overte-thingvellir/libraries/entities/src/EntitySimulation.h

128 lines
4.7 KiB
C++

//
// EntitySimulation.h
// libraries/entities/src
//
// Created by Andrew Meadows on 2014.11.24
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_EntitySimulation_h
#define hifi_EntitySimulation_h
#include <limits>
#include <unordered_set>
#include <QtCore/QObject>
#include <QSet>
#include <QVector>
#include <PerfStat.h>
#include "EntityDynamicInterface.h"
#include "EntityItem.h"
#include "EntityTree.h"
using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
using SetOfEntities = QSet<EntityItemPointer>;
using VectorOfEntities = QVector<EntityItemPointer>;
// the EntitySimulation needs to know when these things change on an entity,
// so it can sort EntityItem or relay its state to the PhysicsEngine.
const int DIRTY_SIMULATION_FLAGS =
Simulation::DIRTY_POSITION |
Simulation::DIRTY_ROTATION |
Simulation::DIRTY_LINEAR_VELOCITY |
Simulation::DIRTY_ANGULAR_VELOCITY |
Simulation::DIRTY_MASS |
Simulation::DIRTY_COLLISION_GROUP |
Simulation::DIRTY_MOTION_TYPE |
Simulation::DIRTY_SHAPE |
Simulation::DIRTY_LIFETIME |
Simulation::DIRTY_UPDATEABLE |
Simulation::DIRTY_MATERIAL |
Simulation::DIRTY_SIMULATOR_ID;
class EntitySimulation : public QObject, public std::enable_shared_from_this<EntitySimulation> {
public:
EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(std::numeric_limits<uint64_t>::max()) { }
virtual ~EntitySimulation() { setEntityTree(NULL); }
inline EntitySimulationPointer getThisPointer() const {
return std::const_pointer_cast<EntitySimulation>(shared_from_this());
}
/// \param tree pointer to EntityTree which is stored internally
void setEntityTree(EntityTreePointer tree);
void updateEntities();
virtual void addDynamic(EntityDynamicPointer dynamic);
virtual void removeDynamic(const QUuid dynamicID);
virtual void removeDynamics(QList<QUuid> dynamicIDsToRemove);
virtual void applyDynamicChanges();
/// \param entity pointer to EntityItem to be added
/// \sideeffect sets relevant backpointers in entity, but maybe later when appropriate data structures are locked
void addEntity(EntityItemPointer entity);
/// \param entity pointer to EntityItem that may have changed in a way that would affect its simulation
/// call this whenever an entity was changed from some EXTERNAL event (NOT by the EntitySimulation itself)
void changeEntity(EntityItemPointer entity);
void clearEntities();
void moveSimpleKinematics(uint64_t now);
EntityTreePointer getEntityTree() { return _entityTree; }
virtual void takeDeadEntities(SetOfEntities& entitiesToDelete);
/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
virtual void prepareEntityForDelete(EntityItemPointer entity);
void processChangedEntities();
protected:
// These pure virtual methods are protected because they are not to be called will-nilly. The base class
// calls them in the right places.
virtual void updateEntitiesInternal(uint64_t now) = 0;
virtual void addEntityInternal(EntityItemPointer entity) = 0;
virtual void removeEntityInternal(EntityItemPointer entity);
virtual void processChangedEntity(const EntityItemPointer& entity);
virtual void clearEntitiesInternal() = 0;
void expireMortalEntities(uint64_t now);
void callUpdateOnEntitiesThatNeedIt(uint64_t now);
virtual void sortEntitiesThatMoved();
QMutex _mutex{ QMutex::Recursive };
SetOfEntities _entitiesToSort; // entities moved by simulation (and might need resort in EntityTree)
SetOfEntities _simpleKinematicEntities; // entities undergoing non-colliding kinematic motion
QList<EntityDynamicPointer> _dynamicsToAdd;
QSet<QUuid> _dynamicsToRemove;
QMutex _dynamicsMutex { QMutex::Recursive };
protected:
SetOfEntities _deadEntities; // dead entities that might still be in the _entityTree
private:
void moveSimpleKinematics();
// back pointer to EntityTree structure
EntityTreePointer _entityTree;
// We maintain multiple lists, each for its distinct purpose.
// An entity may be in more than one list.
std::unordered_set<EntityItemPointer> _changedEntities; // all changes this frame
SetOfEntities _allEntities; // tracks all entities added the simulation
SetOfEntities _mortalEntities; // entities that have an expiry
uint64_t _nextExpiry;
SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update()
};
#endif // hifi_EntitySimulation_h