mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge pull request #7839 from sethalves/entity-simulation-smart-pointers-1
use smart pointers for entity simulations
This commit is contained in:
commit
350743454b
23 changed files with 74 additions and 58 deletions
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@ -23,7 +23,7 @@ AssignmentAction::AssignmentAction(EntityActionType type, const QUuid& id, Entit
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AssignmentAction::~AssignmentAction() {
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}
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void AssignmentAction::removeFromSimulation(EntitySimulation* simulation) const {
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void AssignmentAction::removeFromSimulation(EntitySimulationPointer simulation) const {
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withReadLock([&]{
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simulation->removeAction(_id);
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simulation->applyActionChanges();
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@ -24,7 +24,7 @@ public:
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AssignmentAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~AssignmentAction();
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virtual void removeFromSimulation(EntitySimulation* simulation) const;
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virtual void removeFromSimulation(EntitySimulationPointer simulation) const;
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virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
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virtual bool updateArguments(QVariantMap arguments);
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@ -56,7 +56,7 @@ OctreePointer EntityServer::createTree() {
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tree->createRootElement();
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tree->addNewlyCreatedHook(this);
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if (!_entitySimulation) {
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SimpleEntitySimulation* simpleSimulation = new SimpleEntitySimulation();
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SimpleEntitySimulationPointer simpleSimulation { new SimpleEntitySimulation() };
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simpleSimulation->setEntityTree(tree);
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tree->setSimulation(simpleSimulation);
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_entitySimulation = simpleSimulation;
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@ -28,6 +28,8 @@ struct ViewerSendingStats {
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};
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class SimpleEntitySimulation;
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using SimpleEntitySimulationPointer = std::shared_ptr<SimpleEntitySimulation>;
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class EntityServer : public OctreeServer, public NewlyCreatedEntityHook {
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Q_OBJECT
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@ -69,7 +71,7 @@ private slots:
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void handleEntityPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer senderNode);
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private:
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SimpleEntitySimulation* _entitySimulation;
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SimpleEntitySimulationPointer _entitySimulation;
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QTimer* _pruneDeletedEntitiesTimer = nullptr;
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QReadWriteLock _viewerSendingStatsLock;
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@ -485,6 +485,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_sessionRunTimer(startupTimer),
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_previousSessionCrashed(setupEssentials(argc, argv)),
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_undoStackScriptingInterface(&_undoStack),
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_entitySimulation(new PhysicalEntitySimulation()),
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_physicsEngine(new PhysicsEngine(Vectors::ZERO)),
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_entityClipboardRenderer(false, this, this),
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_entityClipboard(new EntityTree()),
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@ -2977,13 +2978,13 @@ void Application::init() {
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_physicsEngine->init();
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EntityTreePointer tree = getEntities()->getTree();
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_entitySimulation.init(tree, _physicsEngine, &_entityEditSender);
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tree->setSimulation(&_entitySimulation);
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_entitySimulation->init(tree, _physicsEngine, &_entityEditSender);
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tree->setSimulation(_entitySimulation);
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auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
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// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
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connect(&_entitySimulation, &EntitySimulation::entityCollisionWithEntity,
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connect(_entitySimulation.get(), &EntitySimulation::entityCollisionWithEntity,
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getEntities(), &EntityTreeRenderer::entityCollisionWithEntity);
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// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
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@ -3403,22 +3404,22 @@ void Application::update(float deltaTime) {
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PerformanceTimer perfTimer("updateStates)");
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static VectorOfMotionStates motionStates;
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_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
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_entitySimulation->getObjectsToRemoveFromPhysics(motionStates);
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_physicsEngine->removeObjects(motionStates);
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_entitySimulation.deleteObjectsRemovedFromPhysics();
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_entitySimulation->deleteObjectsRemovedFromPhysics();
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getEntities()->getTree()->withReadLock([&] {
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_entitySimulation.getObjectsToAddToPhysics(motionStates);
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_entitySimulation->getObjectsToAddToPhysics(motionStates);
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_physicsEngine->addObjects(motionStates);
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});
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getEntities()->getTree()->withReadLock([&] {
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_entitySimulation.getObjectsToChange(motionStates);
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_entitySimulation->getObjectsToChange(motionStates);
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VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
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_entitySimulation.setObjectsToChange(stillNeedChange);
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_entitySimulation->setObjectsToChange(stillNeedChange);
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});
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_entitySimulation.applyActionChanges();
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_entitySimulation->applyActionChanges();
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avatarManager->getObjectsToRemoveFromPhysics(motionStates);
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_physicsEngine->removeObjects(motionStates);
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@ -3446,7 +3447,7 @@ void Application::update(float deltaTime) {
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getEntities()->getTree()->withWriteLock([&] {
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PerformanceTimer perfTimer("handleOutgoingChanges");
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const VectorOfMotionStates& outgoingChanges = _physicsEngine->getOutgoingChanges();
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_entitySimulation.handleOutgoingChanges(outgoingChanges);
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_entitySimulation->handleOutgoingChanges(outgoingChanges);
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avatarManager->handleOutgoingChanges(outgoingChanges);
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});
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@ -3459,7 +3460,7 @@ void Application::update(float deltaTime) {
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PerformanceTimer perfTimer("entities");
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// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
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// deadlock.)
