mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge branch 'master' of github.com:highfidelity/hifi into head-controller
This commit is contained in:
commit
8a4ccf5c46
12 changed files with 80 additions and 74 deletions
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@ -681,7 +681,9 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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// and pretend that we own it (we assume we'll recover it soon)
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// However, for now, when the server uses a newer time than what we sent, listen to what we're told.
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if (overwriteLocalData) weOwnSimulation = false;
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if (overwriteLocalData) {
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weOwnSimulation = false;
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}
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} else if (_simulationOwner.set(newSimOwner)) {
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markDirtyFlags(Simulation::DIRTY_SIMULATOR_ID);
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somethingChanged = true;
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@ -1293,27 +1295,15 @@ void EntityItem::getAllTerseUpdateProperties(EntityItemProperties& properties) c
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properties._accelerationChanged = true;
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}
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void EntityItem::pokeSimulationOwnership() {
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markDirtyFlags(Simulation::DIRTY_SIMULATION_OWNERSHIP_FOR_POKE);
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void EntityItem::flagForOwnershipBid(uint8_t priority) {
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markDirtyFlags(Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY);
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auto nodeList = DependencyManager::get<NodeList>();
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if (_simulationOwner.matchesValidID(nodeList->getSessionUUID())) {
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// we already own it
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_simulationOwner.promotePriority(SCRIPT_POKE_SIMULATION_PRIORITY);
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_simulationOwner.promotePriority(priority);
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} else {
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// we don't own it yet
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_simulationOwner.setPendingPriority(SCRIPT_POKE_SIMULATION_PRIORITY, usecTimestampNow());
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}
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}
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void EntityItem::grabSimulationOwnership() {
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markDirtyFlags(Simulation::DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB);
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auto nodeList = DependencyManager::get<NodeList>();
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if (_simulationOwner.matchesValidID(nodeList->getSessionUUID())) {
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// we already own it
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_simulationOwner.promotePriority(SCRIPT_GRAB_SIMULATION_PRIORITY);
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} else {
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// we don't own it yet
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_simulationOwner.setPendingPriority(SCRIPT_GRAB_SIMULATION_PRIORITY, usecTimestampNow());
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_simulationOwner.setPendingPriority(priority, usecTimestampNow());
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}
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}
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@ -321,6 +321,7 @@ public:
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void updateSimulationOwner(const SimulationOwner& owner);
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void clearSimulationOwnership();
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void setPendingOwnershipPriority(quint8 priority, const quint64& timestamp);
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uint8_t getPendingOwnershipPriority() const { return _simulationOwner.getPendingPriority(); }
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void rememberHasSimulationOwnershipBid() const;
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QString getMarketplaceID() const;
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@ -394,8 +395,7 @@ public:
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void getAllTerseUpdateProperties(EntityItemProperties& properties) const;
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void pokeSimulationOwnership();
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void grabSimulationOwnership();
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void flagForOwnershipBid(uint8_t priority);
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void flagForMotionStateChange() { _dirtyFlags |= Simulation::DIRTY_MOTION_TYPE; }
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QString actionsToDebugString();
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@ -230,6 +230,8 @@ QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties
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}
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entity->setLastBroadcast(usecTimestampNow());
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// since we're creating this object we will immediately volunteer to own its simulation
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entity->flagForOwnershipBid(VOLUNTEER_SIMULATION_PRIORITY);
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propertiesWithSimID.setLastEdited(entity->getLastEdited());
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} else {
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qCDebug(entities) << "script failed to add new Entity to local Octree";
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@ -440,7 +442,7 @@ QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties&
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} else {
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// we make a bid for simulation ownership
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properties.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
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entity->pokeSimulationOwnership();
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entity->flagForOwnershipBid(SCRIPT_POKE_SIMULATION_PRIORITY);
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entity->rememberHasSimulationOwnershipBid();
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}
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}
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@ -1194,7 +1196,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
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}
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action->setIsMine(true);
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success = entity->addAction(simulation, action);
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entity->grabSimulationOwnership();
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entity->flagForOwnershipBid(SCRIPT_GRAB_SIMULATION_PRIORITY);
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return false; // Physics will cause a packet to be sent, so don't send from here.
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});
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if (success) {
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@ -1210,7 +1212,7 @@ bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid&
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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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entity->flagForOwnershipBid(SCRIPT_GRAB_SIMULATION_PRIORITY);
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}
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return success;
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});
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@ -1224,7 +1226,7 @@ bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid&
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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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entity->pokeSimulationOwnership();
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entity->flagForOwnershipBid(SCRIPT_POKE_SIMULATION_PRIORITY);
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}
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return false; // Physics will cause a packet to be sent, so don't send from here.
