From 5c0b12abf6a7d1983dc5a080cf31422c41ee36d3 Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Wed, 22 Aug 2018 12:07:32 -0700 Subject: [PATCH 1/7] ordered ray/parabola intersection code --- interface/src/avatar/AvatarManager.cpp | 8 +- interface/src/raypick/LaserPointer.cpp | 3 + interface/src/raypick/ParabolaPointer.cpp | 3 + .../src/RenderablePolyVoxEntityItem.cpp | 13 +- libraries/entities/src/EntityTree.cpp | 54 +- libraries/entities/src/EntityTreeElement.cpp | 33 +- libraries/entities/src/EntityTreeElement.h | 9 +- libraries/entities/src/ShapeEntityItem.cpp | 28 +- libraries/octree/src/Octree.cpp | 127 ++--- libraries/octree/src/Octree.h | 22 +- libraries/render-utils/src/Model.cpp | 177 ++++-- libraries/render-utils/src/Model.h | 10 + libraries/shared/src/GeometryUtil.cpp | 7 +- libraries/shared/src/TriangleSet.cpp | 518 +++++++++++------- libraries/shared/src/TriangleSet.h | 25 +- 15 files changed, 589 insertions(+), 448 deletions(-) diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index 0d180bc40d..139f44d58b 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -553,8 +553,6 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic return result; } - glm::vec3 normDirection = glm::normalize(ray.direction); - auto avatarHashCopy = getHashCopy(); for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); @@ -587,14 +585,14 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); - bool intersects = findRayCapsuleIntersection(ray.origin, normDirection, start, end, radius, distance); + bool intersects = findRayCapsuleIntersection(ray.origin, ray.direction, start, end, radius, distance); if (!intersects) { // ray doesn't intersect avatar's capsule continue; } QVariantMap extraInfo; - intersects = avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, normDirection, + intersects = avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, ray.direction, distance, face, surfaceNormal, extraInfo, true); if (intersects && (!result.intersects || distance < result.distance)) { @@ -608,7 +606,7 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic } if (result.intersects) { - result.intersection = ray.origin + normDirection * result.distance; + result.intersection = ray.origin + ray.direction * result.distance; } return result; diff --git a/interface/src/raypick/LaserPointer.cpp b/interface/src/raypick/LaserPointer.cpp index 2382a95105..40a5e5cb69 100644 --- a/interface/src/raypick/LaserPointer.cpp +++ b/interface/src/raypick/LaserPointer.cpp @@ -42,6 +42,9 @@ glm::vec3 LaserPointer::getPickOrigin(const PickResultPointer& pickResult) const glm::vec3 LaserPointer::getPickEnd(const PickResultPointer& pickResult, float distance) const { auto rayPickResult = std::static_pointer_cast(pickResult); + if (!rayPickResult) { + return glm::vec3(0.0f); + } if (distance > 0.0f) { PickRay pick = PickRay(rayPickResult->pickVariant); return pick.origin + distance * pick.direction; diff --git a/interface/src/raypick/ParabolaPointer.cpp b/interface/src/raypick/ParabolaPointer.cpp index 097c98340c..57d57e11c4 100644 --- a/interface/src/raypick/ParabolaPointer.cpp +++ b/interface/src/raypick/ParabolaPointer.cpp @@ -67,6 +67,9 @@ glm::vec3 ParabolaPointer::getPickOrigin(const PickResultPointer& pickResult) co glm::vec3 ParabolaPointer::getPickEnd(const PickResultPointer& pickResult, float distance) const { auto parabolaPickResult = std::static_pointer_cast(pickResult); + if (!parabolaPickResult) { + return glm::vec3(0.0f); + } if (distance > 0.0f) { PickParabola pick = PickParabola(parabolaPickResult->pickVariant); return pick.origin + pick.velocity * distance + 0.5f * pick.acceleration * distance * distance; diff --git a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp index c11ccb70a0..63f27dd170 100644 --- a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp @@ -584,8 +584,6 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o glm::vec4 originInVoxel = wtvMatrix * glm::vec4(origin, 1.0f); glm::vec4 farInVoxel = wtvMatrix * glm::vec4(farPoint, 1.0f); - glm::vec4 directionInVoxel = glm::normalize(farInVoxel - originInVoxel); - glm::vec4 result = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f); PolyVox::RaycastResult raycastResult = doRayCast(originInVoxel, farInVoxel, result); if (raycastResult == PolyVox::RaycastResults::Completed) { @@ -599,14 +597,9 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o voxelBox += result3 - Vectors::HALF; voxelBox += result3 + Vectors::HALF; - float voxelDistance; - bool hit = voxelBox.findRayIntersection(glm::vec3(originInVoxel), glm::vec3(directionInVoxel), - voxelDistance, face, surfaceNormal); - - glm::vec4 voxelIntersectionPoint = glm::vec4(glm::vec3(originInVoxel) + glm::vec3(directionInVoxel) * voxelDistance, 1.0); - glm::vec4 intersectionPoint = vtwMatrix * voxelIntersectionPoint; - distance = glm::distance(origin, glm::vec3(intersectionPoint)); - return hit; + glm::vec4 directionInVoxel = wtvMatrix * glm::vec4(direction, 0.0f); + return voxelBox.findRayIntersection(glm::vec3(originInVoxel), glm::vec3(directionInVoxel), + distance, face, surfaceNormal); } bool RenderablePolyVoxEntityItem::findDetailedParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, diff --git a/libraries/entities/src/EntityTree.cpp b/libraries/entities/src/EntityTree.cpp index 377e192bb1..1cf6e45d5b 100644 --- a/libraries/entities/src/EntityTree.cpp +++ b/libraries/entities/src/EntityTree.cpp @@ -825,15 +825,38 @@ bool findRayIntersectionOp(const OctreeElementPointer& element, void* extraData) RayArgs* args = static_cast(extraData); bool keepSearching = true; EntityTreeElementPointer entityTreeElementPointer = std::static_pointer_cast(element); - EntityItemID entityID = entityTreeElementPointer->findRayIntersection(args->origin, args->direction, keepSearching, + EntityItemID entityID = entityTreeElementPointer->findRayIntersection(args->origin, args->direction, args->element, args->distance, args->face, args->surfaceNormal, args->entityIdsToInclude, args->entityIdsToDiscard, args->visibleOnly, args->collidableOnly, args->extraInfo, args->precisionPicking); if (!entityID.isNull()) { args->entityID = entityID; + // We recurse OctreeElements in order, so if we hit something, we can stop immediately + keepSearching = false; } return keepSearching; } +float findRayIntersectionSortingOp(const OctreeElementPointer& element, void* extraData) { + RayArgs* args = static_cast(extraData); + EntityTreeElementPointer entityTreeElementPointer = std::static_pointer_cast(element); + float distance = FLT_MAX; + // If origin is inside the cube, always check this element first + if (entityTreeElementPointer->getAACube().contains(args->origin)) { + distance = 0.0f; + } else { + float boundDistance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; + if (entityTreeElementPointer->getAACube().findRayIntersection(args->origin, args->direction, boundDistance, face, surfaceNormal)) { + // Don't add this cell if it's already farther than our best distance so far + if (boundDistance < args->distance) { + distance = boundDistance; + } + } + } + return distance; +} + EntityItemID EntityTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, QVector entityIdsToInclude, QVector entityIdsToDiscard, bool visibleOnly, bool collidableOnly, bool precisionPicking, @@ -846,7 +869,7 @@ EntityItemID EntityTree::findRayIntersection(const glm::vec3& origin, const glm: bool requireLock = lockType == Octree::Lock; bool lockResult = withReadLock([&]{ - recurseTreeWithOperation(findRayIntersectionOp, &args); + recurseTreeWithOperationSorted(findRayIntersectionOp, findRayIntersectionSortingOp, &args); }, requireLock); if (accurateResult) { @@ -860,15 +883,38 @@ bool findParabolaIntersectionOp(const OctreeElementPointer& element, void* extra ParabolaArgs* args = static_cast(extraData); bool keepSearching = true; EntityTreeElementPointer entityTreeElementPointer = std::static_pointer_cast(element); - EntityItemID entityID = entityTreeElementPointer->findParabolaIntersection(args->origin, args->velocity, args->acceleration, keepSearching, + EntityItemID entityID = entityTreeElementPointer->findParabolaIntersection(args->origin, args->velocity, args->acceleration, args->element, args->parabolicDistance, args->face, args->surfaceNormal, args->entityIdsToInclude, args->entityIdsToDiscard, args->visibleOnly, args->collidableOnly, args->extraInfo, args->precisionPicking); if (!entityID.isNull()) { args->entityID = entityID; + // We recurse OctreeElements in order, so if we hit something, we can stop immediately + keepSearching = false; } return keepSearching; } +float findParabolaIntersectionSortingOp(const OctreeElementPointer& element, void* extraData) { + ParabolaArgs* args = static_cast(extraData); + EntityTreeElementPointer entityTreeElementPointer = std::static_pointer_cast(element); + float distance = FLT_MAX; + // If origin is inside the cube, always check this element first + if (entityTreeElementPointer->getAACube().contains(args->origin)) { + distance = 0.0f; + } else { + float boundDistance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; + if (entityTreeElementPointer->getAACube().findParabolaIntersection(args->origin, args->velocity, args->acceleration, boundDistance, face, surfaceNormal)) { + // Don't add this cell if it's already farther than our best distance so far + if (boundDistance < args->parabolicDistance) { + distance = boundDistance; + } + } + } + return distance; +} + EntityItemID EntityTree::findParabolaIntersection(const PickParabola& parabola, QVector entityIdsToInclude, QVector entityIdsToDiscard, bool visibleOnly, bool collidableOnly, bool precisionPicking, @@ -882,7 +928,7 @@ EntityItemID EntityTree::findParabolaIntersection(const PickParabola& parabola, bool requireLock = lockType == Octree::Lock; bool lockResult = withReadLock([&] { - recurseTreeWithOperation(findParabolaIntersectionOp, &args); + recurseTreeWithOperationSorted(findParabolaIntersectionOp, findParabolaIntersectionSortingOp, &args); }, requireLock); if (accurateResult) { diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index 5974fce6c5..e8e11c0ee1 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -140,27 +140,17 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3 } EntityItemID EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, - bool& keepSearching, OctreeElementPointer& element, float& distance, - BoxFace& face, glm::vec3& surfaceNormal, const QVector& entityIdsToInclude, - const QVector& entityIdsToDiscard, bool visibleOnly, bool collidableOnly, - QVariantMap& extraInfo, bool precisionPicking) { + OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, + const QVector& entityIdsToInclude, const QVector& entityIdsToDiscard, + bool visibleOnly, bool collidableOnly, QVariantMap& extraInfo, bool precisionPicking) { EntityItemID result; - float distanceToElementCube = std::numeric_limits::max(); + float distanceToElementCube = FLT_MAX; BoxFace localFace; glm::vec3 localSurfaceNormal; - // if the ray doesn't intersect with our cube OR the distance to element is less than current best distance - // we can stop searching! - bool hit = _cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal); - if (!hit || (!_cube.contains(origin) && distanceToElementCube > distance)) { - keepSearching = false; // no point in continuing to search - return result; // we did not intersect - } - - // by default, we only allow intersections with leaves with content if (!canPickIntersect()) { - return result; // we don't intersect with non-leaves, and we keep searching + return result; } // if the distance to the element cube is not less than the current best distance, then it's not possible @@ -289,7 +279,7 @@ bool EntityTreeElement::findSpherePenetration(const glm::vec3& center, float rad } EntityItemID EntityTreeElement::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, - const glm::vec3& acceleration, bool& keepSearching, OctreeElementPointer& element, float& parabolicDistance, + const glm::vec3& acceleration, OctreeElementPointer& element, float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal, const QVector& entityIdsToInclude, const QVector& entityIdsToDiscard, bool visibleOnly, bool collidableOnly, QVariantMap& extraInfo, bool precisionPicking) { @@ -299,17 +289,8 @@ EntityItemID EntityTreeElement::findParabolaIntersection(const glm::vec3& origin BoxFace localFace; glm::vec3 localSurfaceNormal; - // if the parabola doesn't intersect with our cube OR the distance to element is less than current best distance - // we can stop searching! - bool hit = _cube.findParabolaIntersection(origin, velocity, acceleration, distanceToElementCube, localFace, localSurfaceNormal); - if (!hit || (!