Beispiel #1
0
// protected
void EntitySimulation::sortEntitiesThatMoved() {
    // NOTE: this is only for entities that have been moved by THIS EntitySimulation.
    // External changes to entity position/shape are expected to be sorted outside of the EntitySimulation.
    PerformanceTimer perfTimer("sortingEntities");
    MovingEntitiesOperator moveOperator(_entityTree);
    AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (float)TREE_SCALE);
    SetOfEntities::iterator itemItr = _entitiesToSort.begin();
    while (itemItr != _entitiesToSort.end()) {
        EntityItemPointer entity = *itemItr;
        // check to see if this movement has sent the entity outside of the domain.
        AACube newCube = entity->getMaximumAACube();
        if (!domainBounds.touches(newCube)) {
            qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
            _entitiesToDelete.insert(entity);
            _mortalEntities.remove(entity);
            _entitiesToUpdate.remove(entity);
            _simpleKinematicEntities.remove(entity);
            removeEntityInternal(entity);

            _allEntities.remove(entity);
            entity->_simulated = false;

            itemItr = _entitiesToSort.erase(itemItr);
        } else {
            moveOperator.addEntityToMoveList(entity, newCube);
            ++itemItr;
        }
    }
    if (moveOperator.hasMovingEntities()) {
        PerformanceTimer perfTimer("recurseTreeWithOperator");
        _entityTree->recurseTreeWithOperator(&moveOperator);
    }

    _entitiesToSort.clear();
}
Beispiel #2
0
void EntitySimulation::changeEntity(EntityItemPointer entity) {
    assert(entity);
    if (!entity->_simulated) {
        // This entity was either never added to the simulation or has been removed
        // (probably for pending delete), so we don't want to keep a pointer to it 
        // on any internal lists.
        return;
    }

    // Although it is not the responsibility of the EntitySimulation to sort the tree for EXTERNAL changes
    // it IS responsibile for triggering deletes for entities that leave the bounds of the domain, hence 
    // we must check for that case here, however we rely on the change event to have set DIRTY_POSITION flag.
    bool wasRemoved = false;
    uint32_t dirtyFlags = entity->getDirtyFlags();
    if (dirtyFlags & EntityItem::DIRTY_POSITION) {
        AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), (float)TREE_SCALE);
        AACube newCube = entity->getMaximumAACube();
        if (!domainBounds.touches(newCube)) {
            qCDebug(entities) << "Entity " << entity->getEntityItemID() << " moved out of domain bounds.";
            _entitiesToDelete.insert(entity);
            _mortalEntities.remove(entity);
            _entitiesToUpdate.remove(entity);
            _entitiesToSort.remove(entity);
            _simpleKinematicEntities.remove(entity);
            removeEntityInternal(entity);
            entity->_simulated = false;
            wasRemoved = true;
        }
    }
    if (!wasRemoved) {
        if (dirtyFlags & EntityItem::DIRTY_LIFETIME) {
            if (entity->isMortal()) {
                _mortalEntities.insert(entity);
                quint64 expiry = entity->getExpiry();
                if (expiry < _nextExpiry) {
                    _nextExpiry = expiry;
                }
            } else {
                _mortalEntities.remove(entity);
            }
            entity->clearDirtyFlags(EntityItem::DIRTY_LIFETIME);
        }
        if (entity->needsToCallUpdate()) {
            _entitiesToUpdate.insert(entity);
        } else {
            _entitiesToUpdate.remove(entity);
        }
        changeEntityInternal(entity);
    }
}
Beispiel #3
0
void EntitySimulation::moveSimpleKinematics(const quint64& now) {
    SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
    while (itemItr != _simpleKinematicEntities.end()) {
        EntityItemPointer entity = *itemItr;

        // The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
        // children of avatars.  See related code in EntityMotionState::remoteSimulationOutOfSync.
        bool ancestryIsKnown;
        entity->getMaximumAACube(ancestryIsKnown);
        bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);

        if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) {
            entity->simulate(now);
            _entitiesToSort.insert(entity);
            ++itemItr;
        } else {
            // the entity is no longer non-physical-kinematic
            itemItr = _simpleKinematicEntities.erase(itemItr);
        }
    }
}