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_entitySimulation.handleCollisionEvents(collisionEvents);
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_entitySimulation->handleCollisionEvents(collisionEvents);
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// NOTE: the getEntities()->update() call below will wait for lock
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// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
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@ -403,7 +403,7 @@ private:
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QElapsedTimer _lastTimeUpdated;
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ShapeManager _shapeManager;
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PhysicalEntitySimulation _entitySimulation;
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PhysicalEntitySimulationPointer _entitySimulation;
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PhysicsEnginePointer _physicsEngine;
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EntityTreeRenderer _entityClipboardRenderer;
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@ -977,8 +977,8 @@ void RenderablePolyVoxEntityItem::compressVolumeDataAndSendEditPacket() {
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properties.setVoxelDataDirty();
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properties.setLastEdited(now);
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EntitySimulation* simulation = tree ? tree->getSimulation() : nullptr;
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PhysicalEntitySimulation* peSimulation = static_cast<PhysicalEntitySimulation*>(simulation);
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EntitySimulationPointer simulation = tree ? tree->getSimulation() : nullptr;
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PhysicalEntitySimulationPointer peSimulation = std::static_pointer_cast<PhysicalEntitySimulation>(simulation);
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EntityEditPacketSender* packetSender = peSimulation ? peSimulation->getPacketSender() : nullptr;
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if (packetSender) {
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packetSender->queueEditEntityMessage(PacketType::EntityEdit, entity->getID(), properties);
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@ -20,6 +20,8 @@ class EntityItem;
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class EntitySimulation;
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using EntityItemPointer = std::shared_ptr<EntityItem>;
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using EntityItemWeakPointer = std::weak_ptr<EntityItem>;
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class EntitySimulation;
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using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
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enum EntityActionType {
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// keep these synchronized with actionTypeFromString and actionTypeToString
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@ -39,7 +41,7 @@ public:
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bool isActive() { return _active; }
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virtual void removeFromSimulation(EntitySimulation* simulation) const = 0;
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virtual void removeFromSimulation(EntitySimulationPointer simulation) const = 0;
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virtual EntityItemWeakPointer getOwnerEntity() const = 0;
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) = 0;
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virtual bool updateArguments(QVariantMap arguments) = 0;
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@ -89,7 +89,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
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EntityItem::~EntityItem() {
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// clear out any left-over actions
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EntityTreePointer entityTree = _element ? _element->getTree() : nullptr;
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EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
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EntitySimulationPointer simulation = entityTree ? entityTree->getSimulation() : nullptr;
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if (simulation) {
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clearActions(simulation);
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}
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@ -1736,7 +1736,7 @@ QString EntityItem::actionsToDebugString() {
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return result;
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}
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bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
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bool EntityItem::addAction(EntitySimulationPointer simulation, EntityActionPointer action) {
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bool result;
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withWriteLock([&] {
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checkWaitingToRemove(simulation);
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@ -1753,7 +1753,7 @@ bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer act
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return result;
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}
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bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) {
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bool EntityItem::addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action) {
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assert(action);
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assert(simulation);
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auto actionOwnerEntity = action->getOwnerEntity().lock();
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@ -1777,7 +1777,7 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
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return success;
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}
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bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
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bool EntityItem::updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments) {
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bool success = false;
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withWriteLock([&] {
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checkWaitingToRemove(simulation);
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@ -1800,7 +1800,7 @@ bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionI
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return success;
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}
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bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
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bool EntityItem::removeAction(EntitySimulationPointer simulation, const QUuid& actionID) {
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bool success = false;
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withWriteLock([&] {
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checkWaitingToRemove(simulation);
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@ -1809,7 +1809,7 @@ bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionI
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return success;
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}
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bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) {
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bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation) {
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_previouslyDeletedActions.insert(actionID, usecTimestampNow());
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if (_objectActions.contains(actionID)) {