_cube.contains(origin) && distanceToElementCube > parabolicDistance)) { - keepSearching = false; // no point in continuing to search - return result; // we did not intersect - } - - // by default, we only allow intersections with leaves with content if (!canPickIntersect()) { - return result; // we don't intersect with non-leaves, and we keep searching + return result; } // if the distance to the element cube is not less than the current best distance, then it's not possible diff --git a/libraries/entities/src/EntityTreeElement.h b/libraries/entities/src/EntityTreeElement.h index d6f9db08d6..793340c9a4 100644 --- a/libraries/entities/src/EntityTreeElement.h +++ b/libraries/entities/src/EntityTreeElement.h @@ -136,10 +136,9 @@ public: virtual bool canPickIntersect() const override { return hasEntities(); } virtual EntityItemID findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, - bool& keepSearching, OctreeElementPointer& element, float& distance, - BoxFace& face, glm::vec3& surfaceNormal, const QVector& entityIdsToInclude, - const QVector& entityIdsToDiscard, bool visibleOnly, bool collidableOnly, - QVariantMap& extraInfo, bool precisionPicking = false); + OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, + const QVector& entityIdsToInclude, const QVector& entityIdsToDiscard, + bool visibleOnly, bool collidableOnly, QVariantMap& extraInfo, bool precisionPicking = false); virtual EntityItemID findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, const QVector& entityIdsToInclude, @@ -149,7 +148,7 @@ public: glm::vec3& penetration, void** penetratedObject) const override; virtual EntityItemID findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, - const glm::vec3& acceleration, bool& keepSearching, OctreeElementPointer& element, float& parabolicDistance, + const glm::vec3& acceleration, OctreeElementPointer& element, float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal, const QVector& entityIdsToInclude, const QVector& entityIdsToDiscard, bool visibleOnly, bool collidableOnly, QVariantMap& extraInfo, bool precisionPicking = false); diff --git a/libraries/entities/src/ShapeEntityItem.cpp b/libraries/entities/src/ShapeEntityItem.cpp index e4ea1470c1..773a7059dc 100644 --- a/libraries/entities/src/ShapeEntityItem.cpp +++ b/libraries/entities/src/ShapeEntityItem.cpp @@ -262,20 +262,18 @@ bool ShapeEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::mat4 entityToWorldMatrix = getEntityToWorldMatrix(); glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix); glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f)); - glm::vec3 entityFrameDirection = glm::normalize(glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f))); + glm::vec3 entityFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f)); - float localDistance; // NOTE: unit sphere has center of 0,0,0 and radius of 0.5 - if (findRaySphereIntersection(entityFrameOrigin, entityFrameDirection, glm::vec3(0.0f), 0.5f, localDistance)) { - // determine where on the unit sphere the hit point occured - glm::vec3 entityFrameHitAt = entityFrameOrigin + (entityFrameDirection * localDistance); - // then translate back to work coordinates - glm::vec3 hitAt = glm::vec3(entityToWorldMatrix * glm::vec4(entityFrameHitAt, 1.0f)); - distance = glm::distance(origin, hitAt); + if (findRaySphereIntersection(entityFrameOrigin, entityFrameDirection, glm::vec3(0.0f), 0.5f, distance)) { bool success; - // FIXME: this is only correct for uniformly scaled spheres - surfaceNormal = glm::normalize(hitAt - getCenterPosition(success)); - if (!success) { + glm::vec3 center = getCenterPosition(success); + if (success) { + // FIXME: this is only correct for uniformly scaled spheres + // determine where on the unit sphere the hit point occured + glm::vec3 hitAt = origin + (direction * distance); + surfaceNormal = glm::normalize(hitAt - center); + } else { return false; } return true; @@ -297,9 +295,11 @@ bool ShapeEntityItem::findDetailedParabolaIntersection(const glm::vec3& origin, // NOTE: unit sphere has center of 0,0,0 and radius of 0.5 if (findParabolaSphereIntersection(entityFrameOrigin, entityFrameVelocity, entityFrameAcceleration, glm::vec3(0.0f), 0.5f, parabolicDistance)) { bool success; - // FIXME: this is only correct for uniformly scaled spheres - surfaceNormal = glm::normalize((origin + velocity * parabolicDistance + 0.5f * acceleration * parabolicDistance * parabolicDistance) - getCenterPosition(success)); - if (!success) { + glm::vec3 center = getCenterPosition(success); + if (success) { + // FIXME: this is only correct for uniformly scaled spheres + surfaceNormal = glm::normalize((origin + velocity * parabolicDistance + 0.5f * acceleration * parabolicDistance * parabolicDistance) - center); + } else { return false; } return true; diff --git a/libraries/octree/src/Octree.cpp b/libraries/octree/src/Octree.cpp index 9bb0e25982..c6474c1fe4 100644 --- a/libraries/octree/src/Octree.cpp +++ b/libraries/octree/src/Octree.cpp @@ -68,55 +68,12 @@ Octree::~Octree() { eraseAllOctreeElements(false); } - -// Inserts the value and key into three arrays sorted by the key array, the first array is the value, -// the second array is a sorted key for the value, the third array is the index for the value in it original -// non-sorted array -// returns -1 if size exceeded -// originalIndexArray is optional -int insertOctreeElementIntoSortedArrays(const OctreeElementPointer& value, float key, int originalIndex, - OctreeElementPointer* valueArray, float* keyArray, int* originalIndexArray, - int currentCount, int maxCount) { - - if (currentCount < maxCount) { - int i = 0; - if (currentCount > 0) { - while (i < currentCount && key > keyArray[i]) { - i++; - } - // i is our desired location - // shift array elements to the right - if (i < currentCount && i+1 < maxCount) { - for (int j = currentCount - 1; j > i; j--) { - valueArray[j] = valueArray[j - 1]; - keyArray[j] = keyArray[j - 1]; - } - } - } - // place new element at i - valueArray[i] = value; - keyArray[i] = key; - if (originalIndexArray) { - originalIndexArray[i] = originalIndex; - } - return currentCount + 1; - } - return -1; // error case -} - - - // Recurses voxel tree calling the RecurseOctreeOperation function for each element. // stops recursion if operation function returns false. void Octree::recurseTreeWithOperation(const RecurseOctreeOperation& operation, void* extraData) { recurseElementWithOperation(_rootElement, operation, extraData); } -// Recurses voxel tree calling the RecurseOctreePostFixOperation function for each element in post-fix order. -void Octree::recurseTreeWithPostOperation(const RecurseOctreeOperation& operation, void* extraData) { - recurseElementWithPostOperation(_rootElement, operation, extraData); -} - // Recurses voxel element with an operation function void Octree::recurseElementWithOperation(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, void* extraData, int recursionCount) { @@ -129,71 +86,53 @@ void Octree::recurseElementWithOperation(const OctreeElementPointer& element, co for (int i = 0; i < NUMBER_OF_CHILDREN; i++) { OctreeElementPointer child = element->getChildAtIndex(i); if (child) { - recurseElementWithOperation(child, operation, extraData, recursionCount+1); + recurseElementWithOperation(child, operation, extraData, recursionCount + 1); } } } } -// Recurses voxel element with an operation function -void Octree::recurseElementWithPostOperation(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, - void* extraData, int recursionCount) { +void Octree::recurseTreeWithOperationSorted(const RecurseOctreeOperation& operation, const RecurseOctreeSortingOperation& sortingOperation, void* extraData) { + recurseElementWithOperationSorted(_rootElement, operation, sortingOperation, extraData); +} + +// Recurses voxel element with an operation function, calling operation on its children in a specific order +bool Octree::recurseElementWithOperationSorted(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, + const RecurseOctreeSortingOperation& sortingOperation, void* extraData, int recursionCount) { if (recursionCount > DANGEROUSLY_DEEP_RECURSION) { - HIFI_FCDEBUG(octree(), "Octree::recurseElementWithPostOperation() reached DANGEROUSLY_DEEP_RECURSION, bailing!"); - return; + HIFI_FCDEBUG(octree(), "Octree::recurseElementWithOperationSorted() reached DANGEROUSLY_DEEP_RECURSION, bailing!"); + // If we go too deep, we want to keep searching other paths + return true; } + bool keepSearching = operation(element, extraData); + + std::vector sortedChildren; for (int i = 0; i < NUMBER_OF_CHILDREN; i++) { OctreeElementPointer child = element->getChildAtIndex(i); if (child) { - recurseElementWithPostOperation(child, operation, extraData, recursionCount+1); - } - } - operation(element, extraData); -} - -// Recurses voxel tree calling the RecurseOctreeOperation function for each element. -// stops recursion if operation function returns false. -void Octree::recurseTreeWithOperationDistanceSorted(const RecurseOctreeOperation& operation, - const glm::vec3& point, void* extraData) { - - recurseElementWithOperationDistanceSorted(_rootElement, operation, point, extraData); -} - -// Recurses voxel element with an operation function -void Octree::recurseElementWithOperationDistanceSorted(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, - const glm::vec3& point, void* extraData, int recursionCount) { - - if (recursionCount > DANGEROUSLY_DEEP_RECURSION) { - HIFI_FCDEBUG(octree(), "Octree::recurseElementWithOperationDistanceSorted() reached DANGEROUSLY_DEEP_RECURSION, bailing!"); - return; - } - - if (operation(element, extraData)) { - // determine the distance sorted order of our children - OctreeElementPointer sortedChildren[NUMBER_OF_CHILDREN] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }; - float distancesToChildren[NUMBER_OF_CHILDREN] = { 0, 0, 0, 0, 0, 0, 0, 0 }; - int indexOfChildren[NUMBER_OF_CHILDREN] = { 0, 0, 0, 0, 0, 0, 0, 0 }; - int currentCount = 0; - - for (int i = 0; i < NUMBER_OF_CHILDREN; i++) { - OctreeElementPointer childElement = element->getChildAtIndex(i); - if (childElement) { - // chance to optimize, doesn't need to be actual distance!! Could be distance squared - float distanceSquared = childElement->distanceSquareToPoint(point); - currentCount = insertOctreeElementIntoSortedArrays(childElement, distanceSquared, i, - sortedChildren, (float*)&distancesToChildren, - (int*)&indexOfChildren, currentCount, NUMBER_OF_CHILDREN); - } - } - - for (int i = 0; i < currentCount; i++) { - OctreeElementPointer childElement = sortedChildren[i]; - if (childElement) { - recurseElementWithOperationDistanceSorted(childElement, operation, point, extraData); + float priority = sortingOperation(child, extraData); + if (priority < FLT_MAX) { + sortedChildren.emplace_back(priority, child); } } } + + if (sortedChildren.size() > 1) { + static auto comparator = [](const SortedChild& left, const SortedChild& right) { return left.first > right.first; }; + std::sort(sortedChildren.begin(), sortedChildren.end(), comparator); + } + + for (auto it = sortedChildren.begin(); it != sortedChildren.end(); ++it) { + const SortedChild& sortedChild = *it; + // Our children were sorted, so if one hits something, we don't need to check the others + if (!recurseElementWithOperationSorted(sortedChild.second, operation, sortingOperation, extraData, recursionCount + 1)) { + return false; + } + } + // We checked all our children and didn't find anything. + // Stop if we hit something in this element. Continue if we didn't. + return keepSearching; } void Octree::recurseTreeWithOperator(RecurseOctreeOperator* operatorObject) { diff --git a/libraries/octree/src/Octree.h b/libraries/octree/src/Octree.h index b827ed7cd0..a2b2f227cb 100644 --- a/libraries/octree/src/Octree.h +++ b/libraries/octree/src/Octree.h @@ -49,6 +49,9 @@ public: // Callback function, for recuseTreeWithOperation using RecurseOctreeOperation = std::function; +// Function for sorting octree children during recursion. If return value == FLT_MAX, child is discarded +using RecurseOctreeSortingOperation = std::function; +using SortedChild = std::pair; typedef QHash CubeList; const bool NO_EXISTS_BITS = false; @@ -163,17 +166,10 @@ public: OctreeElementPointer getOrCreateChildElementContaining(const AACube& box); void recurseTreeWithOperation(const RecurseOctreeOperation& operation, void* extraData = NULL); - void recurseTreeWithPostOperation(const RecurseOctreeOperation& operation, void* extraData = NULL); - - /// \param operation type of operation - /// \param point point in world-frame (meters) - /// \param extraData hook for user data to be interpreted by special context - void recurseTreeWithOperationDistanceSorted(const RecurseOctreeOperation& operation, - const glm::vec3& point, void* extraData = NULL); + void recurseTreeWithOperationSorted(const RecurseOctreeOperation& operation, const RecurseOctreeSortingOperation& sortingOperation, void* extraData = NULL); void recurseTreeWithOperator(RecurseOctreeOperator* operatorObject); - bool isDirty() const { return _isDirty; } void clearDirtyBit() { _isDirty = false; } void setDirtyBit() { _isDirty = true; } @@ -227,14 +223,8 @@ public: void recurseElementWithOperation(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, void* extraData, int recursionCount = 0); - - /// Traverse child nodes of node applying operation in post-fix order - /// - void recurseElementWithPostOperation(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, - void* extraData, int recursionCount = 0); - - void recurseElementWithOperationDistanceSorted(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, - const glm::vec3& point, void* extraData, int recursionCount = 0); + bool recurseElementWithOperationSorted(const OctreeElementPointer& element, const RecurseOctreeOperation& operation, + const RecurseOctreeSortingOperation& sortingOperation, void* extraData, int recursionCount = 0); bool recurseElementWithOperator(const OctreeElementPointer& element, RecurseOctreeOperator* operatorObject, int recursionCount = 0); diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 8f4eb57f8e..22bc6b6ca7 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -379,14 +379,17 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) { QMutexLocker locker(&_mutex); - float bestDistance = std::numeric_limits::max(); + float bestDistance = FLT_MAX; + BoxFace bestFace; Triangle bestModelTriangle; Triangle bestWorldTriangle; - int bestSubMeshIndex = 0; + glm::vec3 bestWorldIntersectionPoint; + glm::vec3 bestMeshIntersectionPoint; + int bestPartIndex; + int bestShapeID; + int bestSubMeshIndex; - int subMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); - if (!