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});
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@ -26,12 +26,10 @@ namespace Simulation {
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const uint32_t DIRTY_MATERIAL = 0x00400;
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const uint32_t DIRTY_PHYSICS_ACTIVATION = 0x0800; // should activate object in physics engine
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const uint32_t DIRTY_SIMULATOR_ID = 0x1000; // the simulatorID has changed
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const uint32_t DIRTY_SIMULATION_OWNERSHIP_FOR_POKE = 0x2000; // bid for simulation ownership at "poke"
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const uint32_t DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB = 0x4000; // bid for simulation ownership at "grab"
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const uint32_t DIRTY_SIMULATION_OWNERSHIP_PRIORITY = 0x2000; // our own bid priority has changed
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const uint32_t DIRTY_TRANSFORM = DIRTY_POSITION | DIRTY_ROTATION;
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const uint32_t DIRTY_VELOCITIES = DIRTY_LINEAR_VELOCITY | DIRTY_ANGULAR_VELOCITY;
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const uint32_t DIRTY_SIMULATION_OWNERSHIP_PRIORITY = DIRTY_SIMULATION_OWNERSHIP_FOR_POKE | DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB;
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};
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#endif // hifi_SimulationFlags_h
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@ -26,9 +26,9 @@ const int SimulationOwner::NUM_BYTES_ENCODED = NUM_BYTES_RFC4122_UUID + 1;
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SimulationOwner::SimulationOwner() :
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_id(),
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_expiry(0),
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_pendingTimestamp(0),
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_pendingBidTimestamp(0),
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_priority(0),
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_pendingPriority(0),
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_pendingBidPriority(0),
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_pendingState(PENDING_STATE_NOTHING)
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{
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}
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@ -36,9 +36,9 @@ SimulationOwner::SimulationOwner() :
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SimulationOwner::SimulationOwner(const QUuid& id, quint8 priority) :
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_id(id),
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_expiry(0),
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_pendingTimestamp(0),
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_pendingBidTimestamp(0),
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_priority(priority),
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_pendingPriority(0)
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_pendingBidPriority(0)
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{
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}
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@ -61,9 +61,9 @@ bool SimulationOwner::fromByteArray(const QByteArray& data) {
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void SimulationOwner::clear() {
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_id = QUuid();
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_expiry = 0;
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_pendingTimestamp = 0;
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_pendingBidTimestamp = 0;
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_priority = 0;
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_pendingPriority = 0;
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_pendingBidPriority = 0;
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_pendingState = PENDING_STATE_NOTHING;
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}
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@ -102,9 +102,9 @@ bool SimulationOwner::set(const SimulationOwner& owner) {
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}
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void SimulationOwner::setPendingPriority(quint8 priority, const quint64& timestamp) {
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_pendingPriority = priority;
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_pendingTimestamp = timestamp;
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_pendingState = (_pendingPriority == 0) ? PENDING_STATE_RELEASE : PENDING_STATE_TAKE;
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_pendingBidPriority = priority;
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_pendingBidTimestamp = timestamp;
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_pendingState = (_pendingBidPriority == 0) ? PENDING_STATE_RELEASE : PENDING_STATE_TAKE;
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}
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void SimulationOwner::updateExpiry() {
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@ -113,11 +113,11 @@ void SimulationOwner::updateExpiry() {
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}
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bool SimulationOwner::pendingRelease(const quint64& timestamp) {
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return _pendingPriority == 0 && _pendingState == PENDING_STATE_RELEASE && _pendingTimestamp >= timestamp;
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return _pendingBidPriority == 0 && _pendingState == PENDING_STATE_RELEASE && _pendingBidTimestamp >= timestamp;
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}
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bool SimulationOwner::pendingTake(const quint64& timestamp) {
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return _pendingPriority > 0 && _pendingState == PENDING_STATE_TAKE && _pendingTimestamp >= timestamp;
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return _pendingBidPriority > 0 && _pendingState == PENDING_STATE_TAKE && _pendingBidTimestamp >= timestamp;
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}
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void SimulationOwner::clearCurrentOwner() {
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@ -66,6 +66,7 @@ public:
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bool hasExpired() const { return usecTimestampNow() > _expiry; }
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uint8_t getPendingPriority() const { return _pendingBidPriority; }
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bool pendingRelease(const quint64& timestamp); // return true if valid pending RELEASE
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bool pendingTake(const quint64& timestamp); // return true if valid pending TAKE
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void clearCurrentOwner();
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@ -84,9 +85,9 @@ public:
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private:
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QUuid _id; // owner
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quint64 _expiry; // time when ownership can transition at equal priority
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quint64 _pendingTimestamp; // time when pending update was set
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quint64 _pendingBidTimestamp; // time when pending bid was set
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quint8 _priority; // priority of current owner
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quint8 _pendingPriority; // priority of pendingTake
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quint8 _pendingBidPriority; // priority at which we'd like to own it
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quint8 _pendingState; // NOTHING, TAKE, or RELEASE
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};
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@ -65,8 +65,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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_lastStep(0),
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_loopsWithoutOwner(0),
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_accelerationNearlyGravityCount(0),
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_numInactiveUpdates(1),
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_outgoingPriority(0)
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_numInactiveUpdates(1)
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity);
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@ -75,6 +74,8 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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// we need the side-effects of EntityMotionState::setShape() so we call it explicitly here
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// rather than pass the legit shape pointer to the ObjectMotionState ctor above.
