Merge pull request #8 from AndrewMeadows/cadmium

remove unused legacy Shapes from Model and friends
This commit is contained in:
Howard Stearns 2015-07-27 13:20:41 -07:00
commit ef52c0703f
9 changed files with 35 additions and 286 deletions

View file

@ -431,15 +431,17 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
}
}
/*
// TODO: re-implement these when we have more detailed avatar collision shapes
bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderSkeleton) {
_skeletonModel.renderJointCollisionShapes(0.7f);
}
bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
if (renderHead && shouldRenderHead(renderArgs)) {
getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
}
*/
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderBounding && shouldRenderHead(renderArgs)) {
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
}
@ -794,33 +796,6 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
renderer->draw(batch, text_x, -text_y, nameUTF8.data(), textColor);
}
bool Avatar::findRayIntersection(RayIntersectionInfo& intersection) const {
bool hit = _skeletonModel.findRayIntersection(intersection);
hit = getHead()->getFaceModel().findRayIntersection(intersection) || hit;
return hit;
}
bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions) {
return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
// TODO: Andrew to fix: Temporarily disabling collisions against the head
//return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
}
bool Avatar::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
return _skeletonModel.findPlaneCollisions(plane, collisions) ||
getHead()->getFaceModel().findPlaneCollisions(plane, collisions);
}
bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
// TODO: Andrew to fix: also collide against _skeleton
//bool collided = _skeletonModel.findCollisions(shapes, collisions);
Model& headModel = getHead()->getFaceModel();
//collided = headModel.findCollisions(shapes, collisions) || collided;
bool collided = headModel.findCollisions(shapes, collisions);
return collided;
}
void Avatar::setSkeletonOffset(const glm::vec3& offset) {
const float MAX_OFFSET_LENGTH = _scale * 0.5f;
float offsetLength = glm::length(offset);
@ -1140,9 +1115,8 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
// virtual
void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
shapeInfo.setCapsuleY(capsule.getRadius(), capsule.getHalfHeight());
shapeInfo.setOffset(_skeletonModel.getBoundingShapeOffset());
shapeInfo.setCapsuleY(_skeletonModel.getBoundingCapsuleRadius(), 0.5f * _skeletonModel.getBoundingCapsuleHeight());
shapeInfo.setOffset(_skeletonModel.getBoundingCapsuleOffset());
}
// virtual

View file

@ -110,26 +110,6 @@ public:
/// Returns the distance to use as a LOD parameter.
float getLODDistance() const;
bool findRayIntersection(RayIntersectionInfo& intersection) const;
/// \param shapes list of shapes to collide against avatar
/// \param collisions list to store collision results
/// \return true if at least one shape collided with avatar
bool findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions);
/// Checks for penetration between the a sphere and the avatar's models.
/// \param penetratorCenter the center of the penetration test sphere
/// \param penetratorRadius the radius of the penetration test sphere
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the sphere penetrated
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions);
/// Checks for penetration between the described plane and the avatar.
/// \param plane the penetration plane
/// \param collisions[out] a list to which collisions get appended
/// \return whether or not the plane penetrated
bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
virtual bool isMyAvatar() const { return false; }
virtual QVector<glm::quat> getJointRotations() const;

View file

@ -110,8 +110,6 @@ MyAvatar::MyAvatar(RigPointer rig) :
_driveKeys[i] = 0.0f;
}
_skeletonModel.setEnableShapes(true);
// connect to AddressManager signal for location jumps
connect(DependencyManager::get<AddressManager>().data(), &AddressManager::locationChangeRequired,
this, &MyAvatar::goToLocation);
@ -1091,11 +1089,10 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
void MyAvatar::rebuildSkeletonBody() {
// compute localAABox
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
float radius = capsule.getRadius();
float height = 2.0f * (capsule.getHalfHeight() + radius);
float radius = _skeletonModel.getBoundingCapsuleRadius();
float height = _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
glm::vec3 corner(-radius, -0.5f * height, -radius);
corner += _skeletonModel.getBoundingShapeOffset();
corner += _skeletonModel.getBoundingCapsuleOffset();
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
_characterController.setLocalBoundingBox(corner, scale);
}