_triangleSetsValid) { calculateTriangleSets(geometry); } @@ -399,39 +402,75 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g glm::vec3 meshFrameDirection = glm::vec3(worldToMeshMatrix * glm::vec4(direction, 0.0f)); int shapeID = 0; + int subMeshIndex = 0; + + std::vector sortedTriangleSets; for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) { int partIndex = 0; - for (auto &partTriangleSet : meshTriangleSets) { - float triangleSetDistance; - BoxFace triangleSetFace; - Triangle triangleSetTriangle; - if (partTriangleSet.findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) { - glm::vec3 meshIntersectionPoint = meshFrameOrigin + (meshFrameDirection * triangleSetDistance); - glm::vec3 worldIntersectionPoint = glm::vec3(meshToWorldMatrix * glm::vec4(meshIntersectionPoint, 1.0f)); - float worldDistance = glm::distance(origin, worldIntersectionPoint); - - if (worldDistance < bestDistance) { - bestDistance = worldDistance; - intersectedSomething = true; - face = triangleSetFace; - bestModelTriangle = triangleSetTriangle; - bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix; - extraInfo["worldIntersectionPoint"] = vec3toVariant(worldIntersectionPoint); - extraInfo["meshIntersectionPoint"] = vec3toVariant(meshIntersectionPoint); - extraInfo["partIndex"] = partIndex; - extraInfo["shapeID"] = shapeID; - bestSubMeshIndex = subMeshIndex; + for (auto& partTriangleSet : meshTriangleSets) { + float priority = FLT_MAX; + if (partTriangleSet.getBounds().contains(meshFrameOrigin)) { + priority = 0.0f; + } else { + float partBoundDistance = FLT_MAX; + BoxFace partBoundFace; + glm::vec3 partBoundNormal; + if (partTriangleSet.getBounds().findRayIntersection(meshFrameOrigin, meshFrameDirection, partBoundDistance, + partBoundFace, partBoundNormal)) { + priority = partBoundDistance; } } + + if (priority < FLT_MAX) { + sortedTriangleSets.emplace_back(priority, &partTriangleSet, partIndex, shapeID, subMeshIndex); + } partIndex++; shapeID++; } subMeshIndex++; } + if (sortedTriangleSets.size() > 1) { + static auto comparator = [](const SortedTriangleSet& left, const SortedTriangleSet& right) { return left.distance > right.distance; }; + std::sort(sortedTriangleSets.begin(), sortedTriangleSets.end(), comparator); + } + + for (auto it = sortedTriangleSets.begin(); it != sortedTriangleSets.end(); ++it) { + const SortedTriangleSet& sortedTriangleSet = *it; + // We can exit once triangleSetDistance > bestDistance + if (sortedTriangleSet.distance > bestDistance) { + break; + } + float triangleSetDistance = FLT_MAX; + BoxFace triangleSetFace; + Triangle triangleSetTriangle; + if (sortedTriangleSet.triangleSet->findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, + triangleSetTriangle, pickAgainstTriangles, allowBackface)) { + if (triangleSetDistance < bestDistance) { + bestDistance = triangleSetDistance; + intersectedSomething = true; + bestFace = triangleSetFace; + bestModelTriangle = triangleSetTriangle; + bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix; + glm::vec3 meshIntersectionPoint = meshFrameOrigin + (meshFrameDirection * triangleSetDistance); + glm::vec3 worldIntersectionPoint = glm::vec3(meshToWorldMatrix * glm::vec4(meshIntersectionPoint, 1.0f)); + bestWorldIntersectionPoint = worldIntersectionPoint; + bestMeshIntersectionPoint = meshIntersectionPoint; + bestPartIndex = sortedTriangleSet.partIndex; + bestShapeID = sortedTriangleSet.shapeID; + bestSubMeshIndex = sortedTriangleSet.subMeshIndex; + } + } + } + if (intersectedSomething) { distance = bestDistance; + face = bestFace; surfaceNormal = bestWorldTriangle.getNormal(); + extraInfo["worldIntersectionPoint"] = vec3toVariant(bestWorldIntersectionPoint); + extraInfo["meshIntersectionPoint"] = vec3toVariant(bestMeshIntersectionPoint); + extraInfo["partIndex"] = bestPartIndex; + extraInfo["shapeID"] = bestShapeID; if (pickAgainstTriangles) { extraInfo["subMeshIndex"] = bestSubMeshIndex; extraInfo["subMeshName"] = geometry.getModelNameOfMesh(bestSubMeshIndex); @@ -483,13 +522,16 @@ bool Model::findParabolaIntersectionAgainstSubMeshes(const glm::vec3& origin, co QMutexLocker locker(&_mutex); float bestDistance = FLT_MAX; + BoxFace bestFace; Triangle bestModelTriangle; Triangle bestWorldTriangle; - int bestSubMeshIndex = 0; + glm::vec3 bestWorldIntersectionPoint; + glm::vec3 bestMeshIntersectionPoint; + int bestPartIndex; + int bestShapeID; + int bestSubMeshIndex; - int subMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); - if (!_triangleSetsValid) { calculateTriangleSets(geometry); } @@ -503,40 +545,79 @@ bool Model::findParabolaIntersectionAgainstSubMeshes(const glm::vec3& origin, co glm::vec3 meshFrameAcceleration = glm::vec3(worldToMeshMatrix * glm::vec4(acceleration, 0.0f)); int shapeID = 0; + int subMeshIndex = 0; + + std::vector sortedTriangleSets; for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) { int partIndex = 0; - for (auto &partTriangleSet : meshTriangleSets) { - float triangleSetDistance; - BoxFace triangleSetFace; - Triangle triangleSetTriangle; - if (partTriangleSet.findParabolaIntersection(meshFrameOrigin, meshFrameVelocity, meshFrameAcceleration, - triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) { - if (triangleSetDistance < bestDistance) { - bestDistance = triangleSetDistance; - intersectedSomething = true; - face = triangleSetFace; - bestModelTriangle = triangleSetTriangle; - bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix; - glm::vec3 meshIntersectionPoint = meshFrameOrigin + meshFrameVelocity * triangleSetDistance + - 0.5f * meshFrameAcceleration * triangleSetDistance * triangleSetDistance; - glm::vec3 worldIntersectionPoint = origin + velocity * triangleSetDistance + - 0.5f * acceleration * triangleSetDistance * triangleSetDistance; - extraInfo["worldIntersectionPoint"] = vec3toVariant(worldIntersectionPoint); - extraInfo["meshIntersectionPoint"] = vec3toVariant(meshIntersectionPoint); - extraInfo["partIndex"] = partIndex; - extraInfo["shapeID"] = shapeID; - bestSubMeshIndex = subMeshIndex; + for (auto& partTriangleSet : meshTriangleSets) { + float priority = FLT_MAX; + if (partTriangleSet.getBounds().contains(meshFrameOrigin)) { + priority = 0.0f; + } else { + float partBoundDistance = FLT_MAX; + BoxFace partBoundFace; + glm::vec3 partBoundNormal; + if (partTriangleSet.getBounds().findParabolaIntersection(meshFrameOrigin, meshFrameVelocity, meshFrameAcceleration, + partBoundDistance, partBoundFace, partBoundNormal)) { + priority = partBoundDistance; } } + + if (priority < FLT_MAX) { + sortedTriangleSets.emplace_back(priority, &partTriangleSet, partIndex, shapeID, subMeshIndex); + } partIndex++; shapeID++; } subMeshIndex++; } + if (sortedTriangleSets.size() > 1) { + static auto comparator = [](const SortedTriangleSet& left, const SortedTriangleSet& right) { return left.distance > right.distance; }; + std::sort(sortedTriangleSets.begin(), sortedTriangleSets.end(), comparator); + } + + for (auto it = sortedTriangleSets.begin(); it != sortedTriangleSets.end(); ++it) { + const SortedTriangleSet& sortedTriangleSet = *it; + // We can exit once triangleSetDistance > bestDistance + if (sortedTriangleSet.distance > bestDistance) { + break; + } + float triangleSetDistance = FLT_MAX; + BoxFace triangleSetFace; + Triangle triangleSetTriangle; + if (sortedTriangleSet.triangleSet->findParabolaIntersection(meshFrameOrigin, meshFrameVelocity, meshFrameAcceleration, + triangleSetDistance, triangleSetFace, triangleSetTriangle, + pickAgainstTriangles, allowBackface)) { + if (triangleSetDistance < bestDistance) { + bestDistance = triangleSetDistance; + intersectedSomething = true; + bestFace = triangleSetFace; + bestModelTriangle = triangleSetTriangle; + bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix; + glm::vec3 meshIntersectionPoint = meshFrameOrigin + meshFrameVelocity * triangleSetDistance + + 0.5f * meshFrameAcceleration * triangleSetDistance * triangleSetDistance; + glm::vec3 worldIntersectionPoint = origin + velocity * triangleSetDistance + + 0.5f * acceleration * triangleSetDistance * triangleSetDistance; + bestWorldIntersectionPoint = worldIntersectionPoint; + bestMeshIntersectionPoint = meshIntersectionPoint; + bestPartIndex = sortedTriangleSet.partIndex; + bestShapeID = sortedTriangleSet.shapeID; + bestSubMeshIndex = sortedTriangleSet.subMeshIndex; + // These sets can overlap, so we can't exit early if we find something + } + } + } + if (intersectedSomething) { parabolicDistance = bestDistance; + face = bestFace; surfaceNormal = bestWorldTriangle.getNormal(); + extraInfo["worldIntersectionPoint"] = vec3toVariant(bestWorldIntersectionPoint); + extraInfo["meshIntersectionPoint"] = vec3toVariant(bestMeshIntersectionPoint); + extraInfo["partIndex"] = bestPartIndex; + extraInfo["shapeID"] = bestShapeID; if (pickAgainstTriangles) { extraInfo["subMeshIndex"] = bestSubMeshIndex; extraInfo["subMeshName"] = geometry.getModelNameOfMesh(bestSubMeshIndex); diff --git a/libraries/render-utils/src/Model.h b/libraries/render-utils/src/Model.h index 627e5fddab..adb2fcdd3d 100644 --- a/libraries/render-utils/src/Model.h +++ b/libraries/render-utils/src/Model.h @@ -64,6 +64,16 @@ class Model; using ModelPointer = std::shared_ptr; using ModelWeakPointer = std::weak_ptr; +struct SortedTriangleSet { + SortedTriangleSet(float distance, TriangleSet* triangleSet, int partIndex, int shapeID, int subMeshIndex) : + distance(distance), triangleSet(triangleSet), partIndex(partIndex), shapeID(shapeID), subMeshIndex(subMeshIndex) {} + + float distance; + TriangleSet* triangleSet; + int partIndex; + int shapeID; + int subMeshIndex; +}; /// A generic 3D model displaying geometry loaded from a URL. class Model : public QObject, public std::enable_shared_from_this, public scriptable::ModelProvider { diff --git a/libraries/shared/src/GeometryUtil.cpp b/libraries/shared/src/GeometryUtil.cpp index 6fb06eb624..a93c2ec9f3 100644 --- a/libraries/shared/src/GeometryUtil.cpp +++ b/libraries/shared/src/GeometryUtil.cpp @@ -286,12 +286,13 @@ bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& directi distance = 0.0f; return true; // starts inside the sphere } - float b = glm::dot(direction, relativeOrigin); - float radicand = b * b - c; + float b = 2.0f * glm::dot(direction, relativeOrigin); + float a = glm::dot(direction, direction); + float radicand = b * b - 4.0f * a * c; if (radicand < 0.0f) { return false; // doesn't hit the sphere } - float t = -b - sqrtf(radicand); + float t = 0.5f * (-b - sqrtf(radicand)) / a; if (t < 0.0f) { return false; // doesn't hit the sphere } diff --git a/libraries/shared/src/TriangleSet.cpp b/libraries/shared/src/TriangleSet.cpp index cde9c20cab..f3c0ef5776 100644 --- a/libraries/shared/src/TriangleSet.cpp +++ b/libraries/shared/src/TriangleSet.cpp @@ -13,6 +13,8 @@ #include "GLMHelpers.h" +#include + void TriangleSet::insert(const Triangle& t) { _isBalanced = false; @@ -30,47 +32,6 @@ void TriangleSet::clear() { _triangleOctree.clear(); } -bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, - float& distance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { - - // reset our distance to be the max possible, lower level tests will store best distance here - distance = std::numeric_limits::max(); - - if (!_isBalanced) { - balanceOctree(); - } - - int trianglesTouched = 0; - auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, triangle, precision, trianglesTouched, allowBackface); - - #if WANT_DEBUGGING - if (precision) { - qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); - } - #endif - return result; -} - -bool TriangleSet::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, - float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { - // reset our distance to be the max possible, lower level tests will store best distance here - parabolicDistance = FLT_MAX; - - if (!_isBalanced) { - balanceOctree(); - } - - int trianglesTouched = 0; - auto result = _triangleOctree.findParabolaIntersection(origin, velocity, acceleration, parabolicDistance, face, triangle, precision, trianglesTouched, allowBackface); - -#if WANT_DEBUGGING - if (precision) { - qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); - } -#endif - return result; -} - bool TriangleSet::convexHullContains(const glm::vec3& point) const { if (!