void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    // queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
    QMutexLocker lock(&_mutex);
    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);
            _outgoingChanges.remove(motionState);
            _entitiesToRemoveFromPhysics.insert(entity);
            if (entity->isMovingRelativeToParent()) {
                _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?
        _entitiesToAddToPhysics.insert(entity);
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    } else if (entity->isMovingRelativeToParent()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity); // just in case it's non-physical-kinematic
    }
}
Beispiel #2
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void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transaction& transaction, const EntityItemPointer& entity) {
    DETAILED_PROFILE_RANGE(simulation_physics, __FUNCTION__);
    withWriteLock([&] {
        auto transparent = isTransparent();
        if (_prevIsTransparent && !transparent) {
            _isFading = false;
        }
        _prevIsTransparent = transparent;

        bool success = false;
        auto bound = entity->getAABox(success);
        if (success) {
            _bound = bound;
        }
        auto newModelTransform = entity->getTransformToCenter(success);
        if (success) {
            _modelTransform = newModelTransform;
        }

        _moving = entity->isMovingRelativeToParent();
        _visible = entity->getVisible();
        _canCastShadow = entity->getCanCastShadow();
        _cauterized = entity->getCauterized();
        _needsRenderUpdate = false;
    });
}
Beispiel #3
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void EntitySimulation::addEntityInternal(EntityItemPointer entity) {
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        QMutexLocker lock(&_mutex);
        _simpleKinematicEntities.insert(entity);
        entity->setLastSimulated(usecTimestampNow());
    }
}
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->isMovingRelativeToParent()) {
                _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;
        }
    }
}
Beispiel #5
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void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        _simpleKinematicEntities.insert(entity);
    } else {
        _simpleKinematicEntities.remove(entity);
    }
}
Beispiel #6
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void EntitySimulation::changeEntityInternal(EntityItemPointer entity) {
    QMutexLocker lock(&_mutex);
    if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
        int numKinematicEntities = _simpleKinematicEntities.size();
        _simpleKinematicEntities.insert(entity);
        if (numKinematicEntities != _simpleKinematicEntities.size()) {
            entity->setLastSimulated(usecTimestampNow());
        }
    } else {
        _simpleKinematicEntities.remove(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->isMovingRelativeToParent()) {
        _simpleKinematicEntities.insert(entity);
    }
}
Beispiel #8
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void EntitySimulation::moveSimpleKinematics(const quint64& now) {
    SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
    while (itemItr != _simpleKinematicEntities.end()) {
        EntityItemPointer entity = *itemItr;
        if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
            entity->simulate(now);
            _entitiesToSort.insert(entity);
            ++itemItr;
        } else {
            // the entity is no longer non-physical-kinematic
            itemItr = _simpleKinematicEntities.erase(itemItr);
        }
    }
}
Beispiel #9
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// Returns true if the item in question needs to have updateInScene called because of changes in the entity
bool EntityRenderer::needsRenderUpdateFromEntity(const EntityItemPointer& entity) const {
    bool success = false;
    auto bound = _entity->getAABox(success);
    if (success && _bound != bound) {
        return true;
    }

    auto newModelTransform = _entity->getTransformToCenter(success);
    // FIXME can we use a stale model transform here?
    if (success && newModelTransform != _modelTransform) {
        return true;
    }

    if (_moving != entity->isMovingRelativeToParent()) {
        return true;
    }

    return false;
}
Beispiel #10
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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);
        }
    }
}