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if (!simulation) {
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@ -1836,7 +1836,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
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return false;
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}
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bool EntityItem::clearActions(EntitySimulation* simulation) {
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bool EntityItem::clearActions(EntitySimulationPointer simulation) {
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withWriteLock([&] {
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QHash<QUuid, EntityActionPointer>::iterator i = _objectActions.begin();
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while (i != _objectActions.end()) {
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@ -1872,7 +1872,7 @@ void EntityItem::deserializeActionsInternal() {
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EntityTreePointer entityTree = getTree();
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assert(entityTree);
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EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
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EntitySimulationPointer simulation = entityTree ? entityTree->getSimulation() : nullptr;
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assert(simulation);
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QVector<QByteArray> serializedActions;
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@ -1952,7 +1952,7 @@ void EntityItem::deserializeActionsInternal() {
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return;
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}
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void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
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void EntityItem::checkWaitingToRemove(EntitySimulationPointer simulation) {
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foreach(QUuid actionID, _actionsToRemove) {
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removeActionInternal(actionID, simulation);
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}
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@ -383,10 +383,10 @@ public:
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void flagForMotionStateChange() { _dirtyFlags |= Simulation::DIRTY_MOTION_TYPE; }
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QString actionsToDebugString();
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bool addAction(EntitySimulation* simulation, EntityActionPointer action);
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bool updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments);
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bool removeAction(EntitySimulation* simulation, const QUuid& actionID);
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bool clearActions(EntitySimulation* simulation);
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bool addAction(EntitySimulationPointer simulation, EntityActionPointer action);
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bool updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments);
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bool removeAction(EntitySimulationPointer simulation, const QUuid& actionID);
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bool clearActions(EntitySimulationPointer simulation);
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void setActionData(QByteArray actionData);
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const QByteArray getActionData() const;
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bool hasActions() const { return !_objectActions.empty(); }
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@ -522,8 +522,8 @@ protected:
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void* _physicsInfo = nullptr; // set by EntitySimulation
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bool _simulated; // set by EntitySimulation
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bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action);
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bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr);
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bool addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action);
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bool removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation = nullptr);
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void deserializeActionsInternal();
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void serializeActions(bool& success, QByteArray& result) const;
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QHash<QUuid, EntityActionPointer> _objectActions;
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@ -534,7 +534,7 @@ protected:
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// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
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// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
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// are used to keep track of and work around this situation.
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void checkWaitingToRemove(EntitySimulation* simulation = nullptr);
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void checkWaitingToRemove(EntitySimulationPointer simulation = nullptr);
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mutable QSet<QUuid> _actionsToRemove;
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mutable bool _actionDataDirty = false;
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mutable bool _actionDataNeedsTransmit = false;
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@ -766,7 +766,7 @@ bool EntityScriptingInterface::appendPoint(QUuid entityID, const glm::vec3& poin
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bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
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std::function<bool(EntitySimulation*, EntityItemPointer)> actor) {
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std::function<bool(EntitySimulationPointer, EntityItemPointer)> actor) {
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if (!_entityTree) {
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return false;
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}
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@ -774,7 +774,7 @@ bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
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EntityItemPointer entity;
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bool doTransmit = false;
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_entityTree->withWriteLock([&] {
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EntitySimulation* simulation = _entityTree->getSimulation();
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EntitySimulationPointer simulation = _entityTree->getSimulation();
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entity = _entityTree->findEntityByEntityItemID(entityID);
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if (!entity) {
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qDebug() << "actionWorker -- unknown entity" << entityID;
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@ -815,7 +815,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
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QUuid actionID = QUuid::createUuid();
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auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
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bool success = false;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
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// create this action even if the entity doesn't have physics info. it will often be the
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// case that a script adds an action immediately after an object is created, and the physicsInfo
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// is computed asynchronously.