View file

@ -12,9 +12,7 @@
#include <glm/gtx/transform.hpp>
#include <QMultiMap>
#include <CapsuleShape.h>
#include <DeferredLightingEffect.h>
#include <SphereShape.h>
#include "Application.h"
#include "Avatar.h"
@ -34,8 +32,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
Model(rig, parent),
_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
_owningAvatar(owningAvatar),
_boundingShape(),
_boundingShapeLocalOffset(0.0f),
_boundingCapsuleLocalOffset(0.0f),
_boundingCapsuleRadius(0.0f),
_boundingCapsuleHeight(0.0f),
_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
_standingFoot(NO_FOOT),
_standingOffset(0.0f),
@ -44,7 +43,6 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
{
assert(_rig);
assert(_owningAvatar);
_enableShapes = true;
}
SkeletonModel::~SkeletonModel() {
@ -81,10 +79,7 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
_rig->updateJointState(i, parentTransform);
}
clearShapes();
if (_enableShapes) {
buildShapes();
}
buildShapes();
Extents meshExtents = getMeshExtents();
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
@ -183,9 +178,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
if (_rig->getJointsAreDirty()) {
updateClusterMatrices();
}
_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
_boundingShape.setRotation(_rotation);
}
void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
@ -677,12 +669,11 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
// NOTE: we assume that the longest side of totalExtents is the yAxis...
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
// ... and assume the radius is half the RMS of the X and Z sides:
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
_boundingShape.setRadius(capsuleRadius);
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
_boundingCapsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
_boundingCapsuleHeight = diagonal.y - 2.0f * _boundingCapsuleRadius;
glm::vec3 rootPosition = _rig->getJointState(geometry.rootJointIndex).getPosition();
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
_boundingCapsuleLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
_boundingRadius = 0.5f * glm::length(diagonal);
}
@ -693,30 +684,26 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
Transform transform; // = Transform();
// draw a blue sphere at the capsule end point
glm::vec3 endPoint;
_boundingShape.getEndPoint(endPoint);
endPoint = endPoint + _translation;
transform.setTranslation(endPoint);
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
transform.setTranslation(topPoint);
batch.setModelTransform(transform);
deferredLighting->bindSimpleProgram(batch);
geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule start point
glm::vec3 startPoint;
_boundingShape.getStartPoint(startPoint);
startPoint = startPoint + _translation;
glm::vec3 axis = endPoint - startPoint;
transform.setTranslation(startPoint);
// draw a yellow sphere at the capsule bottom point
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, -_boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
transform.setTranslation(bottomPoint);
batch.setModelTransform(transform);
deferredLighting->bindSimpleProgram(batch);
geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
glm::vec4(0.8f, 0.8f, 0.6f, alpha));
// draw a green cylinder between the two points
glm::vec3 origin(0.0f);
Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(),
Avatar::renderJointConnectingCone(batch, origin, axis, _boundingCapsuleRadius, _boundingCapsuleRadius,
glm::vec4(0.6f, 0.8f, 0.6f, alpha));
}

View file

@ -13,7 +13,6 @@
#define hifi_SkeletonModel_h
#include <CapsuleShape.h>
#include <Model.h>
class Avatar;
@ -98,9 +97,9 @@ public:
void computeBoundingShape(const FBXGeometry& geometry);
void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
float getBoundingShapeRadius() const { return _boundingShape.getRadius(); }
const CapsuleShape& getBoundingShape() const { return _boundingShape; }
const glm::vec3 getBoundingShapeOffset() const { return _boundingShapeLocalOffset; }
float getBoundingCapsuleRadius() const { return _boundingCapsuleRadius; }
float getBoundingCapsuleHeight() const { return _boundingCapsuleHeight; }
const glm::vec3 getBoundingCapsuleOffset() const { return _boundingCapsuleLocalOffset; }
bool hasSkeleton();
@ -157,8 +156,9 @@ private:
Avatar* _owningAvatar;
CapsuleShape _boundingShape;
glm::vec3 _boundingShapeLocalOffset;
glm::vec3 _boundingCapsuleLocalOffset;
float _boundingCapsuleRadius;
float _boundingCapsuleHeight;
glm::vec3 _defaultEyeModelPosition;
int _standingFoot;

