACTIVE_TAG);
}
void ObjectMotionState::updateBodyMassProperties() {
float mass = getMass();
btVector3 inertia(0.0f, 0.0f, 0.0f);
_body->getCollisionShape()->calculateLocalInertia(mass, inertia);
_body->setMassProps(mass, inertia);
_body->updateInertiaTensor();
}

View file

@ -30,9 +30,9 @@ enum MotionType {
};
enum MotionStateType {
MOTION_STATE_TYPE_INVALID,
MOTION_STATE_TYPE_ENTITY,
MOTION_STATE_TYPE_AVATAR
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
@ -74,8 +74,9 @@ public:
virtual void handleEasyChanges(uint32_t flags);
virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
virtual void updateBodyMaterialProperties();
virtual void updateBodyVelocities();
void updateBodyMaterialProperties();
void updateBodyVelocities();
virtual void updateBodyMassProperties();
MotionStateType getType() const { return _type; }
virtual MotionType getMotionType() const { return _motionType; }
@ -90,11 +91,10 @@ public:
glm::vec3 getBodyLinearVelocity() const;
glm::vec3 getBodyAngularVelocity() const;
virtual uint32_t getAndClearIncomingDirtyFlags() const = 0;
virtual uint32_t getAndClearIncomingDirtyFlags() = 0;
virtual MotionType computeObjectMotionType() const = 0;
virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo) = 0;
virtual btCollisionShape* computeNewShape() = 0;
btCollisionShape* getShape() const { return _shape; }
btRigidBody* getRigidBody() const { return _body; }
@ -127,10 +127,14 @@ public:
friend class PhysicsEngine;
protected:
virtual void setMotionType(MotionType motionType);
void setMotionType(MotionType motionType);
// clearObjectBackPointer() overrrides should call the base method, then actually clear the object back pointer.
virtual void clearObjectBackPointer() { _type = MOTIONSTATE_TYPE_INVALID; }
void setRigidBody(btRigidBody* body);
MotionStateType _type = MOTION_STATE_TYPE_INVALID; // type of MotionState
MotionStateType _type = MOTIONSTATE_TYPE_INVALID; // type of MotionState
MotionType _motionType; // type of motion: KINEMATIC, DYNAMIC, or STATIC
btCollisionShape* _shape;

View file

@ -24,7 +24,6 @@ PhysicalEntitySimulation::~PhysicalEntitySimulation() {
void PhysicalEntitySimulation::init(
EntityTree* tree,
PhysicsEngine* physicsEngine,
ShapeManager* shapeManager,
EntityEditPacketSender* packetSender) {
assert(tree);
setEntityTree(tree);
@ -32,9 +31,6 @@ void PhysicalEntitySimulation::init(
assert(physicsEngine);
_physicsEngine = physicsEngine;
assert(shapeManager);
_shapeManager = shapeManager;
assert(packetSender);
_entityPacketSender = packetSender;
}
@ -59,7 +55,7 @@ void PhysicalEntitySimulation::addEntityInternal(EntityItem* entity) {
void PhysicalEntitySimulation::removeEntityInternal(EntityItem* entity) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
motionState->clearEntity();
motionState->clearObjectBackPointer();
entity->setPhysicsInfo(nullptr);
_pendingRemoves.insert(motionState);
_outgoingChanges.remove(motionState);
@ -108,7 +104,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
if (entity) {
entity->setPhysicsInfo(nullptr);
}
motionState->clearEntity();
motionState->clearObjectBackPointer();
}
// then delete the objects (aka MotionStates)
@ -134,7 +130,7 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() {
if (entity) {
_pendingAdds.remove(entity);
entity->setPhysicsInfo(nullptr);
motionState->clearEntity();
motionState->clearObjectBackPointer();
}
_tempVector.push_back(motionState);
}
@ -157,7 +153,7 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() {
} else if (entity->isReadyToComputeShape()) {
ShapeInfo shapeInfo;
entity->computeShapeInfo(shapeInfo);
btCollisionShape* shape = _shapeManager->getShape(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
EntityMotionState* motionState = new EntityMotionState(shape, entity);
entity->setPhysicsInfo(static_cast<void*>(motionState));
@ -191,7 +187,7 @@ void PhysicalEntitySimulation::handleOutgoingChanges(VectorOfMotionStates& motio
// walk the motionStates looking for those that correspond to entities
for (auto stateItr : motionStates) {
ObjectMotionState* state = &(*stateItr);
if (state && state->getType() == MOTION_STATE_TYPE_ENTITY) {
if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
EntityItem* entity = entityState->getEntity();
if (entity) {

