overte/libraries/physics/src/PhysicsEngine.h
Brad Davis 9b81842850 Merge branch 'master' into homer
Conflicts:
	assignment-client/src/octree/OctreeSendThread.cpp
	interface/src/Application.cpp
	libraries/entities-renderer/src/EntityTreeRenderer.cpp
	libraries/entities/src/EntityItem.cpp
	libraries/entities/src/EntityTree.cpp
	libraries/entities/src/EntityTreeElement.cpp
	libraries/entities/src/EntityTreeElement.h
	libraries/entities/src/EntityTreeHeadlessViewer.cpp
	libraries/entities/src/RecurseOctreeToMapOperator.cpp
	libraries/octree/src/Octree.h
	libraries/physics/src/EntityMotionState.cpp
2015-09-11 16:31:18 -07:00

137 lines
4.4 KiB
C++

//
// PhysicsEngine.h
// libraries/physcis/src
//
// Created by Andrew Meadows 2014.10.29
// 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_PhysicsEngine_h
#define hifi_PhysicsEngine_h
#include <stdint.h>
#include <QUuid>
#include <QVector>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include "BulletUtil.h"
#include "ContactInfo.h"
#include "DynamicCharacterController.h"
#include "ObjectMotionState.h"
#include "ThreadSafeDynamicsWorld.h"
#include "ObjectAction.h"
const float HALF_SIMULATION_EXTENT = 512.0f; // meters
// simple class for keeping track of contacts
class ContactKey {
public:
ContactKey() = delete;
ContactKey(void* a, void* b) : _a(a), _b(b) {}
bool operator<(const ContactKey& other) const { return _a < other._a || (_a == other._a && _b < other._b); }
bool operator==(const ContactKey& other) const { return _a == other._a && _b == other._b; }
void* _a; // ObjectMotionState pointer
void* _b; // ObjectMotionState pointer
};
typedef std::map<ContactKey, ContactInfo> ContactMap;
typedef QVector<Collision> CollisionEvents;
class PhysicsEngine {
public:
uint32_t getNumSubsteps();
PhysicsEngine(const glm::vec3& offset);
~PhysicsEngine();
void init();
void setSessionUUID(const QUuid& sessionID) { _sessionID = sessionID; }
const QUuid& getSessionID() const { return _sessionID; }
void addObject(ObjectMotionState* motionState);
void removeObject(ObjectMotionState* motionState);
void deleteObjects(const VectorOfMotionStates& objects);
void deleteObjects(const SetOfMotionStates& objects); // only called during teardown
void addObjects(const VectorOfMotionStates& objects);
VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);
void reinsertObject(ObjectMotionState* object);
void stepSimulation();
void updateContactMap();
bool hasOutgoingChanges() const { return _hasOutgoingChanges; }
/// \return reference to list of changed MotionStates. The list is only valid until beginning of next simulation loop.
const VectorOfMotionStates& getOutgoingChanges();
/// \return reference to list of Collision events. The list is only valid until beginning of next simulation loop.
const CollisionEvents& getCollisionEvents();
/// \brief prints timings for last frame if stats have been requested.
void dumpStatsIfNecessary();
/// \param offset position of simulation origin in domain-frame
void setOriginOffset(const glm::vec3& offset) { _originOffset = offset; }
/// \return position of simulation origin in domain-frame
const glm::vec3& getOriginOffset() const { return _originOffset; }
/// \brief call bump on any objects that touch the object corresponding to motionState
void bump(ObjectMotionState* motionState);
void removeRigidBody(btRigidBody* body);
void setCharacterController(DynamicCharacterController* character);
void dumpNextStats() { _dumpNextStats = true; }
int16_t getCollisionMask(int16_t group) const;
EntityActionPointer getActionByID(const QUuid& actionID) const;
void addAction(EntityActionPointer action);
void removeAction(const QUuid actionID);
private:
void removeContacts(ObjectMotionState* motionState);
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
btClock _clock;
btDefaultCollisionConfiguration* _collisionConfig = NULL;
btCollisionDispatcher* _collisionDispatcher = NULL;
btBroadphaseInterface* _broadphaseFilter = NULL;
btSequentialImpulseConstraintSolver* _constraintSolver = NULL;
ThreadSafeDynamicsWorld* _dynamicsWorld = NULL;
btGhostPairCallback* _ghostPairCallback = NULL;
glm::vec3 _originOffset;
ContactMap _contactMap;
uint32_t _numContactFrames = 0;
uint32_t _lastNumSubstepsAtUpdateInternal = 0;
/// character collisions
DynamicCharacterController* _characterController = NULL;
bool _dumpNextStats = false;
bool _hasOutgoingChanges = false;
QUuid _sessionID;
CollisionEvents _collisionEvents;
QHash<QUuid, EntityActionPointer> _objectActions;
btHashMap<btHashInt, int16_t> _collisionMasks;
uint32_t _numSubsteps;
};
typedef std::shared_ptr<PhysicsEngine> PhysicsEnginePointer;
#endif // hifi_PhysicsEngine_h