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Moved MotionState deletes out of PhysicsEngine. EntityMotionStates are deleted by the PhysicsEntitySimulation. AvatarMotionStates are deleted in the Avatar dtor.
124 lines
4.4 KiB
C++
124 lines
4.4 KiB
C++
//
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// EntitySimulation.h
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2014.11.24
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_EntitySimulation_h
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#define hifi_EntitySimulation_h
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#include <QtCore/QObject>
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#include <QSet>
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#include <QVector>
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#include <PerfStat.h>
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#include "EntityActionInterface.h"
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#include "EntityItem.h"
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#include "EntityTree.h"
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typedef QSet<EntityItemPointer> SetOfEntities;
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typedef QVector<EntityItemPointer> VectorOfEntities;
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// the EntitySimulation needs to know when these things change on an entity,
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// so it can sort EntityItem or relay its state to the PhysicsEngine.
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const int DIRTY_SIMULATION_FLAGS =
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Simulation::DIRTY_POSITION |
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Simulation::DIRTY_ROTATION |
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Simulation::DIRTY_LINEAR_VELOCITY |
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Simulation::DIRTY_ANGULAR_VELOCITY |
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Simulation::DIRTY_MASS |
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Simulation::DIRTY_COLLISION_GROUP |
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Simulation::DIRTY_MOTION_TYPE |
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Simulation::DIRTY_SHAPE |
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Simulation::DIRTY_LIFETIME |
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Simulation::DIRTY_UPDATEABLE |
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Simulation::DIRTY_MATERIAL |
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Simulation::DIRTY_SIMULATOR_ID;
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class EntitySimulation : public QObject {
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Q_OBJECT
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public:
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EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(quint64(-1)) { }
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virtual ~EntitySimulation() { setEntityTree(NULL); }
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/// \param tree pointer to EntityTree which is stored internally
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void setEntityTree(EntityTreePointer tree);
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void updateEntities();
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// friend class EntityTree;
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virtual void addAction(EntityActionPointer action);
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virtual void removeAction(const QUuid actionID);
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virtual void removeActions(QList<QUuid> actionIDsToRemove);
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virtual void applyActionChanges();
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/// \param entity pointer to EntityItem to be added
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/// \sideeffect sets relevant backpointers in entity, but maybe later when appropriate data structures are locked
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void addEntity(EntityItemPointer entity);
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/// \param entity pointer to EntityItem that may have changed in a way that would affect its simulation
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/// call this whenever an entity was changed from some EXTERNAL event (NOT by the EntitySimulation itself)
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void changeEntity(EntityItemPointer entity);
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void clearEntities();
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void moveSimpleKinematics(const quint64& now);
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EntityTreePointer getEntityTree() { return _entityTree; }
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virtual void takeEntitiesToDelete(VectorOfEntities& entitiesToDelete);
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/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
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virtual void prepareEntityForDelete(EntityItemPointer entity);
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signals:
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void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
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protected:
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// These pure virtual methods are protected because they are not to be called will-nilly. The base class
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// calls them in the right places.
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virtual void updateEntitiesInternal(const quint64& now) = 0;
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virtual void addEntityInternal(EntityItemPointer entity);
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virtual void removeEntityInternal(EntityItemPointer entity) = 0;
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virtual void changeEntityInternal(EntityItemPointer entity);
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virtual void clearEntitiesInternal() = 0;
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void expireMortalEntities(const quint64& now);
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void callUpdateOnEntitiesThatNeedIt(const quint64& now);
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void sortEntitiesThatMoved();
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QMutex _mutex{ QMutex::Recursive };
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SetOfEntities _entitiesToSort; // entities moved by simulation (and might need resort in EntityTree)
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SetOfEntities _simpleKinematicEntities; // entities undergoing non-colliding kinematic motion
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QList<EntityActionPointer> _actionsToAdd;
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QSet<QUuid> _actionsToRemove;
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protected:
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SetOfEntities _entitiesToDelete; // entities simulation decided needed to be deleted (EntityTree will actually delete)
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private:
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void moveSimpleKinematics();
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// back pointer to EntityTree structure
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EntityTreePointer _entityTree;
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// We maintain multiple lists, each for its distinct purpose.
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// An entity may be in more than one list.
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SetOfEntities _allEntities; // tracks all entities added the simulation
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SetOfEntities _mortalEntities; // entities that have an expiry
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quint64 _nextExpiry;
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SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update()
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};
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#endif // hifi_EntitySimulation_h
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