_bounds.contains(point)) { return false; @@ -97,7 +58,7 @@ void TriangleSet::debugDump() { } void TriangleSet::balanceOctree() { - _triangleOctree.reset(_bounds, 0); + _triangleOctree.reset(_bounds); // insert all the triangles for (size_t i = 0; i < _triangles.size(); i++) { @@ -106,79 +67,15 @@ void TriangleSet::balanceOctree() { _isBalanced = true; - #if WANT_DEBUGGING +#if WANT_DEBUGGING debugDump(); - #endif +#endif } - -// Determine of the given ray (origin/direction) in model space intersects with any triangles -// in the set. If an intersection occurs, the distance and surface normal will be provided. -bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction, - float& distance, BoxFace& face, Triangle& triangle, bool precision, - int& trianglesTouched, bool allowBackface) { - bool intersectedSomething = false; - float bestDistance = FLT_MAX; - - if (precision) { - for (const auto& triangleIndex : _triangleIndices) { - const auto& thisTriangle = _allTriangles[triangleIndex]; - float thisTriangleDistance; - trianglesTouched++; - if (findRayTriangleIntersection(origin, direction, thisTriangle, thisTriangleDistance, allowBackface)) { - if (thisTriangleDistance < bestDistance) { - bestDistance = thisTriangleDistance; - intersectedSomething = true; - triangle = thisTriangle; - } - } - } - } else { - intersectedSomething = true; - bestDistance = distance; - } - - if (intersectedSomething) { - distance = bestDistance; - } - - return intersectedSomething; -} - -bool TriangleSet::TriangleOctreeCell::findParabolaIntersectionInternal(const glm::vec3& origin, const glm::vec3& velocity, - const glm::vec3& acceleration, float& parabolicDistance, - BoxFace& face, Triangle& triangle, bool precision, - int& trianglesTouched, bool allowBackface) { - bool intersectedSomething = false; - float bestDistance = FLT_MAX; - - if (precision) { - for (const auto& triangleIndex : _triangleIndices) { - const auto& thisTriangle = _allTriangles[triangleIndex]; - float thisTriangleDistance; - trianglesTouched++; - if (findParabolaTriangleIntersection(origin, velocity, acceleration, thisTriangle, thisTriangleDistance, allowBackface)) { - if (thisTriangleDistance < bestDistance) { - bestDistance = thisTriangleDistance; - intersectedSomething = true; - triangle = thisTriangle; - } - } - } - } else { - intersectedSomething = true; - bestDistance = parabolicDistance; - } - - if (intersectedSomething) { - parabolicDistance = bestDistance; - } - - return intersectedSomething; -} - -static const int MAX_DEPTH = 4; // for now -static const int MAX_CHILDREN = 8; +// With an octree: 8 ^ MAX_DEPTH = 4096 leaves +//static const int MAX_DEPTH = 4; +// With a k-d tree: 2 ^ MAX_DEPTH = 4096 leaves +static const int MAX_DEPTH = 12; TriangleSet::TriangleOctreeCell::TriangleOctreeCell(std::vector& allTriangles, const AABox& bounds, int depth) : _allTriangles(allTriangles) @@ -190,7 +87,8 @@ void TriangleSet::TriangleOctreeCell::clear() { _population = 0; _triangleIndices.clear(); _bounds.clear(); - _children.clear(); + _children.first.reset(); + _children.second.reset(); } void TriangleSet::TriangleOctreeCell::reset(const AABox& bounds, int depth) { @@ -201,45 +99,76 @@ void TriangleSet::TriangleOctreeCell::reset(const AABox& bounds, int depth) { void TriangleSet::TriangleOctreeCell::debugDump() { qDebug() << __FUNCTION__; - qDebug() << "bounds:" << getBounds(); - qDebug() << "depth:" << _depth; - qDebug() << "population:" << _population << "this level or below" + qDebug() << " bounds:" << getBounds(); + qDebug() << " depth:" << _depth; + qDebug() << " population:" << _population << "this level or below" << " ---- triangleIndices:" << _triangleIndices.size() << "in this cell"; - qDebug() << "child cells:" << _children.size(); + int numChildren = 0; + if (_children.first) { + numChildren++; + } else if (_children.second) { + numChildren++; + } + qDebug() << "child cells:" << numChildren; if (_depth < MAX_DEPTH) { - int childNum = 0; - for (auto& child : _children) { - qDebug() << "child:" << childNum; - child.second.debugDump(); - childNum++; + if (_children.first) { + qDebug() << "child: 0"; + _children.first->debugDump(); + } + if (_children.second) { + qDebug() << "child: 1"; + _children.second->debugDump(); } } } +std::pair TriangleSet::TriangleOctreeCell::getTriangleOctreeCellChildBounds() { + std::pair toReturn; + int axis = 0; + // find biggest axis + glm::vec3 dimensions = _bounds.getDimensions(); + for (int i = 0; i < 3; i++) { + if (dimensions[i] >= dimensions[(i + 1) % 3] && dimensions[i] >= dimensions[(i + 2) % 3]) { + axis = i; + break; + } + } + + // The new boxes are half the size in the largest dimension + glm::vec3 newDimensions = dimensions; + newDimensions[axis] *= 0.5f; + toReturn.first.setBox(_bounds.getCorner(), newDimensions); + glm::vec3 offset = glm::vec3(0.0f); + offset[axis] = newDimensions[axis]; + toReturn.second.setBox(_bounds.getCorner() + offset, newDimensions); + return toReturn; +} + void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) { - const Triangle& triangle = _allTriangles[triangleIndex]; _population++; + // if we're not yet at the max depth, then check which child the triangle fits in if (_depth < MAX_DEPTH) { + const Triangle& triangle = _allTriangles[triangleIndex]; + auto childBounds = getTriangleOctreeCellChildBounds(); - for (int child = 0; child < MAX_CHILDREN; child++) { - AABox childBounds = getBounds().getOctreeChild((AABox::OctreeChild)child); - - + auto insertOperator = [&](const AABox& childBound, std::shared_ptr& child) { // if the child AABox would contain the triangle... - if (childBounds.contains(triangle)) { + if (childBound.contains(triangle)) { // if the child cell doesn't yet exist, create it... - if (_children.find((AABox::OctreeChild)child) == _children.end()) { - _children.insert( - std::pair - ((AABox::OctreeChild)child, TriangleOctreeCell(_allTriangles, childBounds, _depth + 1))); + if (!child) { + child = std::make_shared(_allTriangles, childBound, _depth + 1); } // insert the triangleIndex in the child cell - _children.at((AABox::OctreeChild)child).insert(triangleIndex); - return; + child->insert(triangleIndex); + return true; } + return false; + }; + if (insertOperator(childBounds.first, _children.first) || insertOperator(childBounds.second, _children.second)) { + return; } } // either we're at max depth, or the triangle doesn't fit in one of our @@ -247,6 +176,62 @@ void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) { _triangleIndices.push_back(triangleIndex); } +bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, + BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { + if (!_isBalanced) { + balanceOctree(); + } + + float localDistance = distance; + int trianglesTouched = 0; + bool hit = _triangleOctree.findRayIntersection(origin, direction, localDistance, face, triangle, precision, trianglesTouched, allowBackface); + if (hit) { + distance = localDistance; + } + +#if WANT_DEBUGGING + if (precision) { + qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); + } +#endif + return hit; +} + +// Determine of the given ray (origin/direction) in model space intersects with any triangles +// in the set. If an intersection occurs, the distance and surface normal will be provided. +bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction, + float& distance, BoxFace& face, Triangle& triangle, bool precision, + int& trianglesTouched, bool allowBackface) { + bool intersectedSomething = false; + float bestDistance = FLT_MAX; + Triangle bestTriangle; + + if (precision) { + for (const auto& triangleIndex : _triangleIndices) { + const auto& thisTriangle = _allTriangles[triangleIndex]; + float thisTriangleDistance; + trianglesTouched++; + if (findRayTriangleIntersection(origin, direction, thisTriangle, thisTriangleDistance, allowBackface)) { + if (thisTriangleDistance < bestDistance) { + bestDistance = thisTriangleDistance; + bestTriangle = thisTriangle; + intersectedSomething = true; + } + } + } + } else { + intersectedSomething = true; + bestDistance = distance; + } + + if (intersectedSomething) { + distance = bestDistance; + triangle = bestTriangle; + } + + return intersectedSomething; +} + bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface) { @@ -257,52 +242,81 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origi float bestLocalDistance = FLT_MAX; BoxFace bestLocalFace; Triangle bestLocalTriangle; - glm::vec3 bestLocalNormal; bool intersects = false; - float boxDistance = FLT_MAX; - // if the pick intersects our bounding box, then continue - if (getBounds().findRayIntersection(origin, direction, boxDistance, bestLocalFace, bestLocalNormal)) { - // if the intersection with our bounding box, is greater than the current best distance (the distance passed in) - // then we know that none of our triangles can represent a better intersection and we can return - if (boxDistance > distance) { - return false; - } - - // if we're not yet at the max depth, then check which child the triangle fits in - if (_depth < MAX_DEPTH) { - float bestChildDistance = FLT_MAX; - for (auto& child : _children) { - // check each child, if there's an intersection, it will return some distance that we need - // to compare against the other results, because there might be multiple intersections and - // we will always choose the best (shortest) intersection - float childDistance = bestChildDistance; - BoxFace childFace; - Triangle childTriangle; - if (child.second.findRayIntersection(origin, direction, childDistance, childFace, childTriangle, precision, trianglesTouched)) { - if (childDistance < bestLocalDistance) { - bestLocalDistance = childDistance; - bestChildDistance = childDistance; - bestLocalFace = childFace; - bestLocalTriangle = childTriangle; - intersects = true; - } - } - } - } - // also check our local triangle set - float internalDistance = boxDistance; + // Check our local triangle set first + // The distance passed in here is the distance to our bounding box. If !precision, that distance is used + { + float internalDistance = distance; BoxFace internalFace; Triangle internalTriangle; if (findRayIntersectionInternal(origin, direction, internalDistance, internalFace, internalTriangle, precision, trianglesTouched, allowBackface)) { - if (internalDistance < bestLocalDistance) { - bestLocalDistance = internalDistance; - bestLocalFace = internalFace; - bestLocalTriangle = internalTriangle; - intersects = true; + bestLocalDistance = internalDistance; + bestLocalFace = internalFace; + bestLocalTriangle = internalTriangle; + intersects = true; + } + } + + // if we're not yet at the max depth, then check our children + if (_depth < MAX_DEPTH) { + std::list sortedTriangleCells; + auto sortingOperator = [&](std::shared_ptr& child) { + if (child) { + float priority = FLT_MAX; + if (child->getBounds().contains(origin)) { + priority = 0.0f; + } else { + float childBoundDistance = FLT_MAX; + BoxFace childBoundFace; + glm::vec3 childBoundNormal; + if (child->getBounds().findRayIntersection(origin, direction, childBoundDistance, childBoundFace, childBoundNormal)) { + // We only need to add this cell if it's closer than the local triangle set intersection (if there was one) + if (childBoundDistance < bestLocalDistance) { + priority = childBoundDistance; + } + } + } + + if (priority < FLT_MAX) { + if (sortedTriangleCells.size() > 0 && priority < sortedTriangleCells.front().first) { + sortedTriangleCells.emplace_front(priority, child); + } else { + sortedTriangleCells.emplace_back(priority, child); + } + } + } + }; + sortingOperator(_children.first); + sortingOperator(_children.second); + + for (auto it = sortedTriangleCells.begin(); it != sortedTriangleCells.end(); ++it) { + const SortedTriangleCell& sortedTriangleCell = *it; + float childDistance = sortedTriangleCell.first; + // We can exit once childDistance > bestLocalDistance + if (childDistance > bestLocalDistance) { + break; + } + // If we're inside the child cell and !precision, we need the actual distance to the cell bounds + if (!precision && childDistance < EPSILON) { + BoxFace childBoundFace; + glm::vec3 childBoundNormal; + sortedTriangleCell.second->getBounds().findRayIntersection(origin, direction, childDistance, childBoundFace, childBoundNormal); + } + BoxFace childFace; + Triangle childTriangle; + if (sortedTriangleCell.second->findRayIntersection(origin, direction, childDistance, childFace, childTriangle, precision, trianglesTouched)) { + if (childDistance < bestLocalDistance) { + bestLocalDistance = childDistance; + bestLocalFace = childFace; + bestLocalTriangle = childTriangle; + intersects = true; + break; + } } } } + if (intersects) { distance = bestLocalDistance; face = bestLocalFace; @@ -311,6 +325,61 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origi return intersects; } +bool TriangleSet::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, + float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { + if (!