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@ -843,7 +843,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
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bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid& actionID, const QVariantMap& arguments) {
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return actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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return actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
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bool success = entity->updateAction(simulation, actionID, arguments);
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if (success) {
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entity->grabSimulationOwnership();
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@ -854,7 +854,7 @@ bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid&
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bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid& actionID) {
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bool success = false;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
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success = entity->removeAction(simulation, actionID);
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if (success) {
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// reduce from grab to poke
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@ -867,7 +867,7 @@ bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid&
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QVector<QUuid> EntityScriptingInterface::getActionIDs(const QUuid& entityID) {
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QVector<QUuid> result;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
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QList<QUuid> actionIDs = entity->getActionIDs();
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result = QVector<QUuid>::fromList(actionIDs);
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return false; // don't send an edit packet
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@ -877,7 +877,7 @@ QVector<QUuid> EntityScriptingInterface::getActionIDs(const QUuid& entityID) {
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QVariantMap EntityScriptingInterface::getActionArguments(const QUuid& entityID, const QUuid& actionID) {
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QVariantMap result;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
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result = entity->getActionArguments(actionID);
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return false; // don't send an edit packet
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});
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|
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@ -200,11 +200,11 @@ signals:
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void debitEnergySource(float value);
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private:
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bool actionWorker(const QUuid& entityID, std::function<bool(EntitySimulation*, EntityItemPointer)> actor);
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bool actionWorker(const QUuid& entityID, std::function<bool(EntitySimulationPointer, EntityItemPointer)> actor);
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bool setVoxels(QUuid entityID, std::function<bool(PolyVoxEntityItem&)> actor);
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bool setPoints(QUuid entityID, std::function<bool(LineEntityItem&)> actor);
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void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
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EntityItemPointer checkForTreeEntityAndTypeMatch(const QUuid& entityID,
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EntityTypes::EntityType entityType = EntityTypes::Unknown);
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@ -64,7 +64,7 @@ void EntitySimulation::prepareEntityForDelete(EntityItemPointer 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(this);
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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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@ -22,8 +22,9 @@
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#include "EntityItem.h"
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#include "EntityTree.h"
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typedef QSet<EntityItemPointer> SetOfEntities;
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typedef QVector<EntityItemPointer> VectorOfEntities;
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using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
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using SetOfEntities = QSet<EntityItemPointer>;
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using VectorOfEntities = QVector<EntityItemPointer>;
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// the EntitySimulation needs to know when these things change on an entity,
|
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// so it can sort EntityItem or relay its state to the PhysicsEngine.
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|
@ -41,12 +42,16 @@ const int DIRTY_SIMULATION_FLAGS =
