//// PhysicalEntitySimulation.cpp// libraries/physcis/src//// Created by Andrew Meadows 2015.04.27// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "PhysicsHelpers.h"#include "PhysicsLogging.h"#include "ShapeManager.h"#include "PhysicalEntitySimulation.h"PhysicalEntitySimulation::PhysicalEntitySimulation() {}PhysicalEntitySimulation::~PhysicalEntitySimulation() {}void PhysicalEntitySimulation::init( EntityTreePointer tree, PhysicsEnginePointer physicsEngine, EntityEditPacketSender* packetSender) { assert(tree); setEntityTree(tree); assert(physicsEngine); _physicsEngine = physicsEngine; assert(packetSender); _entityPacketSender = packetSender;}// begin EntitySimulation overridesvoid PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) { // Do nothing here because the "internal" update the PhysicsEngine::stepSimualtion() which is done elsewhere.}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); }}void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) { if (entity->isSimulated()) { EntitySimulation::removeEntityInternal(entity); QMutexLocker lock(&_mutex); _entitiesToAddToPhysics.remove(entity); EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); if (motionState) { _outgoingChanges.remove(motionState); _entitiesToRemoveFromPhysics.insert(entity); } else { _entitiesToDelete.insert(entity); } }}void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) { QMutexLocker lock(&_mutex); for (auto entity : _entitiesToDelete) { // this entity is still in its tree, so we insert into the external list entitiesToDelete.push_back(entity); // Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo // rather than do it here EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); if (motionState) { _entitiesToRemoveFromPhysics.insert(entity); } } _entitiesToDelete.clear();}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 }}void PhysicalEntitySimulation::clearEntitiesInternal() { // TODO: we should probably wait to lock the _physicsEngine so we don't mess up data structures // while it is in the middle of a simulation step. As it is, we're probably in shutdown mode // anyway, so maybe the simulation was already properly shutdown? Cross our fingers... // copy everything into _entitiesToDelete for (auto stateItr : _physicalObjects) { EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr)); _entitiesToDelete.insert(motionState->getEntity()); } // then remove the objects (aka MotionStates) from physics _physicsEngine->removeObjects(_physicalObjects); // delete the MotionStates // TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete // its own PhysicsInfo rather than do it here for (auto entity : _entitiesToDelete) { EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); if (motionState) { entity->setPhysicsInfo(nullptr); delete motionState; } } // finally clear all lists maintained by this class _physicalObjects.clear(); _entitiesToRemoveFromPhysics.clear(); _entitiesToRelease.clear(); _entitiesToAddToPhysics.clear(); _pendingChanges.clear(); _outgoingChanges.clear();}// virtualvoid PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) { assert(entity); assert(entity->isDead()); entity->clearActions(getThisPointer()); removeEntityInternal(entity);}// end EntitySimulation overridesvoid PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) { result.clear(); QMutexLocker lock(&_mutex); for (auto entity: _entitiesToRemoveFromPhysics) { // make sure it isn't on any side lists _entitiesToAddToPhysics.remove(entity); EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); if (motionState) { _pendingChanges.remove(motionState); _outgoingChanges.remove(motionState); _physicalObjects.remove(motionState); result.push_back(motionState); _entitiesToRelease.insert(entity); } if (entity->isDead()) { _entitiesToDelete.insert(entity); } } _entitiesToRemoveFromPhysics.clear();}void PhysicalEntitySimulation::deleteObjectsRemovedFromPhysics() { QMutexLocker lock(&_mutex); for (auto entity: _entitiesToRelease) { EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); assert(motionState); entity->setPhysicsInfo(nullptr); delete motionState; if (entity->isDead()) { _entitiesToDelete.insert(entity); } } _entitiesToRelease.clear();}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); int numPoints = shapeInfo.getLargestSubshapePointCount(); if (numPoints > MAX_HULL_POINTS) { qWarning() << "convex hull with" << numPoints << "points for entity" << entity->getName() << "at" << entity->getPosition() << " will be reduced"; } 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 { //qWarning() << "Failed to generate new shape for