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setShape(shape);
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_outgoingPriority = _entity->getPendingOwnershipPriority();
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}
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EntityMotionState::~EntityMotionState() {
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@ -84,7 +85,7 @@ EntityMotionState::~EntityMotionState() {
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void EntityMotionState::updateServerPhysicsVariables() {
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assert(entityTreeIsLocked());
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if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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if (isLocallyOwned()) {
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// don't slam these values if we are the simulation owner
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return;
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}
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@ -136,23 +137,23 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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_loopsWithoutOwner = 0;
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} else if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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_numInactiveUpdates = 0;
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} else if (isLocallyOwned()) {
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// we just inherited ownership, make sure our desired priority matches what we have
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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} else {
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_outgoingPriority = 0;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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_numInactiveUpdates = 0;
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}
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}
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY) {
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// The DIRTY_SIMULATOR_OWNERSHIP_PRIORITY bits really mean "we should bid for ownership because
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// a local script has been changing physics properties, or we should adjust our own ownership priority".
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// The desired priority is determined by which bits were set.
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB) {
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_outgoingPriority = SCRIPT_GRAB_SIMULATION_PRIORITY;
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} else {
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_outgoingPriority = SCRIPT_POKE_SIMULATION_PRIORITY;
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}
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// The DIRTY_SIMULATOR_OWNERSHIP_PRIORITY bit means one of the following:
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// (1) we own it but may need to change the priority OR...
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// (2) we don't own it but should bid (because a local script has been changing physics properties)
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uint8_t newPriority = isLocallyOwned() ? _entity->getSimulationOwner().getPriority() : _entity->getSimulationOwner().getPendingPriority();
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_outgoingPriority = glm::max(_outgoingPriority, newPriority);
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// reset bid expiry so that we bid ASAP
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_nextOwnershipBid = 0;
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}
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@ -317,7 +318,7 @@ bool EntityMotionState::isCandidateForOwnership() const {
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assert(_entity);
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assert(entityTreeIsLocked());
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return _outgoingPriority != 0
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|| Physics::getSessionUUID() == _entity->getSimulatorID()
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|| isLocallyOwned()
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|| _entity->dynamicDataNeedsTransmit();
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}
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@ -491,7 +492,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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return true;
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}
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if (_entity->getSimulatorID() != Physics::getSessionUUID()) {
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if (!isLocallyOwned()) {
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// we don't own the simulation
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// NOTE: we do not volunteer to own kinematic or static objects
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@ -599,7 +600,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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properties.clearSimulationOwner();
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_outgoingPriority = 0;
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_entity->setPendingOwnershipPriority(_outgoingPriority, now);
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} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
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} else if (!isLocallyOwned()) {
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// we don't own the simulation for this entity yet, but we're sending a bid for it
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quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
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properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
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@ -788,6 +789,10 @@ void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& ma
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_entity->computeCollisionGroupAndFinalMask(group, mask);
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}
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bool EntityMotionState::isLocallyOwned() const {
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return _entity->getSimulatorID() == Physics::getSessionUUID();
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}
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bool EntityMotionState::shouldBeLocallyOwned() const {
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return (_outgoingPriority > VOLUNTEER_SIMULATION_PRIORITY && _outgoingPriority > _entity->getSimulationPriority()) ||
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_entity->getSimulatorID() == Physics::getSessionUUID();
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|
|
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@ -79,6 +79,7 @@ public:
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virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
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bool isLocallyOwned() const override;
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bool shouldBeLocallyOwned() const override;
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|
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friend class PhysicalEntitySimulation;
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|
|
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@ -146,6 +146,7 @@ public:
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void dirtyInternalKinematicChanges() { _hasInternalKinematicChanges = true; }
|
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void clearInternalKinematicChanges() { _hasInternalKinematicChanges = false; }
|
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|
||||
virtual bool isLocallyOwned() const { return false; }
|
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virtual bool shouldBeLocallyOwned() const { return false; }
|
||||
|
||||
friend class PhysicsEngine;
|
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|
|
|
@ -129,6 +129,9 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
|
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}
|
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body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
|
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body->updateInertiaTensor();
|
||||
if (motionState->isLocallyOwned()) {
|
||||
_activeStaticBodies.insert(body);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -174,19 +177,9 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
|
|||
// frame (because the framerate is faster than our physics simulation rate). When this happens we must scan
|
||||
// _activeStaticBodies for objects that were recently deleted so we don't try to access a dangling pointer.
