// // PhysicsEntity.cpp // libraries/physics/src // // Created by Andrew Meadows 2014.06.11 // 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 // #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) { } 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 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; }