overte/libraries/entities/src/EntityItem.h
2017-04-18 11:52:22 -07:00

620 lines
28 KiB
C++

//
// EntityItem.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 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_EntityItem_h
#define hifi_EntityItem_h
#include <memory>
#include <stdint.h>
#include <glm/glm.hpp>
#include <QtGui/QWindow>
#include <AnimationCache.h> // for Animation, AnimationCache, and AnimationPointer classes
#include <Octree.h> // for EncodeBitstreamParams class
#include <OctreeElement.h> // for OctreeElement::AppendState
#include <OctreePacketData.h>
#include <PhysicsCollisionGroups.h>
#include <ShapeInfo.h>
#include <Transform.h>
#include <Sound.h>
#include <SpatiallyNestable.h>
#include <Interpolate.h>
#include "EntityItemID.h"
#include "EntityItemPropertiesDefaults.h"
#include "EntityPropertyFlags.h"
#include "EntityTypes.h"
#include "SimulationOwner.h"
#include "SimulationFlags.h"
#include "EntityActionInterface.h"
class EntitySimulation;
class EntityTreeElement;
class EntityTreeElementExtraEncodeData;
class EntityActionInterface;
class EntityItemProperties;
class EntityTree;
class btCollisionShape;
typedef std::shared_ptr<EntityTree> EntityTreePointer;
typedef std::shared_ptr<EntityActionInterface> EntityActionPointer;
typedef std::shared_ptr<EntityTreeElement> EntityTreeElementPointer;
using EntityTreeElementExtraEncodeDataPointer = std::shared_ptr<EntityTreeElementExtraEncodeData>;
namespace render {
class Scene;
class Transaction;
}
#define DONT_ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() = 0;
#define ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() override { };
#define debugTime(T, N) qPrintable(QString("%1 [ %2 ago]").arg(T, 16, 10).arg(formatUsecTime(N - T), 15))
#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
#define debugTreeVector(V) V << "[" << V << " in meters ]"
class MeshProxyList;
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
/// one directly, instead you must only construct one of it's derived classes with additional features.
class EntityItem : public SpatiallyNestable, public ReadWriteLockable {
// These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted.
// To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by
// the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to
// do cleanup.
friend class EntityTreeElement;
friend class EntitySimulation;
public:
DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly
EntityItem(const EntityItemID& entityItemID);
virtual ~EntityItem();
inline EntityItemPointer getThisPointer() const {
return std::static_pointer_cast<EntityItem>(std::const_pointer_cast<SpatiallyNestable>(shared_from_this()));
}
EntityItemID getEntityItemID() const { return EntityItemID(_id); }
// methods for getting/setting all properties of an entity
virtual EntityItemProperties getProperties(EntityPropertyFlags desiredProperties = EntityPropertyFlags()) const;
/// returns true if something changed
// This function calls setSubClass properties and detects if any property changes value.
// If something changed then the "somethingChangedNotification" calls happens
virtual bool setProperties(const EntityItemProperties& properties);
// Set properties for sub class so they can add their own properties
// it does nothing in the root class
// This function is called by setProperties which then can detects if any property changes value in the SubClass (see aboe comment on setProperties)
virtual bool setSubClassProperties(const EntityItemProperties& properties) { return false; }
// Update properties with empty parent id and globalized/absolute values (applying offset), and apply (non-empty) log template to args id, name-or-type, parent id.
