void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    // queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
    assert(entity);
    EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
    if (motionState) {
        if (!entity->shouldBePhysical()) {
            // the entity should be removed from the physical simulation
            _pendingChanges.remove(motionState);
            _physicalObjects.remove(motionState);
            _pendingRemoves.insert(motionState);
            _outgoingChanges.remove(motionState);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else {
            _pendingChanges.insert(motionState);
        }
    } else if (entity->shouldBePhysical()) {
        // The intent is for this object to be in the PhysicsEngine, but it has no MotionState yet.
        // Perhaps it's shape has changed and it can now be added?
        _pendingAdds.insert(entity);
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    }
}
VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToAdd() {
    _tempVector.clear();
    SetOfEntities::iterator entityItr = _pendingAdds.begin();
    while (entityItr != _pendingAdds.end()) {
        EntityItemPointer entity = *entityItr;
        assert(!entity->getPhysicsInfo());
        if (!entity->shouldBePhysical()) {
            // this entity should no longer be on the internal _pendingAdds
            entityItr = _pendingAdds.erase(entityItr);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else if (entity->isReadyToComputeShape()) {
            ShapeInfo shapeInfo;
            entity->computeShapeInfo(shapeInfo);
            btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
            if (shape) {
                EntityMotionState* motionState = new EntityMotionState(shape, entity);
                entity->setPhysicsInfo(static_cast<void*>(motionState));
                _physicalObjects.insert(motionState);
                _tempVector.push_back(motionState);
                entityItr = _pendingAdds.erase(entityItr);
            } else {
                //qDebug() << "Warning!  Failed to generate new shape for entity." << entity->getName();
                ++entityItr;
            }
        } else {
            ++entityItr;
        }
    }
    return _tempVector;
}
Beispiel #3
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void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    if (entity->isMoving() && !entity->getPhysicsInfo()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity);
    }
}
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
    result.clear();
    QMutexLocker lock(&_mutex);
    SetOfEntities::iterator entityItr = _entitiesToAddToPhysics.begin();
    while (entityItr != _entitiesToAddToPhysics.end()) {
        EntityItemPointer entity = (*entityItr);
        assert(!entity->getPhysicsInfo());
        if (entity->isDead()) {
            prepareEntityForDelete(entity);
        } else if (!entity->shouldBePhysical()) {
            // this entity should no longer be on the internal _entitiesToAddToPhysics
            entityItr = _entitiesToAddToPhysics.erase(entityItr);
            if (entity->isMoving()) {
                _simpleKinematicEntities.insert(entity);
            }
        } else if (entity->isReadyToComputeShape()) {
            ShapeInfo shapeInfo;
            entity->computeShapeInfo(shapeInfo);
            btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
            if (shape) {
                EntityMotionState* motionState = new EntityMotionState(shape, entity);
                entity->setPhysicsInfo(static_cast<void*>(motionState));
                _physicalObjects.insert(motionState);
                result.push_back(motionState);
                entityItr = _entitiesToAddToPhysics.erase(entityItr);
            } else {
                //qDebug() << "Warning!  Failed to generate new shape for entity." << entity->getName();
                ++entityItr;
            }
        } else {
            ++entityItr;
        }
    }
}
void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
    assert(entity);
    if (entity->shouldBePhysical()) { 
        EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
        if (!motionState) {
            _pendingAdds.insert(entity);
        }
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    }
}
void PhysicalEntitySimulation::addEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    assert(entity);
    assert(!entity->isDead());
    if (entity->shouldBePhysical()) {
        EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
        if (!motionState) {
            _entitiesToAddToPhysics.insert(entity);
        }
    } else if (entity->isMoving()) {
        _simpleKinematicEntities.insert(entity);
    }
}
Beispiel #7
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void EntitySimulation::moveSimpleKinematics(const quint64& now) {
    SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
    while (itemItr != _simpleKinematicEntities.end()) {
        EntityItemPointer entity = *itemItr;
        if (entity->isMoving() && !entity->getPhysicsInfo()) {
            entity->simulate(now);
            _entitiesToSort.insert(entity);
            ++itemItr;
        } else {
            // the entity is no longer non-physical-kinematic
            itemItr = _simpleKinematicEntities.erase(itemItr);
        }
    }
}
void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
    if (entity->isMoving() && !entity->getPhysicsInfo()) {
        QMutexLocker lock(&_mutex);
        _simpleKinematicEntities.insert(entity);
    }
}