View file

@ -23,8 +23,6 @@
#include <PathUtils.h>
#include <PerfStat.h>
#include "PhysicsEntity.h"
#include <ShapeCollider.h>
#include <SphereShape.h>
#include <ViewFrustum.h>
#include "AbstractViewStateInterface.h"
@ -223,10 +221,6 @@ void Model::setScaleInternal(const glm::vec3& scale) {
if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {
_scale = scale;
initJointTransforms();
if (_shapes.size() > 0) {
clearShapes();
buildShapes();
}
}
}
@ -1169,15 +1163,6 @@ QStringList Model::getJointNames() const {
return isActive() ? _geometry->getFBXGeometry().getJointNames() : QStringList();
}
// virtual override from PhysicsEntity
void Model::buildShapes() {
// TODO: figure out how to load/build collision shapes for general models
}
void Model::updateShapePositions() {
// TODO: implement this when we know how to build shapes for regular Models
}
class Blender : public QRunnable {
public:
@ -1348,8 +1333,6 @@ void Model::simulateInternal(float deltaTime, const glm::vec3& worldPosition, co
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
_rig->simulateInternal(deltaTime, parentTransform, worldPosition, worldVelocity, worldRotation);
_shapesAreDirty = !_shapes.isEmpty();
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
@ -1389,7 +1372,6 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const gl
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
if (_rig->setJointPosition(jointIndex, position, rotation, useRotation,
lastFreeIndex, allIntermediatesFree, alignment, priority, freeLineage, parentTransform)) {
_shapesAreDirty = !_shapes.isEmpty();
return true;
}
return false;
@ -1400,7 +1382,6 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm:
const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
_rig->inverseKinematics(endIndex, targetPosition, targetRotation, priority, freeLineage, parentTransform);
_shapesAreDirty = !_shapes.isEmpty();
}
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
@ -1415,10 +1396,6 @@ float Model::getLimbLength(int jointIndex) const {
return _rig->getLimbLength(jointIndex, freeLineage, _scale, geometry.joints);
}
void Model::renderJointCollisionShapes(float alpha) {
// implement this when we have shapes for regular models
}
bool Model::maybeStartBlender() {
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
if (fbxGeometry.hasBlendedMeshes()) {
@ -1484,7 +1461,6 @@ void Model::deleteGeometry() {
_blendedVertexBuffers.clear();
_rig->clearJointStates();
_meshStates.clear();
clearShapes();
_rig->deleteAnimations();

View file

@ -39,7 +39,6 @@
class AbstractViewStateInterface;
class QScriptEngine;
class Shape;
#include "RenderArgs.h"
class ViewFrustum;
@ -90,7 +89,6 @@ public:
void removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
void renderSetup(RenderArgs* args);
bool isRenderable() const { return !_meshStates.isEmpty() || (isActive() && _geometry->getMeshes().isEmpty()); }
virtual void renderJointCollisionShapes(float alpha);
bool isVisible() const { return _isVisible; }
@ -234,10 +232,6 @@ protected:
/// \return true if joint exists
bool getJointPosition(int jointIndex, glm::vec3& position) const;
// virtual overrides from PhysicsEntity
virtual void buildShapes();
virtual void updateShapePositions();
void setShowTrueJointTransforms(bool show) { _showTrueJointTransforms = show; }
QSharedPointer<NetworkGeometry> _geometry;