void globalizeProperties(EntityItemProperties& properties, const QString& messageTemplate = QString(), const glm::vec3& offset = glm::vec3(0.0f)) const;
/// Override this in your derived class if you'd like to be informed when something about the state of the entity
/// has changed. This will be called with properties change or when new data is loaded from a stream
virtual void somethingChangedNotification() { }
void recordCreationTime(); // set _created to 'now'
quint64 getLastSimulated() const; /// Last simulated time of this entity universal usecs
void setLastSimulated(quint64 now);
/// Last edited time of this entity universal usecs
quint64 getLastEdited() const;
void setLastEdited(quint64 lastEdited);
float getEditedAgo() const /// Elapsed seconds since this entity was last edited
{ return (float)(usecTimestampNow() - getLastEdited()) / (float)USECS_PER_SECOND; }
/// Last time we sent out an edit packet for this entity
quint64 getLastBroadcast() const;
void setLastBroadcast(quint64 lastBroadcast);
void markAsChangedOnServer();
quint64 getLastChangedOnServer() const;
// TODO: eventually only include properties changed since the params.nodeData->getLastTimeBagEmpty() time
virtual EntityPropertyFlags getEntityProperties(EncodeBitstreamParams& params) const;
virtual OctreeElement::AppendState appendEntityData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData) const;
virtual void appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData,
EntityPropertyFlags& requestedProperties,
EntityPropertyFlags& propertyFlags,
EntityPropertyFlags& propertiesDidntFit,
int& propertyCount,
OctreeElement::AppendState& appendState) const { /* do nothing*/ };
static EntityItemID readEntityItemIDFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args);
virtual int readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args);
virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args,
EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
bool& somethingChanged)
{ somethingChanged = false; return 0; }
virtual bool addToScene(EntityItemPointer self, const render::ScenePointer& scene,
render::Transaction& transaction) { return false; } // by default entity items don't add to scene
virtual void removeFromScene(EntityItemPointer self, const render::ScenePointer& scene,
render::Transaction& transaction) { } // by default entity items don't add to scene
virtual void render(RenderArgs* args) { } // by default entity items don't know how to render
static int expectedBytes();
static void adjustEditPacketForClockSkew(QByteArray& buffer, qint64 clockSkew);
// perform update
virtual void update(const quint64& now);
quint64 getLastUpdated() const;
// perform linear extrapolation for SimpleEntitySimulation
void simulate(const quint64& now);
bool stepKinematicMotion(float timeElapsed); // return 'true' if moving
virtual bool needsToCallUpdate() const { return false; }
virtual void debugDump() const;
virtual bool supportsDetailedRayIntersection() const { return false; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal,
void** intersectedObject, bool precisionPicking) const { return true; }
// attributes applicable to all entity types
EntityTypes::EntityType getType() const { return _type; }
inline glm::vec3 getCenterPosition(bool& success) const { return getTransformToCenter(success).getTranslation(); }
void setCenterPosition(const glm::vec3& position);
const Transform getTransformToCenter(bool& success) const;
inline void requiresRecalcBoxes();
// Hyperlink related getters and setters
QString getHref() const;
void setHref(QString value);
QString getDescription() const;
void setDescription(const QString& value);
/// Dimensions in meters (0.0 - TREE_SCALE)
inline const glm::vec3 getDimensions() const { return getScale(); }
virtual void setDimensions(const glm::vec3& value);
float getLocalRenderAlpha() const;
void setLocalRenderAlpha(float localRenderAlpha);
void setDensity(float density);
float computeMass() const;
void setMass(float mass);
float getDensity() const;
bool hasVelocity() const { return getVelocity() != ENTITY_ITEM_ZERO_VEC3; }
bool hasLocalVelocity() const { return getLocalVelocity() != ENTITY_ITEM_ZERO_VEC3; }
glm::vec3 getGravity() const; /// get gravity in meters
void setGravity(const glm::vec3& value); /// gravity in meters
bool hasGravity() const { return getGravity() != ENTITY_ITEM_ZERO_VEC3; }
glm::vec3 getAcceleration() const; /// get acceleration in meters/second/second
void setAcceleration(const glm::vec3& value); /// acceleration in meters/second/second
bool hasAcceleration() const { return getAcceleration() != ENTITY_ITEM_ZERO_VEC3; }
float getDamping() const;
void setDamping(float value);
float getRestitution() const;
void setRestitution(float value);
float getFriction() const;
void setFriction(float value);
// lifetime related properties.