_isBalanced) { + balanceOctree(); + } + + float localDistance = parabolicDistance; + int trianglesTouched = 0; + bool hit = _triangleOctree.findParabolaIntersection(origin, velocity, acceleration, localDistance, face, triangle, precision, trianglesTouched, allowBackface); + if (hit) { + parabolicDistance = localDistance; + } + +#if WANT_DEBUGGING + if (precision) { + qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); + } +#endif + return hit; +} + +bool TriangleSet::TriangleOctreeCell::findParabolaIntersectionInternal(const glm::vec3& origin, const glm::vec3& velocity, + const glm::vec3& acceleration, float& parabolicDistance, + BoxFace& face, Triangle& triangle, bool precision, + int& trianglesTouched, bool allowBackface) { + bool intersectedSomething = false; + float bestDistance = FLT_MAX; + Triangle bestTriangle; + + if (precision) { + for (const auto& triangleIndex : _triangleIndices) { + const auto& thisTriangle = _allTriangles[triangleIndex]; + float thisTriangleDistance; + trianglesTouched++; + if (findParabolaTriangleIntersection(origin, velocity, acceleration, thisTriangle, thisTriangleDistance, allowBackface)) { + if (thisTriangleDistance < bestDistance) { + bestDistance = thisTriangleDistance; + bestTriangle = thisTriangle; + intersectedSomething = true; + } + } + } + } else { + intersectedSomething = true; + bestDistance = parabolicDistance; + } + + if (intersectedSomething) { + parabolicDistance = bestDistance; + triangle = bestTriangle; + } + + return intersectedSomething; +} + bool TriangleSet::TriangleOctreeCell::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, @@ -322,52 +391,81 @@ bool TriangleSet::TriangleOctreeCell::findParabolaIntersection(const glm::vec3& float bestLocalDistance = FLT_MAX; BoxFace bestLocalFace; Triangle bestLocalTriangle; - glm::vec3 bestLocalNormal; bool intersects = false; - float boxDistance = FLT_MAX; - // if the pick intersects our bounding box, then continue - if (getBounds().findParabolaIntersection(origin, velocity, acceleration, boxDistance, bestLocalFace, bestLocalNormal)) { - // if the intersection with our bounding box, is greater than the current best distance (the distance passed in) - // then we know that none of our triangles can represent a better intersection and we can return - if (boxDistance > parabolicDistance) { - return false; - } - - // if we're not yet at the max depth, then check which child the triangle fits in - if (_depth < MAX_DEPTH) { - float bestChildDistance = FLT_MAX; - for (auto& child : _children) { - // check each child, if there's an intersection, it will return some distance that we need - // to compare against the other results, because there might be multiple intersections and - // we will always choose the best (shortest) intersection - float childDistance = bestChildDistance; - BoxFace childFace; - Triangle childTriangle; - if (child.second.findParabolaIntersection(origin, velocity, acceleration, childDistance, childFace, childTriangle, precision, trianglesTouched)) { - if (childDistance < bestLocalDistance) { - bestLocalDistance = childDistance; - bestChildDistance = childDistance; - bestLocalFace = childFace; - bestLocalTriangle = childTriangle; - intersects = true; - } - } - } - } - // also check our local triangle set - float internalDistance = boxDistance; + // Check our local triangle set first + // The distance passed in here is the distance to our bounding box. If !precision, that distance is used + { + float internalDistance = parabolicDistance; BoxFace internalFace; Triangle internalTriangle; if (findParabolaIntersectionInternal(origin, velocity, acceleration, internalDistance, internalFace, internalTriangle, precision, trianglesTouched, allowBackface)) { - if (internalDistance < bestLocalDistance) { - bestLocalDistance = internalDistance; - bestLocalFace = internalFace; - bestLocalTriangle = internalTriangle; - intersects = true; + bestLocalDistance = internalDistance; + bestLocalFace = internalFace; + bestLocalTriangle = internalTriangle; + intersects = true; + } + } + + // if we're not yet at the max depth, then check our children + if (_depth < MAX_DEPTH) { + std::list sortedTriangleCells; + auto sortingOperator = [&](std::shared_ptr& child) { + if (child) { + float priority = FLT_MAX; + if (child->getBounds().contains(origin)) { + priority = 0.0f; + } else { + float childBoundDistance = FLT_MAX; + BoxFace childBoundFace; + glm::vec3 childBoundNormal; + if (child->getBounds().findParabolaIntersection(origin, velocity, acceleration, childBoundDistance, childBoundFace, childBoundNormal)) { + // We only need to add this cell if it's closer than the local triangle set intersection (if there was one) + if (childBoundDistance < bestLocalDistance) { + priority = childBoundDistance; + } + } + } + + if (priority < FLT_MAX) { + if (sortedTriangleCells.size() > 0 && priority < sortedTriangleCells.front().first) { + sortedTriangleCells.emplace_front(priority, child); + } else { + sortedTriangleCells.emplace_back(priority, child); + } + } + } + }; + sortingOperator(_children.first); + sortingOperator(_children.second); + + for (auto it = sortedTriangleCells.begin(); it != sortedTriangleCells.end(); ++it) { + const SortedTriangleCell& sortedTriangleCell = *it; + float childDistance = sortedTriangleCell.first; + // We can exit once childDistance > bestLocalDistance + if (childDistance > bestLocalDistance) { + break; + } + // If we're inside the child cell and !precision, we need the actual distance to the cell bounds + if (!precision && childDistance < EPSILON) { + BoxFace childBoundFace; + glm::vec3 childBoundNormal; + sortedTriangleCell.second->getBounds().findParabolaIntersection(origin, velocity, acceleration, childDistance, childBoundFace, childBoundNormal); + } + BoxFace childFace; + Triangle childTriangle; + if (sortedTriangleCell.second->findParabolaIntersection(origin, velocity, acceleration, childDistance, childFace, childTriangle, precision, trianglesTouched)) { + if (childDistance < bestLocalDistance) { + bestLocalDistance = childDistance; + bestLocalFace = childFace; + bestLocalTriangle = childTriangle; + intersects = true; + break; + } } } } + if (intersects) { parabolicDistance = bestLocalDistance; face = bestLocalFace; diff --git a/libraries/shared/src/TriangleSet.h b/libraries/shared/src/TriangleSet.h index 0b0d0a9ac5..a838e2d9e2 100644 --- a/libraries/shared/src/TriangleSet.h +++ b/libraries/shared/src/TriangleSet.h @@ -12,6 +12,7 @@ #pragma once #include +#include #include "AABox.h" #include "GeometryUtil.h" @@ -20,9 +21,8 @@ class TriangleSet { class TriangleOctreeCell { public: - TriangleOctreeCell(std::vector& allTriangles) : - _allTriangles(allTriangles) - { } + TriangleOctreeCell(std::vector& allTriangles) : _allTriangles(allTriangles) {} + TriangleOctreeCell(std::vector& allTriangles, const AABox& bounds, int depth); void insert(size_t triangleIndex); void reset(const AABox& bounds, int depth = 0); @@ -40,8 +40,6 @@ class TriangleSet { void debugDump(); protected: - TriangleOctreeCell(std::vector& allTriangles, const AABox& bounds, int depth); - // checks our internal list of triangles bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, @@ -50,20 +48,22 @@ class TriangleSet { float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface = false); + std::pair getTriangleOctreeCellChildBounds(); + std::vector& _allTriangles; - std::map _children; - int _depth{ 0 }; - int _population{ 0 }; + std::pair, std::shared_ptr> _children; + int _depth { 0 }; + int _population { 0 }; AABox _bounds; std::vector _triangleIndices; friend class TriangleSet; }; + using SortedTriangleCell = std::pair>; + public: - TriangleSet() : - _triangleOctree(_triangles) - {} + TriangleSet() : _triangleOctree(_triangles) {} void debugDump(); @@ -87,8 +87,7 @@ public: const AABox& getBounds() const { return _bounds; } protected: - - bool _isBalanced{ false }; + bool _isBalanced { false }; std::vector _triangles; TriangleOctreeCell _triangleOctree; AABox _bounds; From c474f38860afef8694d4736016c549dbd6bb3d9e Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Wed, 22 Aug 2018 17:49:02 -0700 Subject: [PATCH 2/7] force coarse picking, sort avatars --- interface/src/Menu.cpp | 6 + interface/src/Menu.h | 1 + interface/src/avatar/AvatarManager.cpp | 174 +++++++++++++++---------- interface/src/avatar/AvatarManager.h | 2 + interface/src/raypick/ParabolaPick.cpp | 7 +- interface/src/raypick/RayPick.cpp | 7 +- libraries/avatars/src/AvatarData.h | 2 +- libraries/pointers/src/Pick.cpp | 4 + libraries/pointers/src/PickManager.h | 11 +- libraries/shared/src/TriangleSet.cpp | 54 ++++---- libraries/shared/src/TriangleSet.h | 18 +-- 11 files changed, 178 insertions(+), 108 deletions(-) diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index fe7083ea30..d4c74127c8 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -46,6 +46,7 @@ #include "InterfaceLogging.h" #include "LocationBookmarks.h" #include "DeferredLightingEffect.h" +#include "PickManager.h" #include "AmbientOcclusionEffect.h" #include "RenderShadowTask.h" @@ -688,6 +689,11 @@ Menu::Menu() { addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowBulletConstraints, 0, false, qApp, SLOT(setShowBulletConstraints(bool))); addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowBulletConstraintLimits, 0, false, qApp, SLOT(setShowBulletConstraintLimits(bool))); + // Developer > Picking >>> + MenuWrapper* pickingOptionsMenu = developerMenu->addMenu("Picking"); + addCheckableActionToQMenuAndActionHash(pickingOptionsMenu, MenuOption::ForceCoarsePicking, 0, false, + DependencyManager::get().data(), SLOT(setForceCoarsePicking(bool))); + // Developer > Display Crash Options addCheckableActionToQMenuAndActionHash(developerMenu, MenuOption::DisplayCrashOptions, 0, true); // Developer > Crash >>> diff --git a/interface/src/Menu.h b/interface/src/Menu.h index c489a3f0b0..4386bec5ae 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -221,6 +221,7 @@ namespace MenuOption { const QString NotificationSounds = "play_notification_sounds"; const QString NotificationSoundsSnapshot = "play_notification_sounds_snapshot"; const QString NotificationSoundsTablet = "play_notification_sounds_tablet"; + const QString ForceCoarsePicking = "Force Coarse Picking"; } #endif // hifi_Menu_h diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index 139f44d58b..6fb35ec1da 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -553,6 +553,14 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic return result; } + // It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to + // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code + // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking + // against the avatar is sort-of right, but you likely wont be able to pick against the arms. + + // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. + + std::vector sortedAvatars; auto avatarHashCopy = getHashCopy(); for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); @@ -561,47 +569,60 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic continue; } - float distance; - BoxFace face; - glm::vec3 surfaceNormal; - - SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); - - // It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to - // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code - // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking - // against the avatar is sort-of right, but you likely wont be able to pick against the arms. - - // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. - + float distance = FLT_MAX; +#if 0 // if we weren't picking against the capsule, we would want to pick against the avatarBounds... - // AABox avatarBounds = avatarModel->getRenderableMeshBound(); - // if (!avatarBounds.findRayIntersection(ray.origin, normDirection, distance, face, surfaceNormal)) { - // // ray doesn't intersect avatar's bounding-box - // continue; - // } - + SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); + AABox avatarBounds = avatarModel->getRenderableMeshBound(); + if (avatarBounds.contains(ray.origin)) { + distance = 0.0f; + } else { + float boundDistance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; + if (avatarBounds.findRayIntersection(ray.origin, ray.direction, boundDistance, face, surfaceNormal)) { + distance = boundDistance; + } + } +#else glm::vec3 start; glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); - bool intersects = findRayCapsuleIntersection(ray.origin, ray.direction, start, end, radius, distance); - if (!intersects) { - // ray doesn't intersect avatar's capsule - continue; + findRayCapsuleIntersection(ray.origin, ray.direction, start, end, radius, distance); +#endif + + if (distance < FLT_MAX) { + sortedAvatars.emplace_back(distance, avatar); + } + } + + if (sortedAvatars.size() > 1) { + static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first > right.first; }; + std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator); + } + + for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) { + const SortedAvatar& sortedAvatar = *it; + // We can exit once avatarCapsuleDistance > bestDistance + if (sortedAvatar.first > result.distance) { + break; } + float distance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; QVariantMap extraInfo; - intersects = avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, ray.direction, - distance, face, surfaceNormal, extraInfo, true); - - if (intersects && (!result.intersects || distance < result.distance)) { - result.intersects = true; - result.avatarID = avatar->getID(); - result.distance = distance; - result.face = face; - result.surfaceNormal = surfaceNormal; - result.extraInfo = extraInfo; + SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel(); + if (avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, ray.direction, distance, face, surfaceNormal, extraInfo, true)) { + if (distance < result.distance) { + result.intersects = true; + result.avatarID = sortedAvatar.second->getID(); + result.distance = distance; + result.face = face; + result.surfaceNormal = surfaceNormal; + result.extraInfo = extraInfo; + } } } @@ -625,6 +646,14 @@ ParabolaToAvatarIntersectionResult AvatarManager::findParabolaIntersectionVector return result; } + // It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to + // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code + // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking + // against the avatar is sort-of right, but you likely wont be able to pick against the arms. + + // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. + + std::vector sortedAvatars; auto avatarHashCopy = getHashCopy(); for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); @@ -633,47 +662,60 @@ ParabolaToAvatarIntersectionResult AvatarManager::findParabolaIntersectionVector continue; } - float parabolicDistance; - BoxFace face; - glm::vec3 surfaceNormal; - - SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); - - // It's better to intersect the parabola against the avatar's actual mesh, but this is currently difficult to - // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code - // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking - // against the avatar is sort-of right, but you likely wont be able to pick against the arms. - - // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. - + float distance = FLT_MAX; +#if 0 // if we weren't picking against the capsule, we would want to pick against the avatarBounds... - // AABox avatarBounds = avatarModel->getRenderableMeshBound(); - // if (!avatarBounds.findParabolaIntersection(pick.origin, pick.velocity, pick.acceleration, parabolicDistance, face, surfaceNormal)) { - // // parabola doesn't intersect avatar's bounding-box - // continue; - // } - + SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); + AABox avatarBounds = avatarModel->getRenderableMeshBound(); + if (avatarBounds.contains(pick.origin)) { + distance = 0.0f; + } else { + float boundDistance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; + if (avatarBounds.findParabolaIntersection(pick.origin, pick.velocity, pick.acceleration, boundDistance, face, surfaceNormal)) { + distance = boundDistance; + } + } +#else glm::vec3 start; glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); - bool intersects = findParabolaCapsuleIntersection(pick.origin, pick.velocity, pick.acceleration, start, end, radius, avatar->getWorldOrientation(), parabolicDistance); - if (!intersects) { - // ray doesn't intersect avatar's capsule - continue; + findParabolaCapsuleIntersection(pick.origin, pick.velocity, pick.acceleration, start, end, radius, avatar->getWorldOrientation(), distance); +#endif + + if (distance < FLT_MAX) { + sortedAvatars.emplace_back(distance, avatar); + } + } + + if (sortedAvatars.size() > 1) { + static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first > right.first; }; + std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator); + } + + for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) { + const SortedAvatar& sortedAvatar = *it; + // We can exit once avatarCapsuleDistance > bestDistance + if (sortedAvatar.first > result.parabolicDistance) { + break; } + float parabolicDistance = FLT_MAX; + BoxFace face; + glm::vec3 surfaceNormal; QVariantMap extraInfo; - intersects = avatarModel->findParabolaIntersectionAgainstSubMeshes(pick.origin, pick.velocity, pick.acceleration, - parabolicDistance, face, surfaceNormal, extraInfo, true); - - if (intersects && (!result.intersects || parabolicDistance < result.parabolicDistance)) { - result.intersects = true; - result.avatarID = avatar->getID(); - result.parabolicDistance = parabolicDistance; - result.face = face; - result.surfaceNormal = surfaceNormal; - result.extraInfo = extraInfo; + SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel(); + if (avatarModel->findParabolaIntersectionAgainstSubMeshes(pick.origin, pick.velocity, pick.acceleration, parabolicDistance, face, surfaceNormal, extraInfo, true)) { + if (parabolicDistance < result.parabolicDistance) { + result.intersects = true; + result.avatarID = sortedAvatar.second->getID(); + result.parabolicDistance = parabolicDistance; + result.face = face; + result.surfaceNormal = surfaceNormal; + result.extraInfo = extraInfo; + } } } diff --git a/interface/src/avatar/AvatarManager.h b/interface/src/avatar/AvatarManager.h index ecf9a2d735..a9c04e8473 100644 --- a/interface/src/avatar/AvatarManager.h +++ b/interface/src/avatar/AvatarManager.h @@ -27,6 +27,8 @@ #include "AvatarMotionState.h" #include "MyAvatar.h" +using SortedAvatar = std::pair>; + /**jsdoc * The AvatarManager API has properties and methods which manage Avatars within the same domain. * diff --git a/interface/src/raypick/ParabolaPick.cpp b/interface/src/raypick/ParabolaPick.cpp index b3e3f16345..f4db1df25a 100644 --- a/interface/src/raypick/ParabolaPick.cpp +++ b/interface/src/raypick/ParabolaPick.cpp @@ -13,11 +13,13 @@ #include "avatar/AvatarManager.h" #include "scripting/HMDScriptingInterface.h" #include "DependencyManager.h" +#include "PickManager.h" PickResultPointer ParabolaPick::getEntityIntersection(const PickParabola& pick) { if (glm::length2(pick.acceleration) > EPSILON && glm::length2(pick.velocity) > EPSILON) { + bool precisionPicking = !(getFilter().doesPickCoarse() || DependencyManager::get()->getForceCoarsePicking()); ParabolaToEntityIntersectionResult entityRes = - DependencyManager::get()->findParabolaIntersectionVector(pick, !getFilter().doesPickCoarse(), + DependencyManager::get()->findParabolaIntersectionVector(pick, precisionPicking, getIncludeItemsAs(), getIgnoreItemsAs(), !getFilter().doesPickInvisible(), !getFilter().doesPickNonCollidable()); if (entityRes.intersects) { return std::make_shared(IntersectionType::ENTITY, entityRes.entityID, entityRes.distance, entityRes.parabolicDistance, entityRes.intersection, pick, entityRes.surfaceNormal, entityRes.extraInfo); @@ -28,8 +30,9 @@ PickResultPointer ParabolaPick::getEntityIntersection(const PickParabola& pick) PickResultPointer ParabolaPick::getOverlayIntersection(const PickParabola& pick) { if (glm::length2(pick.acceleration) > EPSILON && glm::length2(pick.velocity) > EPSILON) { + bool precisionPicking = !(getFilter().doesPickCoarse() || DependencyManager::get()->getForceCoarsePicking()); ParabolaToOverlayIntersectionResult overlayRes = - qApp->getOverlays().findParabolaIntersectionVector(pick, !getFilter().doesPickCoarse(), + qApp->getOverlays().findParabolaIntersectionVector(pick, precisionPicking, getIncludeItemsAs(), getIgnoreItemsAs(), !getFilter().doesPickInvisible(), !getFilter().doesPickNonCollidable()); if (overlayRes.intersects) { return std::make_shared(IntersectionType::OVERLAY, overlayRes.overlayID, overlayRes.distance, overlayRes.parabolicDistance, overlayRes.intersection, pick, overlayRes.surfaceNormal, overlayRes.extraInfo); diff --git a/interface/src/raypick/RayPick.cpp b/interface/src/raypick/RayPick.cpp index 96b41dcc72..fde1da3f87 100644 --- a/interface/src/raypick/RayPick.cpp +++ b/interface/src/raypick/RayPick.cpp @@ -13,10 +13,12 @@ #include "avatar/AvatarManager.h" #include "scripting/HMDScriptingInterface.h" #include "DependencyManager.h" +#include "PickManager.h" PickResultPointer RayPick::getEntityIntersection(const PickRay& pick) { + bool precisionPicking = !(getFilter().doesPickCoarse() || DependencyManager::get()->getForceCoarsePicking()); RayToEntityIntersectionResult entityRes = - DependencyManager::get()->findRayIntersectionVector(pick, !getFilter().doesPickCoarse(), + DependencyManager::get()->findRayIntersectionVector(pick, precisionPicking, getIncludeItemsAs(), getIgnoreItemsAs(), !getFilter().doesPickInvisible(), !getFilter().doesPickNonCollidable()); if (entityRes.intersects) { return std::make_shared(IntersectionType::ENTITY, entityRes.entityID, entityRes.distance, entityRes.intersection, pick, entityRes.surfaceNormal, entityRes.extraInfo); @@ -26,8 +28,9 @@ PickResultPointer RayPick::getEntityIntersection(const PickRay& pick) { } PickResultPointer RayPick::getOverlayIntersection(const PickRay& pick) { + bool precisionPicking = !(getFilter().doesPickCoarse() || DependencyManager::get()->getForceCoarsePicking()); RayToOverlayIntersectionResult overlayRes = - qApp->getOverlays().findRayIntersectionVector(pick, !getFilter().doesPickCoarse(), + qApp->getOverlays().findRayIntersectionVector(pick, precisionPicking, getIncludeItemsAs(), getIgnoreItemsAs(), !getFilter().doesPickInvisible(), !getFilter().doesPickNonCollidable()); if (overlayRes.intersects) { return std::make_shared(IntersectionType::OVERLAY, overlayRes.overlayID, overlayRes.distance, overlayRes.intersection, pick, overlayRes.surfaceNormal, overlayRes.extraInfo); diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 53a2a69119..9d4ba3902d 100644 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -1559,7 +1559,7 @@ class RayToAvatarIntersectionResult { public: bool intersects { false }; QUuid avatarID; - float distance { 0.0f }; + float distance { FLT_MAX }; BoxFace face; glm::vec3 intersection; glm::vec3 surfaceNormal; diff --git a/libraries/pointers/src/Pick.cpp b/libraries/pointers/src/Pick.cpp index 4315409bdb..7ac53a2643 100644 --- a/libraries/pointers/src/Pick.cpp +++ b/libraries/pointers/src/Pick.cpp @@ -72,11 +72,15 @@ PickResultPointer PickQuery::getPrevPickResult() const { void PickQuery::setIgnoreItems(const QVector& ignoreItems) { withWriteLock([&] { _ignoreItems = ignoreItems; + // We sort these items here so the PickCacheOptimizer can catch cases where two picks have the same ignoreItems in a different order + std::sort(_ignoreItems.begin(), _ignoreItems.end(), std::less()); }); } void PickQuery::setIncludeItems(const QVector& includeItems) { withWriteLock([&] { _includeItems = includeItems; + // We sort these items here so the PickCacheOptimizer can catch cases where two picks have the same includeItems in a different order + std::sort(_includeItems.begin(), _includeItems.end(), std::less()); }); } \ No newline at end of file diff --git a/libraries/pointers/src/PickManager.h b/libraries/pointers/src/PickManager.h index 242550d837..595c43e71d 100644 --- a/libraries/pointers/src/PickManager.h +++ b/libraries/pointers/src/PickManager.h @@ -16,7 +16,10 @@ #include -class PickManager : public Dependency, protected ReadWriteLockable { +#include + +class PickManager : public QObject, public Dependency, protected ReadWriteLockable { + Q_OBJECT SINGLETON_DEPENDENCY public: @@ -53,7 +56,13 @@ public: unsigned int getPerFrameTimeBudget() const { return _perFrameTimeBudget; } void setPerFrameTimeBudget(unsigned int numUsecs) { _perFrameTimeBudget = numUsecs; } + bool getForceCoarsePicking() { return _forceCoarsePicking; } + +public slots: + void setForceCoarsePicking(bool forceCoarsePicking) { _forceCoarsePicking = forceCoarsePicking; } + protected: + bool _forceCoarsePicking { false }; std::function _shouldPickHUDOperator; std::function _calculatePos2DFromHUDOperator; diff --git a/libraries/shared/src/TriangleSet.cpp b/libraries/shared/src/TriangleSet.cpp index f3c0ef5776..1dc8c5657a 100644 --- a/libraries/shared/src/TriangleSet.cpp +++ b/libraries/shared/src/TriangleSet.cpp @@ -29,7 +29,7 @@ void TriangleSet::clear() { _bounds.clear(); _isBalanced = false; - _triangleOctree.clear(); + _triangleTree.clear(); } bool TriangleSet::convexHullContains(const glm::vec3& point) const { @@ -53,16 +53,16 @@ void TriangleSet::debugDump() { qDebug() << __FUNCTION__; qDebug() << "bounds:" << getBounds(); qDebug() << "triangles:" << size() << "at top level...."; - qDebug() << "----- _triangleOctree -----"; - _triangleOctree.debugDump(); + qDebug() << "----- _triangleTree -----"; + _triangleTree.debugDump(); } -void TriangleSet::balanceOctree() { - _triangleOctree.reset(_bounds); +void TriangleSet::balanceTree() { + _triangleTree.reset(_bounds); // insert all the triangles for (size_t i = 0; i < _triangles.size(); i++) { - _triangleOctree.insert(i); + _triangleTree.insert(i); } _isBalanced = true; @@ -77,13 +77,13 @@ void TriangleSet::balanceOctree() { // With a k-d tree: 2 ^ MAX_DEPTH = 4096 leaves static const int MAX_DEPTH = 12; -TriangleSet::TriangleOctreeCell::TriangleOctreeCell(std::vector& allTriangles, const AABox& bounds, int depth) : +TriangleSet::TriangleTreeCell::TriangleTreeCell(std::vector& allTriangles, const AABox& bounds, int depth) : _allTriangles(allTriangles) { reset(bounds, depth); } -void TriangleSet::TriangleOctreeCell::clear() { +void TriangleSet::TriangleTreeCell::clear() { _population = 0; _triangleIndices.clear(); _bounds.clear(); @@ -91,13 +91,13 @@ void TriangleSet::TriangleOctreeCell::clear() { _children.second.reset(); } -void TriangleSet::TriangleOctreeCell::reset(const AABox& bounds, int depth) { +void TriangleSet::TriangleTreeCell::reset(const AABox& bounds, int depth) { clear(); _bounds = bounds; _depth = depth; } -void TriangleSet::TriangleOctreeCell::debugDump() { +void TriangleSet::TriangleTreeCell::debugDump() { qDebug() << __FUNCTION__; qDebug() << " bounds:" << getBounds(); qDebug() << " depth:" << _depth; @@ -123,7 +123,7 @@ void TriangleSet::TriangleOctreeCell::debugDump() { } } -std::pair TriangleSet::TriangleOctreeCell::getTriangleOctreeCellChildBounds() { +std::pair TriangleSet::TriangleTreeCell::getTriangleTreeCellChildBounds() { std::pair toReturn; int axis = 0; // find biggest axis @@ -145,20 +145,20 @@ std::pair TriangleSet::TriangleOctreeCell::getTriangleOctreeCellCh return toReturn; } -void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) { +void TriangleSet::TriangleTreeCell::insert(size_t triangleIndex) { _population++; // if we're not yet at the max depth, then check which child the triangle fits in if (_depth < MAX_DEPTH) { const Triangle& triangle = _allTriangles[triangleIndex]; - auto childBounds = getTriangleOctreeCellChildBounds(); + auto childBounds = getTriangleTreeCellChildBounds(); - auto insertOperator = [&](const AABox& childBound, std::shared_ptr& child) { + auto insertOperator = [&](const AABox& childBound, std::shared_ptr& child) { // if the child AABox would contain the triangle... if (childBound.contains(triangle)) { // if the child cell doesn't yet exist, create it... if (!child) { - child = std::make_shared(_allTriangles, childBound, _depth + 1); + child = std::make_shared(_allTriangles, childBound, _depth + 1); } // insert the triangleIndex in the child cell @@ -179,19 +179,19 @@ void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) { bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { if (!