entity." << entity->getName(); ++entityItr; } } else { ++entityItr; } }}void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) { QMutexLocker lock(&_mutex); for (auto object : objectsToChange) { _pendingChanges.insert(static_cast<EntityMotionState*>(object)); }}void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) { result.clear(); QMutexLocker lock(&_mutex); for (auto stateItr : _pendingChanges) { EntityMotionState* motionState = &(*stateItr); result.push_back(motionState); } _pendingChanges.clear();}void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates) { 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()) { _outgoingChanges.insert(entityState); } _entitiesToSort.insert(entity); } } uint32_t numSubsteps = _physicsEngine->getNumSubsteps(); if (_lastStepSendPackets != numSubsteps) { _lastStepSendPackets = numSubsteps; if (Physics::getSessionUUID().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()) { // prune stateItr = _outgoingChanges.erase(stateItr); } else if (state->shouldSendUpdate(numSubsteps)) { // update state->sendUpdate(_entityPacketSender, numSubsteps); ++stateItr; } else { ++stateItr; } } }}void PhysicalEntitySimulation::handleCollisionEvents(const CollisionEvents& collisionEvents) { for (auto collision : collisionEvents) { // NOTE: The collision event is always aligned such that idA is never NULL. // however idB may be NULL. if (!collision.idB.isNull()) { emit entityCollisionWithEntity(collision.idA, collision.idB, collision); } }}void PhysicalEntitySimulation::addAction(EntityActionPointer action) { if (_physicsEngine) { // FIXME put fine grain locking into _physicsEngine { QMutexLocker lock(&_mutex); const QUuid& actionID = action->getID(); if (_physicsEngine->getActionByID(actionID)) { qDebug() << "warning -- PhysicalEntitySimulation::addAction -- adding an action that was already in _physicsEngine"; } } EntitySimulation::addAction(action); }}void PhysicalEntitySimulation::applyActionChanges() { if (_physicsEngine) { // FIXME put fine grain locking into _physicsEngine QMutexLocker lock(&_mutex); foreach(QUuid actionToRemove, _actionsToRemove) { _physicsEngine->removeAction(actionToRemove); } foreach (EntityActionPointer actionToAdd, _actionsToAdd) { if (!_actionsToRemove.contains(actionToAdd->getID())) { _physicsEngine->addAction(actionToAdd); } } } EntitySimulation::applyActionChanges();}
//
// PhysicalEntitySimulation.cpp
// libraries/physcis/src
//
// Created by Andrew Meadows 2015.04.27
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PhysicsHelpers.h"
#include "PhysicsLogging.h"
#include "ShapeManager.h"
#include "PhysicalEntitySimulation.h"
PhysicalEntitySimulation::PhysicalEntitySimulation() {
}
PhysicalEntitySimulation::~PhysicalEntitySimulation() {
}
void PhysicalEntitySimulation::init(
EntityTreePointer tree,
PhysicsEnginePointer physicsEngine,
EntityEditPacketSender* packetSender) {
assert(tree);
setEntityTree(tree);
assert(physicsEngine);
_physicsEngine = physicsEngine;
assert(packetSender);
_entityPacketSender = packetSender;
}
// begin EntitySimulation overrides
void PhysicalEntitySimulation::updateEntitiesInternal(const quint64& now) {
// Do nothing here because the "internal" update the PhysicsEngine::stepSimualtion() which is done elsewhere.
}
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);
}
}
void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) {
if (entity->isSimulated()) {
EntitySimulation::removeEntityInternal(entity);
QMutexLocker lock(&_mutex);
_entitiesToAddToPhysics.remove(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_outgoingChanges.remove(motionState);
_entitiesToRemoveFromPhysics.insert(entity);
} else {
_entitiesToDelete.insert(entity);
}
}
}
void PhysicalEntitySimulation::takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) {
QMutexLocker lock(&_mutex);
for (auto entity : _entitiesToDelete) {
// this entity is still in its tree, so we insert into the external list
entitiesToDelete.push_back(entity);
// Someday when we invert the entities/physics lib dependencies we can let EntityItem delete its own PhysicsInfo
// rather than do it here
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_entitiesToRemoveFromPhysics.insert(entity);
}
}
_entitiesToDelete.clear();
}
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
}
}
void PhysicalEntitySimulation::clearEntitiesInternal() {
// TODO: we should probably wait to lock the _physicsEngine so we don't mess up data structures
// while it is in the middle of a simulation step. As it is, we're probably in shutdown mode
// anyway, so maybe the simulation was already properly shutdown? Cross our fingers...