float getLifetime() const; /// get the lifetime in seconds for the entity
void setLifetime(float value); /// set the lifetime in seconds for the entity
quint64 getCreated() const; /// get the created-time in useconds for the entity
void setCreated(quint64 value); /// set the created-time in useconds for the entity
/// is this entity immortal, in that it has no lifetime set, and will exist until manually deleted
bool isImmortal() const { return getLifetime() == ENTITY_ITEM_IMMORTAL_LIFETIME; }
/// is this entity mortal, in that it has a lifetime set, and will automatically be deleted when that lifetime expires
bool isMortal() const { return getLifetime() != ENTITY_ITEM_IMMORTAL_LIFETIME; }
/// age of this entity in seconds
float getAge() const { return (float)(usecTimestampNow() - getCreated()) / (float)USECS_PER_SECOND; }
bool lifetimeHasExpired() const;
quint64 getExpiry() const;
// position, size, and bounds related helpers
virtual AACube getMaximumAACube(bool& success) const override;
AACube getMinimumAACube(bool& success) const;
AABox getAABox(bool& success) const; /// axis aligned bounding box in world-frame (meters)
using SpatiallyNestable::getQueryAACube;
virtual AACube getQueryAACube(bool& success) const override;
QString getScript() const;
void setScript(const QString& value);
quint64 getScriptTimestamp() const;
void setScriptTimestamp(const quint64 value);
QString getServerScripts() const;
void setServerScripts(const QString& serverScripts);
QString getCollisionSoundURL() const;
void setCollisionSoundURL(const QString& value);
SharedSoundPointer getCollisionSound();
void setCollisionSound(SharedSoundPointer sound);
glm::vec3 getRegistrationPoint() const; /// registration point as ratio of entity
/// registration point as ratio of entity
void setRegistrationPoint(const glm::vec3& value);
bool hasAngularVelocity() const { return getAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; }
bool hasLocalAngularVelocity() const { return getLocalAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; }
float getAngularDamping() const;
void setAngularDamping(float value);
QString getName() const;
void setName(const QString& value);
QString getDebugName();
bool getVisible() const;
void setVisible(bool value);
inline bool isVisible() const { return getVisible(); }
inline bool isInvisible() const { return !getVisible(); }
bool getCollisionless() const;
void setCollisionless(bool value);
uint8_t getCollisionMask() const;
void setCollisionMask(uint8_t value);
void computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const;
bool getDynamic() const;
void setDynamic(bool value);
virtual bool shouldBePhysical() const { return false; }
bool getLocked() const;
void setLocked(bool value);
QString getUserData() const;
virtual void setUserData(const QString& value);
// FIXME not thread safe?
const SimulationOwner& getSimulationOwner() const { return _simulationOwner; }
void setSimulationOwner(const QUuid& id, quint8 priority);
void setSimulationOwner(const SimulationOwner& owner);
void promoteSimulationPriority(quint8 priority);
quint8 getSimulationPriority() const { return _simulationOwner.getPriority(); }
QUuid getSimulatorID() const { return _simulationOwner.getID(); }
void updateSimulationOwner(const SimulationOwner& owner);
void clearSimulationOwnership();
void setPendingOwnershipPriority(quint8 priority, const quint64& timestamp);
void rememberHasSimulationOwnershipBid() const;
QString getMarketplaceID() const;
void setMarketplaceID(const QString& value);
// TODO: get rid of users of getRadius()...