_isBalanced) { - balanceOctree(); + balanceTree(); } float localDistance = distance; int trianglesTouched = 0; - bool hit = _triangleOctree.findRayIntersection(origin, direction, localDistance, face, triangle, precision, trianglesTouched, allowBackface); + bool hit = _triangleTree.findRayIntersection(origin, direction, localDistance, face, triangle, precision, trianglesTouched, allowBackface); if (hit) { distance = localDistance; } #if WANT_DEBUGGING if (precision) { - qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); + qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleTree._population << "_triangles.size:" << _triangles.size(); } #endif return hit; @@ -199,7 +199,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& // Determine of the given ray (origin/direction) in model space intersects with any triangles // in the set. If an intersection occurs, the distance and surface normal will be provided. -bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction, +bool TriangleSet::TriangleTreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface) { bool intersectedSomething = false; @@ -232,7 +232,7 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec return intersectedSomething; } -bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, +bool TriangleSet::TriangleTreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface) { if (_population < 1) { @@ -261,7 +261,7 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origi // if we're not yet at the max depth, then check our children if (_depth < MAX_DEPTH) { std::list sortedTriangleCells; - auto sortingOperator = [&](std::shared_ptr& child) { + auto sortingOperator = [&](std::shared_ptr& child) { if (child) { float priority = FLT_MAX; if (child->getBounds().contains(origin)) { @@ -328,25 +328,25 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origi bool TriangleSet::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { if (!_isBalanced) { - balanceOctree(); + balanceTree(); } float localDistance = parabolicDistance; int trianglesTouched = 0; - bool hit = _triangleOctree.findParabolaIntersection(origin, velocity, acceleration, localDistance, face, triangle, precision, trianglesTouched, allowBackface); + bool hit = _triangleTree.findParabolaIntersection(origin, velocity, acceleration, localDistance, face, triangle, precision, trianglesTouched, allowBackface); if (hit) { parabolicDistance = localDistance; } #if WANT_DEBUGGING if (precision) { - qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size(); + qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleTree._population << "_triangles.size:" << _triangles.size(); } #endif return hit; } -bool TriangleSet::TriangleOctreeCell::findParabolaIntersectionInternal(const glm::vec3& origin, const glm::vec3& velocity, +bool TriangleSet::TriangleTreeCell::findParabolaIntersectionInternal(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface) { @@ -380,7 +380,7 @@ bool TriangleSet::TriangleOctreeCell::findParabolaIntersectionInternal(const glm return intersectedSomething; } -bool TriangleSet::TriangleOctreeCell::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, +bool TriangleSet::TriangleTreeCell::findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface) { @@ -410,7 +410,7 @@ bool TriangleSet::TriangleOctreeCell::findParabolaIntersection(const glm::vec3& // if we're not yet at the max depth, then check our children if (_depth < MAX_DEPTH) { std::list sortedTriangleCells; - auto sortingOperator = [&](std::shared_ptr& child) { + auto sortingOperator = [&](std::shared_ptr& child) { if (child) { float priority = FLT_MAX; if (child->getBounds().contains(origin)) { diff --git a/libraries/shared/src/TriangleSet.h b/libraries/shared/src/TriangleSet.h index a838e2d9e2..84e362f0d0 100644 --- a/libraries/shared/src/TriangleSet.h +++ b/libraries/shared/src/TriangleSet.h @@ -19,10 +19,10 @@ class TriangleSet { - class TriangleOctreeCell { + class TriangleTreeCell { public: - TriangleOctreeCell(std::vector& allTriangles) : _allTriangles(allTriangles) {} - TriangleOctreeCell(std::vector& allTriangles, const AABox& bounds, int depth); + TriangleTreeCell(std::vector& allTriangles) : _allTriangles(allTriangles) {} + TriangleTreeCell(std::vector& allTriangles, const AABox& bounds, int depth); void insert(size_t triangleIndex); void reset(const AABox& bounds, int depth = 0); @@ -48,10 +48,10 @@ class TriangleSet { float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface = false); - std::pair getTriangleOctreeCellChildBounds(); + std::pair getTriangleTreeCellChildBounds(); std::vector& _allTriangles; - std::pair, std::shared_ptr> _children; + std::pair, std::shared_ptr> _children; int _depth { 0 }; int _population { 0 }; AABox _bounds; @@ -60,10 +60,10 @@ class TriangleSet { friend class TriangleSet; }; - using SortedTriangleCell = std::pair>; + using SortedTriangleCell = std::pair>; public: - TriangleSet() : _triangleOctree(_triangles) {} + TriangleSet() : _triangleTree(_triangles) {} void debugDump(); @@ -74,7 +74,7 @@ public: bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface = false); - void balanceOctree(); + void balanceTree(); void reserve(size_t size) { _triangles.reserve(size); } // reserve space in the datastructure for size number of triangles size_t size() const { return _triangles.size(); } @@ -89,6 +89,6 @@ public: protected: bool _isBalanced { false }; std::vector _triangles; - TriangleOctreeCell _triangleOctree; + TriangleTreeCell _triangleTree; AABox _bounds; }; From b5b71676448c1805321831e6c363076d1a4c0f94 Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Thu, 23 Aug 2018 17:47:25 -0700 Subject: [PATCH 3/7] add to stats --- interface/resources/qml/Stats.qml | 16 ++++ interface/src/ui/Stats.cpp | 17 ++++- interface/src/ui/Stats.h | 75 ++++++++++++++++++- .../src/RenderablePolyVoxEntityItem.cpp | 1 - libraries/entities/src/EntityTreeElement.cpp | 6 -- libraries/pointers/src/PickCacheOptimizer.h | 10 ++- libraries/pointers/src/PickManager.cpp | 14 ++-- libraries/pointers/src/PickManager.h | 6 ++ libraries/render-utils/src/Model.cpp | 12 +-- 9 files changed, 134 insertions(+), 23 deletions(-) diff --git a/interface/resources/qml/Stats.qml b/interface/resources/qml/Stats.qml index 2e6e909312..8b277d4c20 100644 --- a/interface/resources/qml/Stats.qml +++ b/interface/resources/qml/Stats.qml @@ -116,6 +116,22 @@ Item { visible: root.expanded text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount } + StatText { + visible: root.expanded + text: "Total picks:\n " + + root.stylusPicksCount + " styluses\n " + + root.rayPicksCount + " rays\n " + + root.parabolaPicksCount + " parabolas\n " + + root.collisionPicksCount + " colliders" + } + StatText { + visible: root.expanded + text: "Intersection calls: Entities/Overlays/Avatars/HUD\n " + + root.stylusPicksUpdated.x + "/" + root.stylusPicksUpdated.y + "/" + root.stylusPicksUpdated.z + "/" + root.stylusPicksUpdated.w + "\n " + + root.rayPicksUpdated.x + "/" + root.rayPicksUpdated.y + "/" + root.rayPicksUpdated.z + "/" + root.rayPicksUpdated.w + "\n " + + root.parabolaPicksUpdated.x + "/" + root.parabolaPicksUpdated.y + "/" + root.parabolaPicksUpdated.z + "/" + root.parabolaPicksUpdated.w + "\n " + + root.collisionPicksUpdated.x + "/" + root.collisionPicksUpdated.y + "/" + root.collisionPicksUpdated.z + "/" + root.collisionPicksUpdated.w + } } } diff --git a/interface/src/ui/Stats.cpp b/interface/src/ui/Stats.cpp index ce1cd51de1..16e2bb955f 100644 --- a/interface/src/ui/Stats.cpp +++ b/interface/src/ui/Stats.cpp @@ -26,6 +26,7 @@ #include #include #include +#include #include @@ -146,6 +147,20 @@ void Stats::updateStats(bool force) { } STAT_UPDATE(gameLoopRate, (int)qApp->getGameLoopRate()); + auto pickManager = DependencyManager::get(); + if (pickManager && (_expanded || force)) { + std::vector totalPicks = pickManager->getTotalPickCounts(); + STAT_UPDATE(stylusPicksCount, totalPicks[PickQuery::Stylus]); + STAT_UPDATE(rayPicksCount, totalPicks[PickQuery::Ray]); + STAT_UPDATE(parabolaPicksCount, totalPicks[PickQuery::Parabola]); + STAT_UPDATE(collisionPicksCount, totalPicks[PickQuery::Collision]); + std::vector updatedPicks = pickManager->getUpdatedPickCounts(); + STAT_UPDATE(stylusPicksUpdated, updatedPicks[PickQuery::Stylus]); + STAT_UPDATE(rayPicksUpdated, updatedPicks[PickQuery::Ray]); + STAT_UPDATE(parabolaPicksUpdated, updatedPicks[PickQuery::Parabola]); + STAT_UPDATE(collisionPicksUpdated, updatedPicks[PickQuery::Collision]); + } + auto bandwidthRecorder = DependencyManager::get(); STAT_UPDATE(packetInCount, (int)bandwidthRecorder->getCachedTotalAverageInputPacketsPerSecond()); STAT_UPDATE(packetOutCount, (int)bandwidthRecorder->getCachedTotalAverageOutputPacketsPerSecond()); @@ -285,7 +300,7 @@ void Stats::updateStats(bool force) { // downloads << (int)(resource->getProgress() * 100.0f) << "% "; //} //downloads << "(" << << " pending)"; - } // expanded avatar column + } // Fourth column, octree stats int serverCount = 0; diff --git a/interface/src/ui/Stats.h b/interface/src/ui/Stats.h index cf624b54c3..7845a540de 100644 --- a/interface/src/ui/Stats.h +++ b/interface/src/ui/Stats.h @@ -22,7 +22,6 @@ public: \ private: \ type _##name{ initialValue }; - /**jsdoc * @namespace Stats * @@ -168,6 +167,15 @@ private: \ * @property {number} implicitHeight * * @property {object} layer - Read-only. + + * @property {number} stylusPicksCount - Read-only. + * @property {number} rayPicksCount - Read-only. + * @property {number} parabolaPicksCount - Read-only. + * @property {number} collisionPicksCount - Read-only. + * @property {Vec4} stylusPicksUpdated - Read-only. + * @property {Vec4} rayPicksUpdated - Read-only. + * @property {Vec4} parabolaPicksUpdated - Read-only. + * @property {Vec4} collisionPicksUpdated - Read-only. */ // Properties from x onwards are QQuickItem properties. @@ -285,6 +293,15 @@ class Stats : public QQuickItem { STATS_PROPERTY(float, avatarSimulationTime, 0) Q_PROPERTY(QStringList animStackNames READ animStackNames NOTIFY animStackNamesChanged) + STATS_PROPERTY(int, stylusPicksCount, 0) + STATS_PROPERTY(int, rayPicksCount, 0) + STATS_PROPERTY(int, parabolaPicksCount, 0) + STATS_PROPERTY(int, collisionPicksCount, 0) + STATS_PROPERTY(QVector4D, stylusPicksUpdated, QVector4D(0, 0, 0, 0)) + STATS_PROPERTY(QVector4D, rayPicksUpdated, QVector4D(0, 0, 0, 0)) + STATS_PROPERTY(QVector4D, parabolaPicksUpdated, QVector4D(0, 0, 0, 0)) + STATS_PROPERTY(QVector4D, collisionPicksUpdated, QVector4D(0, 0, 0, 0)) + public: static Stats* getInstance(); @@ -1245,6 +1262,62 @@ signals: * @function Stats.update */ + /**jsdoc + * Triggered when the value of the stylusPicksCount property changes. + * @function Stats.stylusPicksCountChanged + * @returns {Signal} + */ + void stylusPicksCountChanged(); + + /**jsdoc + * Triggered when the value of the rayPicksCount property changes. + * @function Stats.rayPicksCountChanged + * @returns {Signal} + */ + void rayPicksCountChanged(); + + /**jsdoc + * Triggered when the value of the parabolaPicksCount property changes. + * @function Stats.parabolaPicksCountChanged + * @returns {Signal} + */ + void parabolaPicksCountChanged(); + + /**jsdoc + * Triggered when the value of the collisionPicksCount property changes. + * @function Stats.collisionPicksCountChanged + * @returns {Signal} + */ + void collisionPicksCountChanged(); + + /**jsdoc + * Triggered when the value of the stylusPicksUpdated property changes. + * @function Stats.stylusPicksUpdatedChanged + * @returns {Signal} + */ + void stylusPicksUpdatedChanged(); + + /**jsdoc + * Triggered when the value of the rayPicksUpdated property changes. + * @function Stats.rayPicksUpdatedChanged + * @returns {Signal} + */ + void rayPicksUpdatedChanged(); + + /**jsdoc + * Triggered when the value of the parabolaPicksUpdated property