// copy everything into _entitiesToDelete
for (auto stateItr : _physicalObjects) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr));
_entitiesToDelete.insert(motionState->getEntity());
}
// then remove the objects (aka MotionStates) from physics
_physicsEngine->removeObjects(_physicalObjects);
// delete the MotionStates
// TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete
// its own PhysicsInfo rather than do it here
for (auto entity : _entitiesToDelete) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
entity->setPhysicsInfo(nullptr);
delete motionState;
}
}
// finally clear all lists maintained by this class
_physicalObjects.clear();
_entitiesToRemoveFromPhysics.clear();
_entitiesToRelease.clear();
_entitiesToAddToPhysics.clear();
_pendingChanges.clear();
_outgoingChanges.clear();
}
// virtual
void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity) {
assert(entity);
assert(entity->isDead());
entity->clearActions(getThisPointer());
removeEntityInternal(entity);
}
// end EntitySimulation overrides
void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
// make sure it isn't on any side lists
_entitiesToAddToPhysics.remove(entity);
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
if (motionState) {
_pendingChanges.remove(motionState);
_outgoingChanges.remove(motionState);
_physicalObjects.remove(motionState);
result.push_back(motionState);
_entitiesToRelease.insert(entity);
}
if (entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRemoveFromPhysics.clear();
}
void PhysicalEntitySimulation::deleteObjectsRemovedFromPhysics() {
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRelease) {
EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
assert(motionState);
entity->setPhysicsInfo(nullptr);
delete motionState;
if (entity->isDead()) {
_entitiesToDelete.insert(entity);
}
}
_entitiesToRelease.clear();
}
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);
int numPoints = shapeInfo.getLargestSubshapePointCount();
if (numPoints > MAX_HULL_POINTS) {
qWarning() << "convex hull with" << numPoints
<< "points for entity" << entity->getName()
<< "at" << entity->getPosition() << " will be reduced";
}
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 {
//qWarning() << "Failed to generate new shape for entity." << entity->getName();
++entityItr;
}
} else {
++entityItr;
}
}
}
void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) {
QMutexLocker lock(&_mutex);
for (auto object : objectsToChange) {
_pendingChanges.insert(static_cast<EntityMotionState*>(object));
}
}
void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) {
result.clear();
QMutexLocker lock(&_mutex);
for (auto stateItr : _pendingChanges) {
EntityMotionState* motionState = &(*stateItr);
result.push_back(motionState);
}
_pendingChanges.clear();
}
void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
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()) {
_outgoingChanges.insert(entityState);
}
_entitiesToSort.insert(entity);
}
}
uint32_t numSubsteps = _physicsEngine->getNumSubsteps();
if (_lastStepSendPackets != numSubsteps) {
_lastStepSendPackets = numSubsteps;
if (Physics::getSessionUUID().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()) {
// prune
stateItr = _outgoingChanges.erase(stateItr);
} else if (state->shouldSendUpdate(numSubsteps)) {
// update
state->sendUpdate(_entityPacketSender, numSubsteps);
++stateItr;
} else {
++stateItr;
}
}
}
}
void PhysicalEntitySimulation::handleCollisionEvents(const CollisionEvents& collisionEvents) {
for (auto collision : collisionEvents) {
// NOTE: The collision event is always aligned such that idA is never NULL.
// however idB may be NULL.
if (!collision.idB.isNull()) {
emit entityCollisionWithEntity(collision.idA, collision.idB, collision);
}
}
}
void PhysicalEntitySimulation::addAction(EntityActionPointer action) {
if (_physicsEngine) {
// FIXME put fine grain locking into _physicsEngine
{
QMutexLocker lock(&_mutex);
const QUuid& actionID = action->getID();
if (_physicsEngine->getActionByID(actionID)) {
qDebug() << "warning -- PhysicalEntitySimulation::addAction -- adding an action that was already in _physicsEngine";
}
}
EntitySimulation::addAction(action);
}
}
void PhysicalEntitySimulation::applyActionChanges() {
if (_physicsEngine) {
// FIXME put fine grain locking into _physicsEngine
QMutexLocker lock(&_mutex);
foreach(QUuid actionToRemove, _actionsToRemove) {
_physicsEngine->removeAction(actionToRemove);
}
foreach (EntityActionPointer actionToAdd, _actionsToAdd) {
if (!_actionsToRemove.contains(actionToAdd->getID())) {
_physicsEngine->addAction(actionToAdd);
}
}
}
EntitySimulation::applyActionChanges();
}