float getRadius() const;
virtual void adjustShapeInfoByRegistration(ShapeInfo& info) const;
virtual bool contains(const glm::vec3& point) const;
virtual bool isReadyToComputeShape() { return !isDead(); }
virtual void computeShapeInfo(ShapeInfo& info);
virtual float getVolumeEstimate() const;
/// return preferred shape type (actual physical shape may differ)
virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }
virtual void setCollisionShape(const btCollisionShape* shape) {}
// updateFoo() methods to be used when changes need to be accumulated in the _dirtyFlags
virtual void updateRegistrationPoint(const glm::vec3& value);
void updatePosition(const glm::vec3& value);
void updateParentID(const QUuid& value);
void updatePositionFromNetwork(const glm::vec3& value);
void updateDimensions(const glm::vec3& value);
void updateRotation(const glm::quat& rotation);
void updateRotationFromNetwork(const glm::quat& rotation);
void updateDensity(float value);
void updateMass(float value);
void updateVelocity(const glm::vec3& value);
void updateVelocityFromNetwork(const glm::vec3& value);
void updateDamping(float value);
void updateRestitution(float value);
void updateFriction(float value);
void updateGravity(const glm::vec3& value);
void updateAngularVelocity(const glm::vec3& value);
void updateAngularVelocityFromNetwork(const glm::vec3& value);
void updateAngularDamping(float value);
void updateCollisionless(bool value);
void updateCollisionMask(uint8_t value);
void updateDynamic(bool value);
void updateLifetime(float value);
void updateCreated(uint64_t value);
virtual void setShapeType(ShapeType type) { /* do nothing */ }
uint32_t getDirtyFlags() const;
void markDirtyFlags(uint32_t mask);
void clearDirtyFlags(uint32_t mask = 0xffffffff);
bool isMoving() const;
bool isMovingRelativeToParent() const;
bool isSimulated() const { return _simulated; }
void* getPhysicsInfo() const { return _physicsInfo; }
void setPhysicsInfo(void* data) { _physicsInfo = data; }
EntityTreeElementPointer getElement() const { return _element; }
EntityTreePointer getTree() const;
virtual SpatialParentTree* getParentTree() const override;
bool wantTerseEditLogging() const;
glm::mat4 getEntityToWorldMatrix() const;
glm::mat4 getWorldToEntityMatrix() const;
glm::vec3 worldToEntity(const glm::vec3& point) const;
glm::vec3 entityToWorld(const glm::vec3& point) const;
quint64 getLastEditedFromRemote() const { return _lastEditedFromRemote; }
void updateLastEditedFromRemote() { _lastEditedFromRemote = usecTimestampNow(); }
void getAllTerseUpdateProperties(EntityItemProperties& properties) const;
void pokeSimulationOwnership();
void grabSimulationOwnership();
void flagForMotionStateChange() { _dirtyFlags |= Simulation::DIRTY_MOTION_TYPE; }
QString actionsToDebugString();
bool addAction(EntitySimulationPointer simulation, EntityActionPointer action);
bool updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments);
bool removeAction(EntitySimulationPointer simulation, const QUuid& actionID);
bool clearActions(EntitySimulationPointer simulation);
void setActionData(QByteArray actionData);
const QByteArray getActionData() const;
bool hasActions() const { return !_objectActions.empty(); }
QList<QUuid> getActionIDs() const { return _objectActions.keys(); }
QVariantMap getActionArguments(const QUuid& actionID) const;
void deserializeActions();
void setActionDataDirty(bool value) const { _actionDataDirty = value; }
bool actionDataDirty() const { return _actionDataDirty; }
void setActionDataNeedsTransmit(bool value) const { _actionDataNeedsTransmit = value; }
bool actionDataNeedsTransmit() const { return _actionDataNeedsTransmit; }
bool shouldSuppressLocationEdits() const;
void setSourceUUID(const QUuid& sourceUUID) { _sourceUUID = sourceUUID; }
const QUuid& getSourceUUID() const { return _sourceUUID; }
bool matchesSourceUUID(const QUuid& sourceUUID) const { return _sourceUUID == sourceUUID; }
QList<EntityActionPointer> getActionsOfType(EntityActionType typeToGet) const;
// these are in the frame of this object
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override { return glm::quat(); }
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override { return glm::vec3(0.0f); }
virtual bool setLocalJointRotation(int index, const glm::quat& rotation) override { return false; }
virtual bool setLocalJointTranslation(int index, const glm::vec3& translation) override { return false; }
virtual int getJointIndex(const QString& name) const { return -1; }
virtual QStringList getJointNames() const { return QStringList(); }
virtual void loader() {} // called indirectly when urls for geometry are updated
/// Should the external entity script mechanism call a preload for this entity.
