CollisionEvents& PhysicsEngine::getCollisionEvents() { const uint32_t CONTINUE_EVENT_FILTER_FREQUENCY = 10; _collisionEvents.clear(); // scan known contacts and trigger events ContactMap::iterator contactItr = _contactMap.begin(); while (contactItr != _contactMap.end()) { ContactInfo& contact = contactItr->second; ContactEventType type = contact.computeType(_numContactFrames); if(type != CONTACT_EVENT_TYPE_CONTINUE || _numSubsteps % CONTINUE_EVENT_FILTER_FREQUENCY == 0) { ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(contactItr->first._a); ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(contactItr->first._b); glm::vec3 velocityChange = (motionStateA ? motionStateA->getObjectLinearVelocityChange() : glm::vec3(0.0f)) + (motionStateB ? motionStateB->getObjectLinearVelocityChange() : glm::vec3(0.0f)); if (motionStateA && motionStateA->getType() == MOTIONSTATE_TYPE_ENTITY) { QUuid idA = motionStateA->getObjectID(); QUuid idB; if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) { idB = motionStateB->getObjectID(); } glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset; glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB); _collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange)); } else if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) { QUuid idB = motionStateB->getObjectID(); glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset; // NOTE: we're flipping the order of A and B (so that the first objectID is never NULL) // hence we must negate the penetration. glm::vec3 penetration = - bulletToGLM(contact.distance * contact.normalWorldOnB); _collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration, velocityChange)); } } if (type == CONTACT_EVENT_TYPE_END) { ContactMap::iterator iterToDelete = contactItr; ++contactItr; _contactMap.erase(iterToDelete); } else { ++contactItr; } } return _collisionEvents; }
void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates, const QUuid& sessionID) { QMutexLocker lock(&_mutex); // walk the motionStates looking for those that correspond to entities for (auto stateItr : motionStates) { ObjectMotionState* state = &(*stateItr); if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) { EntityMotionState* entityState = static_cast<EntityMotionState*>(state); EntityItemPointer entity = entityState->getEntity(); assert(entity.get()); if (entityState->isCandidateForOwnership(sessionID)) { _outgoingChanges.insert(entityState); } _entitiesToSort.insert(entity); } } uint32_t numSubsteps = _physicsEngine->getNumSubsteps(); if (_lastStepSendPackets != numSubsteps) { _lastStepSendPackets = numSubsteps; if (sessionID.isNull()) { // usually don't get here, but if so --> nothing to do _outgoingChanges.clear(); return; } // look for entities to prune or update QSet<EntityMotionState*>::iterator stateItr = _outgoingChanges.begin(); while (stateItr != _outgoingChanges.end()) { EntityMotionState* state = *stateItr; if (!state->isCandidateForOwnership(sessionID)) { // prune stateItr = _outgoingChanges.erase(stateItr); } else if (state->shouldSendUpdate(numSubsteps, sessionID)) { // update state->sendUpdate(_entityPacketSender, sessionID, numSubsteps); ++stateItr; } else { ++stateItr; } } } }