View file

@ -11,17 +11,10 @@
#include "PhysicsEntity.h"
#include "PlaneShape.h"
#include "Shape.h"
#include "ShapeCollider.h"
#include "SphereShape.h"
PhysicsEntity::PhysicsEntity() :
_translation(0.0f),
_rotation(),
_boundingRadius(0.0f),
_shapesAreDirty(true),
_enableShapes(false) {
_boundingRadius(0.0f) {
}
PhysicsEntity::~PhysicsEntity() {
@ -29,143 +22,13 @@ PhysicsEntity::~PhysicsEntity() {
void PhysicsEntity::setTranslation(const glm::vec3& translation) {
if (_translation != translation) {
_shapesAreDirty = !_shapes.isEmpty();
_translation = translation;
}
}
void PhysicsEntity::setRotation(const glm::quat& rotation) {
if (_rotation != rotation) {
_shapesAreDirty = !_shapes.isEmpty();
_rotation = rotation;
}
}
void PhysicsEntity::setShapeBackPointers() {
for (int i = 0; i < _shapes.size(); i++) {
Shape* shape = _shapes[i];
if (shape) {
shape->setEntity(this);
}
}
}
void PhysicsEntity::setEnableShapes(bool enable) {
if (enable != _enableShapes) {
clearShapes();
_enableShapes = enable;
if (_enableShapes) {
buildShapes();
}
}
}
void PhysicsEntity::clearShapes() {
for (int i = 0; i < _shapes.size(); ++i) {
delete _shapes[i];
}
_shapes.clear();
}
bool PhysicsEntity::findRayIntersection(RayIntersectionInfo& intersection) const {
return ShapeCollider::findRayIntersection(_shapes, intersection);
}
bool PhysicsEntity::findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions) {
bool collided = false;
int numTheirShapes = shapes.size();
for (int i = 0; i < numTheirShapes; ++i) {
const Shape* theirShape = shapes[i];
if (!theirShape) {
continue;
}
int numOurShapes = _shapes.size();
for (int j = 0; j < numOurShapes; ++j) {
const Shape* ourShape = _shapes.at(j);
if (ourShape && ShapeCollider::collideShapes(theirShape, ourShape, collisions)) {
collided = true;
}
}
}
return collided;
}
bool PhysicsEntity::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions) {
bool collided = false;
SphereShape sphere(sphereRadius, sphereCenter);
for (int i = 0; i < _shapes.size(); i++) {
Shape* shape = _shapes[i];
if (!shape) {
continue;
}
if (ShapeCollider::collideShapes(&sphere, shape, collisions)) {
CollisionInfo* collision = collisions.getLastCollision();
collision->_data = (void*)(this);
collision->_intData = i;
collided = true;
}
}
return collided;
}
bool PhysicsEntity::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
bool collided = false;
PlaneShape planeShape(plane);
for (int i = 0; i < _shapes.size(); i++) {
if (_shapes.at(i) && ShapeCollider::collideShapes(&planeShape, _shapes.at(i), collisions)) {
CollisionInfo* collision = collisions.getLastCollision();
collision->_data = (void*)(this);
collision->_intData = i;
collided = true;
}
}
return collided;
}
// -----------------------------------------------------------
// TODO: enforce this maximum when shapes are actually built. The gotcha here is
// that the Model class (derived from PhysicsEntity) expects numShapes == numJoints,
// so we have to modify that code to be safe.
const int MAX_SHAPES_PER_ENTITY = 256;
// the first 256 prime numbers
const int primes[256] = {
2, 3, 5, 7, 11, 13, 17, 19, 23, 29,
31, 37, 41, 43, 47, 53, 59, 61, 67, 71,
73, 79, 83, 89, 97, 101, 103, 107, 109, 113,
127, 131, 137, 139, 149, 151, 157, 163, 167, 173,
179, 181, 191, 193, 197, 199, 211, 223, 227, 229,
233, 239, 241, 251, 257, 263, 269, 271, 277, 281,
283, 293, 307, 311, 313, 317, 331, 337, 347, 349,
353, 359, 367, 373, 379, 383, 389, 397, 401, 409,
419, 421, 431, 433, 439, 443, 449, 457, 461, 463,
467, 479, 487, 491, 499, 503, 509, 521, 523, 541,
547, 557, 563, 569, 571, 577, 587, 593, 599, 601,
607, 613, 617, 619, 631, 641, 643, 647, 653, 659,
661, 673, 677, 683, 691, 701, 709, 719, 727, 733,
739, 743, 751, 757, 761, 769, 773, 787, 797, 809,
811, 821, 823, 827, 829, 839, 853, 857, 859, 863,
877, 881, 883, 887, 907, 911, 919, 929, 937, 941,
947, 953, 967, 971, 977, 983, 991, 997, 1009, 1013,
1019, 1021, 1031, 1033, 1039, 1049, 1051, 1061, 1063, 1069,
1087, 1091, 1093, 1097, 1103, 1109, 1117, 1123, 1129, 1151,
1153, 1163, 1171, 1181, 1187, 1193, 1201, 1213, 1217, 1223,
1229, 1231, 1237, 1249, 1259, 1277, 1279, 1283, 1289, 1291,
1297, 1301, 1303, 1307, 1319, 1321, 1327, 1361, 1367, 1373,
1381, 1399, 1409, 1423, 1427, 1429, 1433, 1439, 1447, 1451,
1453, 1459, 1471, 1481, 1483, 1487, 1489, 1493, 1499, 1511,
1523, 1531, 1543, 1549, 1553, 1559, 1567, 1571, 1579, 1583,
1597, 1601, 1607, 1609, 1613, 1619 };
void PhysicsEntity::disableCollisions(int shapeIndexA, int shapeIndexB) {
if (shapeIndexA < MAX_SHAPES_PER_ENTITY && shapeIndexB < MAX_SHAPES_PER_ENTITY) {
_disabledCollisions.insert(primes[shapeIndexA] * primes[shapeIndexB]);
}
}
bool PhysicsEntity::collisionsAreEnabled(int shapeIndexA, int shapeIndexB) const {
if (shapeIndexA < MAX_SHAPES_PER_ENTITY && shapeIndexB < MAX_SHAPES_PER_ENTITY) {
return !_disabledCollisions.contains(primes[shapeIndexA] * primes[shapeIndexB]);
}
return false;
}

View file

@ -21,8 +21,6 @@
#include <CollisionInfo.h>
#include <RayIntersectionInfo.h>
class Shape;
class PhysicsEntity {
public:
@ -38,30 +36,10 @@ public:
const glm::quat& getRotation() const { return _rotation; }
float getBoundingRadius() const { return _boundingRadius; }
void setShapeBackPointers();
void setEnableShapes(bool enable);
virtual void buildShapes() = 0;
virtual void clearShapes();
const QVector<Shape*> getShapes() const { return _shapes; }
bool findRayIntersection(RayIntersectionInfo& intersection) const;
bool findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions);
bool findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions);
bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions);
void disableCollisions(int shapeIndexA, int shapeIndexB);
bool collisionsAreEnabled(int shapeIndexA, int shapeIndexB) const;
protected:
glm::vec3 _translation;
glm::quat _rotation;
float _boundingRadius;
bool _shapesAreDirty;
bool _enableShapes;
QVector<Shape*> _shapes;
QSet<int> _disabledCollisions;
};
#endif // hifi_PhysicsEntity_h