/// Due to the asyncronous nature of signals for add entity and script changing
/// it's possible for two similar signals to cross paths. This method allows the
/// entity to definitively state if the preload signal should be sent.
///
/// We only want to preload if:
/// there is some script, and either the script value or the scriptTimestamp
/// value have changed since our last preload
bool shouldPreloadScript() const { return !_script.isEmpty() &&
((_loadedScript != _script) || (_loadedScriptTimestamp != _scriptTimestamp)); }
void scriptHasPreloaded() { _loadedScript = _script; _loadedScriptTimestamp = _scriptTimestamp; }
void scriptHasUnloaded() { _loadedScript = ""; _loadedScriptTimestamp = 0; }
bool getClientOnly() const { return _clientOnly; }
void setClientOnly(bool clientOnly) { _clientOnly = clientOnly; }
// if this entity is client-only, which avatar is it associated with?
QUuid getOwningAvatarID() const { return _owningAvatarID; }
void setOwningAvatarID(const QUuid& owningAvatarID) { _owningAvatarID = owningAvatarID; }
static void setEntitiesShouldFadeFunction(std::function<bool()> func) { _entitiesShouldFadeFunction = func; }
static std::function<bool()> getEntitiesShouldFadeFunction() { return _entitiesShouldFadeFunction; }
virtual bool isTransparent() { return _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f : false; }
virtual bool wantsHandControllerPointerEvents() const { return false; }
virtual bool wantsKeyboardFocus() const { return false; }
virtual void setProxyWindow(QWindow* proxyWindow) {}
virtual QObject* getEventHandler() { return nullptr; }
bool isFading() const { return _isFading; }
float getFadingRatio() const { return (isFading() ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f); }
virtual void emitScriptEvent(const QVariant& message) {}
QUuid getLastEditedBy() const { return _lastEditedBy; }
void setLastEditedBy(QUuid value) { _lastEditedBy = value; }
bool matchesJSONFilters(const QJsonObject& jsonFilters) const;
virtual bool getMeshes(MeshProxyList& result) { return true; }
protected:
void setSimulated(bool simulated) { _simulated = simulated; }
const QByteArray getActionDataInternal() const;
void setActionDataInternal(QByteArray actionData);
virtual void locationChanged(bool tellPhysics = true) override;
virtual void dimensionsChanged() override;
EntityTypes::EntityType _type;
quint64 _lastSimulated; // last time this entity called simulate(), this includes velocity, angular velocity,
// and physics changes
quint64 _lastUpdated; // last time this entity called update(), this includes animations and non-physics changes
quint64 _lastEdited; // last official local or remote edit time
QUuid _lastEditedBy; // id of last editor
quint64 _lastBroadcast; // the last time we sent an edit packet about this entity
quint64 _lastEditedFromRemote; // last time we received and edit from the server
quint64 _lastEditedFromRemoteInRemoteTime; // last time we received an edit from the server (in server-time-frame)
quint64 _created;
quint64 _changedOnServer;
mutable AABox _cachedAABox;
mutable AACube _maxAACube;
mutable AACube _minAACube;
mutable bool _recalcAABox { true };
mutable bool _recalcMinAACube { true };
mutable bool _recalcMaxAACube { true };
float _localRenderAlpha;
float _density { ENTITY_ITEM_DEFAULT_DENSITY }; // kg/m^3
// NOTE: _volumeMultiplier is used to allow some mass properties code exist in the EntityItem base class
// rather than in all of the derived classes. If we ever collapse these classes to one we could do it a
// different way.