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Simulation::DIRTY_MATERIAL |
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Simulation::DIRTY_SIMULATOR_ID;
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|
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class EntitySimulation : public QObject {
|
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class EntitySimulation : public QObject, public std::enable_shared_from_this<EntitySimulation> {
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||||
Q_OBJECT
|
||||
public:
|
||||
EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(quint64(-1)) { }
|
||||
virtual ~EntitySimulation() { setEntityTree(NULL); }
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||||
inline EntitySimulationPointer getThisPointer() const {
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return std::const_pointer_cast<EntitySimulation>(shared_from_this());
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}
|
||||
|
||||
/// \param tree pointer to EntityTree which is stored internally
|
||||
void setEntityTree(EntityTreePointer tree);
|
||||
|
||||
|
|
|
@ -365,7 +365,7 @@ void EntityTree::notifyNewCollisionSoundURL(const QString& newURL, const EntityI
|
|||
emit newCollisionSoundURL(QUrl(newURL), entityID);
|
||||
}
|
||||
|
||||
void EntityTree::setSimulation(EntitySimulation* simulation) {
|
||||
void EntityTree::setSimulation(EntitySimulationPointer simulation) {
|
||||
this->withWriteLock([&] {
|
||||
if (simulation) {
|
||||
// assert that the simulation's backpointer has already been properly connected
|
||||
|
|
|
@ -194,8 +194,8 @@ public:
|
|||
|
||||
void emitEntityScriptChanging(const EntityItemID& entityItemID, const bool reload);
|
||||
|
||||
void setSimulation(EntitySimulation* simulation);
|
||||
EntitySimulation* getSimulation() const { return _simulation; }
|
||||
void setSimulation(EntitySimulationPointer simulation);
|
||||
EntitySimulationPointer getSimulation() const { return _simulation; }
|
||||
|
||||
bool wantEditLogging() const { return _wantEditLogging; }
|
||||
void setWantEditLogging(bool value) { _wantEditLogging = value; }
|
||||
|
@ -299,7 +299,7 @@ protected:
|
|||
mutable QReadWriteLock _entityToElementLock;
|
||||
QHash<EntityItemID, EntityTreeElementPointer> _entityToElementMap;
|
||||
|
||||
EntitySimulation* _simulation;
|
||||
EntitySimulationPointer _simulation;
|
||||
|
||||
bool _wantEditLogging = false;
|
||||
bool _wantTerseEditLogging = false;
|
||||
|
|
|
@ -22,7 +22,7 @@ EntityTreeHeadlessViewer::~EntityTreeHeadlessViewer() {
|
|||
void EntityTreeHeadlessViewer::init() {
|
||||
OctreeHeadlessViewer::init();
|
||||
if (!_simulation) {
|
||||
SimpleEntitySimulation* simpleSimulation = new SimpleEntitySimulation();
|
||||
SimpleEntitySimulationPointer simpleSimulation { new SimpleEntitySimulation() };
|
||||
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
|
||||
simpleSimulation->setEntityTree(entityTree);
|
||||
entityTree->setSimulation(simpleSimulation);
|
||||
|
|
|
@ -49,7 +49,7 @@ protected:
|
|||
return newTree;
|
||||
}
|
||||
|
||||
EntitySimulation* _simulation;
|
||||
EntitySimulationPointer _simulation;
|
||||
};
|
||||
|
||||
#endif // hifi_EntityTreeHeadlessViewer_h
|
||||
|
|
|
@ -14,6 +14,10 @@
|
|||
|
||||
#include "EntitySimulation.h"
|
||||
|
||||
class SimpleEntitySimulation;
|
||||
using SimpleEntitySimulationPointer = std::shared_ptr<SimpleEntitySimulation>;
|
||||
|
||||
|
||||
/// provides simple velocity + gravity extrapolation of EntityItem's
|
||||
|
||||
class SimpleEntitySimulation : public EntitySimulation {
|
||||
|
|
|
@ -138,7 +138,7 @@ QVariantMap ObjectAction::getArguments() {
|
|||
void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
|
||||
}
|
||||
|
||||
void ObjectAction::removeFromSimulation(EntitySimulation* simulation) const {
|
||||
void ObjectAction::removeFromSimulation(EntitySimulationPointer simulation) const {
|
||||
QUuid myID;
|
||||
withReadLock([&]{
|
||||
myID = _id;
|
||||
|
|
|
@ -29,7 +29,7 @@ public:
|
|||
ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
|
||||
virtual ~ObjectAction();
|
||||
|
||||
virtual void removeFromSimulation(EntitySimulation* simulation) const override;
|
||||
virtual void removeFromSimulation(EntitySimulationPointer simulation) const override;
|
||||
virtual EntityItemWeakPointer getOwnerEntity() const override { return _ownerEntity; }
|
||||
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) override { _ownerEntity = ownerEntity; }
|
||||
|
||||
|
|
|
@ -156,7 +156,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
|
|||
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
|
||||
assert(entity);
|
||||
assert(entity->isDead());
|
||||
entity->clearActions(this);
|
||||
entity->clearActions(getThisPointer());
|
||||
removeEntityInternal(entity);
|
||||
}
|
||||
// end EntitySimulation overrides
|
||||
|
|
|
@ -23,7 +23,9 @@
|
|||
#include "PhysicsEngine.h"
|
||||
#include "EntityMotionState.h"
|
||||
|
||||
typedef QSet<EntityMotionState*> SetOfEntityMotionStates;
|
||||
class PhysicalEntitySimulation;
|
||||
using PhysicalEntitySimulationPointer = std::shared_ptr<PhysicalEntitySimulation>;
|
||||
using SetOfEntityMotionStates = QSet<EntityMotionState*>;
|
||||
|
||||
class PhysicalEntitySimulation :public EntitySimulation {
|
||||
public:
|
||||
|
|
Loading…
Reference in a new issue