|
||||
for (auto object : objects) {
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
|
||||
std::vector<btRigidBody*>::reverse_iterator itr = _activeStaticBodies.rbegin();
|
||||
while (itr != _activeStaticBodies.rend()) {
|
||||
if (body == *itr) {
|
||||
if (*itr != *(_activeStaticBodies.rbegin())) {
|
||||
// swap with rbegin
|
||||
*itr = *(_activeStaticBodies.rbegin());
|
||||
}
|
||||
_activeStaticBodies.pop_back();
|
||||
break;
|
||||
}
|
||||
++itr;
|
||||
std::set<btRigidBody*>::iterator itr = _activeStaticBodies.find(object->getRigidBody());
|
||||
if (itr != _activeStaticBodies.end()) {
|
||||
_activeStaticBodies.erase(itr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -245,14 +238,16 @@ VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& ob
|
|||
object->clearIncomingDirtyFlags();
|
||||
}
|
||||
if (object->getMotionType() == MOTION_TYPE_STATIC && object->isActive()) {
|
||||
_activeStaticBodies.push_back(object->getRigidBody());
|
||||
_activeStaticBodies.insert(object->getRigidBody());
|
||||
}
|
||||
}
|
||||
// active static bodies have changed (in an Easy way) and need their Aabbs updated
|
||||
// but we've configured Bullet to NOT update them automatically (for improved performance)
|
||||
// so we must do it ourselves
|
||||
for (size_t i = 0; i < _activeStaticBodies.size(); ++i) {
|
||||
_dynamicsWorld->updateSingleAabb(_activeStaticBodies[i]);
|
||||
std::set<btRigidBody*>::const_iterator itr = _activeStaticBodies.begin();
|
||||
while (itr != _activeStaticBodies.end()) {
|
||||
_dynamicsWorld->updateSingleAabb(*itr);
|
||||
++itr;
|
||||
}
|
||||
return stillNeedChange;
|
||||
}
|
||||
|
@ -496,13 +491,23 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
|
|||
|
||||
const VectorOfMotionStates& PhysicsEngine::getChangedMotionStates() {
|
||||
BT_PROFILE("copyOutgoingChanges");
|
||||
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
|
||||
// Bullet will not deactivate static objects (it doesn't expect them to be active)
|
||||
// so we must deactivate them ourselves
|
||||
for (size_t i = 0; i < _activeStaticBodies.size(); ++i) {
|
||||
_activeStaticBodies[i]->forceActivationState(ISLAND_SLEEPING);
|
||||
std::set<btRigidBody*>::const_iterator itr = _activeStaticBodies.begin();
|
||||
while (itr != _activeStaticBodies.end()) {
|
||||
btRigidBody* body = *itr;
|
||||
body->forceActivationState(ISLAND_SLEEPING);
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(body->getUserPointer());
|
||||
if (motionState) {
|
||||
_dynamicsWorld->addChangedMotionState(motionState);
|
||||
}
|
||||
++itr;
|
||||
}
|
||||
_activeStaticBodies.clear();
|
||||
_dynamicsWorld->synchronizeMotionStates();
|
||||
|
||||
_hasOutgoingChanges = false;
|
||||
return _dynamicsWorld->getChangedMotionStates();
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#define hifi_PhysicsEngine_h
|
||||
|
||||
#include <stdint.h>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
#include <QUuid>
|
||||
|
@ -114,7 +115,7 @@ private:
|
|||
CollisionEvents _collisionEvents;
|
||||
QHash<QUuid, EntityDynamicPointer> _objectDynamics;
|
||||
QHash<btRigidBody*, QSet<QUuid>> _objectDynamicsByBody;
|
||||
std::vector<btRigidBody*> _activeStaticBodies;
|
||||
std::set<btRigidBody*> _activeStaticBodies;
|
||||
|
||||
glm::vec3 _originOffset;
|
||||
|
||||
|
|
|
@ -51,6 +51,8 @@ public:
|
|||
const VectorOfMotionStates& getChangedMotionStates() const { return _changedMotionStates; }
|
||||
const VectorOfMotionStates& getDeactivatedMotionStates() const { return _deactivatedStates; }
|
||||
|
||||
void addChangedMotionState(ObjectMotionState* motionState) { _changedMotionStates.push_back(motionState); }
|
||||
|
||||
private:
|
||||
// call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState()
|
||||
void synchronizeMotionState(btRigidBody* body);
|
||||
|
|
Loading…
Reference in a new issue