float _volumeMultiplier { 1.0f };
glm::vec3 _gravity;
glm::vec3 _acceleration;
float _damping;
float _restitution;
float _friction;
float _lifetime;
QString _script; /// the value of the script property
QString _loadedScript; /// the value of _script when the last preload signal was sent
quint64 _scriptTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP }; /// the script loaded property used for forced reload
QString _serverScripts;
/// keep track of time when _serverScripts property was last changed
quint64 _serverScriptsChangedTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP };
/// the value of _scriptTimestamp when the last preload signal was sent
// NOTE: on construction we want this to be different from _scriptTimestamp so we intentionally bump it
quint64 _loadedScriptTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP + 1 };
QString _collisionSoundURL;
SharedSoundPointer _collisionSound;
glm::vec3 _registrationPoint;
float _angularDamping;
bool _visible;
bool _collisionless;
uint8_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
bool _dynamic;
bool _locked;
QString _userData;
SimulationOwner _simulationOwner;
QString _marketplaceID;
QString _name;
QString _href; //Hyperlink href
QString _description; //Hyperlink description
// NOTE: Damping is applied like this: v *= pow(1 - damping, dt)
//
// Hence the damping coefficient must range from 0 (no damping) to 1 (immediate stop).
// Each damping value relates to a corresponding exponential decay timescale as follows:
//
// timescale = -1 / ln(1 - damping)
//
// damping = 1 - exp(-1 / timescale)
//
// NOTE: Radius support is obsolete, but these private helper functions are available for this class to
// parse old data streams
/// set radius in domain scale units (0.0 - 1.0) this will also reset dimensions to be equal for each axis
void setRadius(float value);
// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
// these backpointers are only ever set/cleared by friends:
EntityTreeElementPointer _element { nullptr }; // set by EntityTreeElement
void* _physicsInfo { nullptr }; // set by EntitySimulation
bool _simulated; // set by EntitySimulation
bool addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action);
bool removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation = nullptr);
void deserializeActionsInternal();
void serializeActions(bool& success, QByteArray& result) const;
QHash<QUuid, EntityActionPointer> _objectActions;
static int _maxActionsDataSize;
mutable QByteArray _allActionsDataCache;
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
// are used to keep track of and work around this situation.
void checkWaitingToRemove(EntitySimulationPointer simulation = nullptr);
mutable QSet<QUuid> _actionsToRemove;
mutable bool _actionDataDirty { false };
mutable bool _actionDataNeedsTransmit { false };
// _previouslyDeletedActions is used to avoid an action being re-added due to server round-trip lag
static quint64 _rememberDeletedActionTime;
mutable QHash<QUuid, quint64> _previouslyDeletedActions;
// per entity keep state if it ever bid on simulation, so that we can ignore false simulation ownership
mutable bool _hasBidOnSimulation { false };
QUuid _sourceUUID; /// the server node UUID we came from
bool _clientOnly { false };
QUuid _owningAvatarID;
// physics related changes from the network to suppress any duplicates and make
// sure redundant applications are idempotent
glm::vec3 _lastUpdatedPositionValue;
glm::quat _lastUpdatedRotationValue;
glm::vec3 _lastUpdatedVelocityValue;
glm::vec3 _lastUpdatedAngularVelocityValue;
glm::vec3 _lastUpdatedAccelerationValue;
quint64 _lastUpdatedPositionTimestamp { 0 };
quint64 _lastUpdatedRotationTimestamp { 0 };
quint64 _lastUpdatedVelocityTimestamp { 0 };
quint64 _lastUpdatedAngularVelocityTimestamp { 0 };
quint64 _lastUpdatedAccelerationTimestamp { 0 };
quint64 _fadeStartTime { usecTimestampNow() };
static std::function<bool()> _entitiesShouldFadeFunction;
bool _isFading { _entitiesShouldFadeFunction() };
};
#endif // hifi_EntityItem_h