View file

@ -23,8 +23,6 @@
#include "PhysicsEngine.h"
#include "EntityMotionState.h"
class ShapeManager;
typedef QSet<EntityMotionState*> SetOfEntityMotionStates;
class PhysicalEntitySimulation :public EntitySimulation {
@ -32,7 +30,7 @@ public:
PhysicalEntitySimulation();
~PhysicalEntitySimulation();
void init(EntityTree* tree, PhysicsEngine* engine, ShapeManager* shapeManager, EntityEditPacketSender* packetSender);
void init(EntityTree* tree, PhysicsEngine* engine, EntityEditPacketSender* packetSender);
protected: // only called by EntitySimulation
// overrides for EntitySimulation
@ -62,7 +60,6 @@ private:
SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
VectorOfMotionStates _tempVector; // temporary array reference, valid immediately after getObjectsToRemove() (and friends)
ShapeManager* _shapeManager = nullptr;
PhysicsEngine* _physicsEngine = nullptr;
EntityEditPacketSender* _entityPacketSender = nullptr;

View file

@ -318,16 +318,16 @@ CollisionEvents& PhysicsEngine::getCollisionEvents() {
ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
if (A && A->getType() == MOTION_STATE_TYPE_ENTITY) {
if (A && A->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idA = A->getObjectID();
QUuid idB;
if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
if (B && B->getType() == MOTIONSTATE_TYPE_ENTITY) {
idB = B->getObjectID();
}
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset;
glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
_collisionEvents.push_back(Collision(type, idA, idB, position, penetration));
} else if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
} else if (B && B->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idB = B->getObjectID();
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset;
// NOTE: we're flipping the order of A and B (so that the first objectID is never NULL)

View file

@ -17,7 +17,7 @@
void ShapeInfo::clear() {
_type = SHAPE_TYPE_NONE;
_halfExtents = glm::vec3(0.0f);
_halfExtents = _offset = glm::vec3(0.0f);
_doubleHashKey.clear();
}
@ -45,6 +45,7 @@ void ShapeInfo::setParams(ShapeType type, const glm::vec3& halfExtents, QString
_halfExtents = halfExtents;
break;
}
_doubleHashKey.clear();
}
void ShapeInfo::setBox(const glm::vec3& halfExtents) {
@ -85,6 +86,11 @@ void ShapeInfo::setCapsuleY(float radius, float halfHeight) {
_doubleHashKey.clear();
}
void ShapeInfo::setOffset(const glm::vec3& offset) {
_offset = offset;
_doubleHashKey.clear();
}
uint32_t ShapeInfo::getNumSubShapes() const {
if (_type == SHAPE_TYPE_NONE) {
return 0;
@ -190,9 +196,12 @@ const DoubleHashKey& ShapeInfo::getHash() const {
for (int j = 0; j < 3; ++j) {
// NOTE: 0.49f is used to bump the float up almost half a millimeter
// so the cast to int produces a round() effect rather than a floor()
uint32_t floatHash =
DoubleHashKey::hashFunction((uint32_t)(_halfExtents[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _halfExtents[j]) * 0.49f), primeIndex++);
hash ^= floatHash;
hash ^= DoubleHashKey::hashFunction(
(uint32_t)(_halfExtents[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _halfExtents[j]) * 0.49f),
primeIndex++);
hash ^= DoubleHashKey::hashFunction(
(uint32_t)(_offset[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _offset[j]) * 0.49f),
primeIndex++);
}
key.setHash(hash);
@ -201,8 +210,10 @@ const DoubleHashKey& ShapeInfo::getHash() const {
for (int j = 0; j < 3; ++j) {
// NOTE: 0.49f is used to bump the float up almost half a millimeter
// so the cast to int produces a round() effect rather than a floor()
uint32_t floatHash =
DoubleHashKey::hashFunction2((uint32_t)(_halfExtents[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _halfExtents[j]) * 0.49f));
uint32_t floatHash = DoubleHashKey::hashFunction2(
(uint32_t)(_halfExtents[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _halfExtents[j]) * 0.49f));
floatHash ^= DoubleHashKey::hashFunction2(
(uint32_t)(_offset[j] * MILLIMETERS_PER_METER + copysignf(1.0f, _offset[j]) * 0.49f));
hash += ~(floatHash << 17);
hash ^= (floatHash >> 11);
hash += (floatHash << 4);

View file

@ -46,10 +46,12 @@ public:
void setEllipsoid(const glm::vec3& halfExtents);
void setConvexHulls(const QVector<QVector<glm::vec3>>& points);
void setCapsuleY(float radius, float halfHeight);
void setOffset(const glm::vec3& offset);
int getType() const { return _type; }
const glm::vec3& getHalfExtents() const { return _halfExtents; }
const glm::vec3& getOffset() const { return _offset; }
const QVector<QVector<glm::vec3>>& getPoints() const { return _points; }
uint32_t getNumSubShapes() const;
@ -68,6 +70,7 @@ public:
protected:
ShapeType _type = SHAPE_TYPE_NONE;
glm::vec3 _halfExtents = glm::vec3(0.0f);
glm::vec3 _offset = glm::vec3(0.0f);
DoubleHashKey _doubleHashKey;
QVector<QVector<glm::vec3>> _points; // points for convex collision hulls
QUrl _url; // url for model of convex collision hulls