changes. + * @function Stats.parabolaPicksUpdatedChanged + * @returns {Signal} + */ + void parabolaPicksUpdatedChanged(); + + /**jsdoc + * Triggered when the value of the collisionPicksUpdated property changes. + * @function Stats.collisionPicksUpdatedChanged + * @returns {Signal} + */ + void collisionPicksUpdatedChanged(); + private: int _recentMaxPackets{ 0 } ; // recent max incoming voxel packets to process bool _resetRecentMaxPacketsSoon{ true }; diff --git a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp index 63f27dd170..af8d4fac86 100644 --- a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp @@ -571,7 +571,6 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o } glm::mat4 wtvMatrix = worldToVoxelMatrix(); - glm::mat4 vtwMatrix = voxelToWorldMatrix(); glm::vec3 normDirection = glm::normalize(direction); // the PolyVox ray intersection code requires a near and far point. diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index e8e11c0ee1..b7288755a6 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -145,7 +145,6 @@ EntityItemID EntityTreeElement::findRayIntersection(const glm::vec3& origin, con bool visibleOnly, bool collidableOnly, QVariantMap& extraInfo, bool precisionPicking) { EntityItemID result; - float distanceToElementCube = FLT_MAX; BoxFace localFace; glm::vec3 localSurfaceNormal; @@ -153,8 +152,6 @@ EntityItemID EntityTreeElement::findRayIntersection(const glm::vec3& origin, con return result; } - // if the distance to the element cube is not less than the current best distance, then it's not possible - // for any details inside the cube to be closer so we don't need to consider them. QVariantMap localExtraInfo; float distanceToElementDetails = distance; EntityItemID entityID = findDetailedRayIntersection(origin, direction, element, distanceToElementDetails, @@ -285,7 +282,6 @@ EntityItemID EntityTreeElement::findParabolaIntersection(const glm::vec3& origin QVariantMap& extraInfo, bool precisionPicking) { EntityItemID result; - float distanceToElementCube = std::numeric_limits::max(); BoxFace localFace; glm::vec3 localSurfaceNormal; @@ -293,8 +289,6 @@ EntityItemID EntityTreeElement::findParabolaIntersection(const glm::vec3& origin return result; } - // if the distance to the element cube is not less than the current best distance, then it's not possible - // for any details inside the cube to be closer so we don't need to consider them. QVariantMap localExtraInfo; float distanceToElementDetails = parabolicDistance; // We can precompute the world-space parabola normal and reuse it for the parabola plane intersects AABox sphere check diff --git a/libraries/pointers/src/PickCacheOptimizer.h b/libraries/pointers/src/PickCacheOptimizer.h index 49a039935c..7a52cfc410 100644 --- a/libraries/pointers/src/PickCacheOptimizer.h +++ b/libraries/pointers/src/PickCacheOptimizer.h @@ -37,7 +37,7 @@ template class PickCacheOptimizer { public: - void update(std::unordered_map>& picks, uint32_t& nextToUpdate, uint64_t expiry, bool shouldPickHUD); + QVector4D update(std::unordered_map>& picks, uint32_t& nextToUpdate, uint64_t expiry, bool shouldPickHUD); protected: typedef std::unordered_map> PickCache; @@ -67,8 +67,9 @@ void PickCacheOptimizer::cacheResult(const bool intersects, const PickResultP } template -void PickCacheOptimizer::update(std::unordered_map>& picks, +QVector4D PickCacheOptimizer::update(std::unordered_map>& picks, uint32_t& nextToUpdate, uint64_t expiry, bool shouldPickHUD) { + QVector4D numIntersectionsComputed; PickCache results; const uint32_t INVALID_PICK_ID = 0; auto itr = picks.begin(); @@ -91,6 +92,7 @@ void PickCacheOptimizer::update(std::unordered_mapgetFilter().getEntityFlags(), pick->getIncludeItems(), pick->getIgnoreItems() }; if (!checkAndCompareCachedResults(mathematicalPick, results, res, entityKey)) { PickResultPointer entityRes = pick->getEntityIntersection(mathematicalPick); + numIntersectionsComputed[0]++; if (entityRes) { cacheResult(entityRes->doesIntersect(), entityRes, entityKey, res, mathematicalPick, results, pick); } @@ -101,6 +103,7 @@ void PickCacheOptimizer::update(std::unordered_mapgetFilter().getOverlayFlags(), pick->getIncludeItems(), pick->getIgnoreItems() }; if (!checkAndCompareCachedResults(mathematicalPick, results, res, overlayKey)) { PickResultPointer overlayRes = pick->getOverlayIntersection(mathematicalPick); + numIntersectionsComputed[1]++; if (overlayRes) { cacheResult(overlayRes->doesIntersect(), overlayRes, overlayKey, res, mathematicalPick, results, pick); } @@ -111,6 +114,7 @@ void PickCacheOptimizer::update(std::unordered_mapgetFilter().getAvatarFlags(), pick->getIncludeItems(), pick->getIgnoreItems() }; if (!checkAndCompareCachedResults(mathematicalPick, results, res, avatarKey)) { PickResultPointer avatarRes = pick->getAvatarIntersection(mathematicalPick); + numIntersectionsComputed[2]++; if (avatarRes) { cacheResult(avatarRes->doesIntersect(), avatarRes, avatarKey, res, mathematicalPick, results, pick); } @@ -122,6 +126,7 @@ void PickCacheOptimizer::update(std::unordered_mapgetFilter().getHUDFlags(), QVector(), QVector() }; if (!checkAndCompareCachedResults(mathematicalPick, results, res, hudKey)) { PickResultPointer hudRes = pick->getHUDIntersection(mathematicalPick); + numIntersectionsComputed[3]++; if (hudRes) { cacheResult(true, hudRes, hudKey, res, mathematicalPick, results, pick); } @@ -145,6 +150,7 @@ void PickCacheOptimizer::update(std::unordered_mapsecond].erase(uid); _typeMap.erase(uid); + _totalPickCounts[type->second]--; } }); } @@ -96,12 +98,12 @@ void PickManager::update() { }); bool shouldPickHUD = _shouldPickHUDOperator(); - // we pass the same expiry to both updates, but the stylus updates are relatively cheap - // and the rayPicks updae will ALWAYS update at least one ray even when there is no budget - _stylusPickCacheOptimizer.update(cachedPicks[PickQuery::Stylus], _nextPickToUpdate[PickQuery::Stylus], expiry, false); - _rayPickCacheOptimizer.update(cachedPicks[PickQuery::Ray], _nextPickToUpdate[PickQuery::Ray], expiry, shouldPickHUD); - _parabolaPickCacheOptimizer.update(cachedPicks[PickQuery::Parabola], _nextPickToUpdate[PickQuery::Parabola], expiry, shouldPickHUD); - _collisionPickCacheOptimizer.update(cachedPicks[PickQuery::Collision], _nextPickToUpdate[PickQuery::Collision], expiry, false); + // FIXME: give each type its own expiry + // Each type will update at least one pick, regardless of the expiry + _updatedPickCounts[PickQuery::Stylus] = _stylusPickCacheOptimizer.update(cachedPicks[PickQuery::Stylus], _nextPickToUpdate[PickQuery::Stylus], expiry, false); + _updatedPickCounts[PickQuery::Ray] = _rayPickCacheOptimizer.update(cachedPicks[PickQuery::Ray], _nextPickToUpdate[PickQuery::Ray], expiry, shouldPickHUD); + _updatedPickCounts[PickQuery::Parabola] = _parabolaPickCacheOptimizer.update(cachedPicks[PickQuery::Parabola], _nextPickToUpdate[PickQuery::Parabola], expiry, shouldPickHUD); + _updatedPickCounts[PickQuery::Collision] = _collisionPickCacheOptimizer.update(cachedPicks[PickQuery::Collision], _nextPickToUpdate[PickQuery::Collision], expiry, false); } bool PickManager::isLeftHand(unsigned int uid) { diff --git a/libraries/pointers/src/PickManager.h b/libraries/pointers/src/PickManager.h index 595c43e71d..e8d32771e0 100644 --- a/libraries/pointers/src/PickManager.h +++ b/libraries/pointers/src/PickManager.h @@ -58,10 +58,16 @@ public: bool getForceCoarsePicking() { return _forceCoarsePicking; } + const std::vector& getUpdatedPickCounts() { return _updatedPickCounts; } + const std::vector& getTotalPickCounts() { return _totalPickCounts; } + public slots: void setForceCoarsePicking(bool forceCoarsePicking) { _forceCoarsePicking = forceCoarsePicking; } protected: + std::vector _updatedPickCounts { PickQuery::NUM_PICK_TYPES }; + std::vector _totalPickCounts { 0, 0, 0, 0 }; + bool _forceCoarsePicking { false }; std::function _shouldPickHUDOperator; std::function _calculatePos2DFromHUDOperator; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 22bc6b6ca7..ae3ee6e9a2 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -385,9 +385,9 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g Triangle bestWorldTriangle; glm::vec3 bestWorldIntersectionPoint; glm::vec3 bestMeshIntersectionPoint; - int bestPartIndex; - int bestShapeID; - int bestSubMeshIndex; + int bestPartIndex = 0; + int bestShapeID = 0; + int bestSubMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); if (!_triangleSetsValid) { @@ -527,9 +527,9 @@ bool Model::findParabolaIntersectionAgainstSubMeshes(const glm::vec3& origin, co Triangle bestWorldTriangle; glm::vec3 bestWorldIntersectionPoint; glm::vec3 bestMeshIntersectionPoint; - int bestPartIndex; - int bestShapeID; - int bestSubMeshIndex; + int bestPartIndex = 0; + int bestShapeID = 0; + int bestSubMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); if (!_triangleSetsValid) { From 1c0c17cecbb879901301feaaa73b0868a5f1335e Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Fri, 24 Aug 2018 11:20:10 -0700 Subject: [PATCH 4/7] faster triangle intersection --- libraries/shared/src/GeometryUtil.cpp | 38 +++++++++++++++++---------- 1 file changed, 24 insertions(+), 14 deletions(-) diff --git a/libraries/shared/src/GeometryUtil.cpp b/libraries/shared/src/GeometryUtil.cpp index a93c2ec9f3..c69b05db53 100644 --- a/libraries/shared/src/GeometryUtil.cpp +++ b/libraries/shared/src/GeometryUtil.cpp @@ -392,24 +392,34 @@ Triangle Triangle::operator*(const glm::mat4& transform) const { }; } +// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance, bool allowBackface) { - glm::vec3 firstSide = v0 - v1; - glm::vec3 secondSide = v2 - v1; - glm::vec3 normal = glm::cross(secondSide, firstSide); - float dividend = glm::dot(normal, v1) - glm::dot(origin, normal); - if (!allowBackface && dividend > 0.0f) { - return false; // origin below plane - } - float divisor = glm::dot(normal, direction); - if (divisor >= 0.0f) { + glm::vec3 firstSide = v1 - v0; + glm::vec3 secondSide = v2 - v0; + glm::vec3 P = glm::cross(direction, secondSide); + float det = glm::dot(firstSide, P); + if (!allowBackface && det < EPSILON) { + return false; + } else if (fabsf(det) < EPSILON) { return false; } - float t = dividend / divisor; - glm::vec3 point = origin + direction * t; - if (glm::dot(normal, glm::cross(point - v1, firstSide)) > 0.0f && - glm::dot(normal, glm::cross(secondSide, point - v1)) > 0.0f && - glm::dot(normal, glm::cross(point - v0, v2 - v0)) > 0.0f) { + + float invDet = 1.0f / det; + glm::vec3 T = origin - v0; + float u = glm::dot(T, P) * invDet; + if (u < 0.0f || u > 1.0f) { + return false; + } + + glm::vec3 Q = glm::cross(T, firstSide); + float v = glm::dot(direction, Q) * invDet; + if (v < 0.0f || u + v > 1.0f) { + return false; + } + + float t = glm::dot(secondSide, Q) * invDet; + if (t > EPSILON) { distance = t; return true; } From aae06e8f49d2c0ecf33ccd8eb343992cb5d6379f Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Mon, 27 Aug 2018 15:40:33 -0700 Subject: [PATCH 5/7] faster aabox ray intersection and pre-computed inverse direction --- .../ui/overlays/ContextOverlayInterface.cpp | 2 +- interface/src/ui/overlays/Volume3DOverlay.cpp | 2 +- .../src/RenderablePolyVoxEntityItem.cpp | 4 +- libraries/entities/src/EntityTree.cpp | 5 +- libraries/entities/src/EntityTreeElement.cpp | 2 +- libraries/render-utils/src/Model.cpp | 9 +- libraries/render-utils/src/PickItemsJob.cpp | 3 +- libraries/shared/src/AABox.cpp | 6 +- libraries/shared/src/AABox.h | 2 +- libraries/shared/src/AACube.cpp | 6 +- libraries/shared/src/AACube.h | 6 +- libraries/shared/src/GeometryUtil.cpp | 89 +++++++------------ libraries/shared/src/GeometryUtil.h | 4 +- libraries/shared/src/TriangleSet.cpp | 16 ++-- libraries/shared/src/TriangleSet.h | 4 +- 15 files changed, 69 insertions(+), 91 deletions(-) diff --git a/interface/src/ui/overlays/ContextOverlayInterface.cpp b/interface/src/ui/overlays/ContextOverlayInterface.cpp index 789b1f9969..ba9a1f9fc9 100644 --- a/interface/src/ui/overlays/ContextOverlayInterface.cpp +++ b/interface/src/ui/overlays/ContextOverlayInterface.cpp @@ -180,7 +180,7 @@ bool ContextOverlayInterface::createOrDestroyContextOverlay(const EntityItemID& float distance; BoxFace face; glm::vec3 normal; - boundingBox.findRayIntersection(cameraPosition, direction, distance, face, normal); + boundingBox.findRayIntersection(cameraPosition, direction, 1.0f / direction, distance, face, normal); float offsetAngle = -CONTEXT_OVERLAY_OFFSET_ANGLE; if (event.getID() == 1) { // "1" is left hand offsetAngle *= -1.0f; diff --git a/interface/src/ui/overlays/Volume3DOverlay.cpp b/interface/src/ui/overlays/Volume3DOverlay.cpp index c87650a77b..a307d445c0 100644 --- a/interface/src/ui/overlays/Volume3DOverlay.cpp +++ b/interface/src/ui/overlays/Volume3DOverlay.cpp @@ -88,7 +88,7 @@ bool Volume3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::ve // we can use the AABox's ray intersection by mapping our origin and direction into the overlays frame // and testing intersection there. - bool hit = _localBoundingBox.findRayIntersection(overlayFrameOrigin, overlayFrameDirection, distance, face, surfaceNormal); + bool hit = _localBoundingBox.findRayIntersection(overlayFrameOrigin, overlayFrameDirection, 1.0f / overlayFrameDirection, distance, face, surfaceNormal); if (hit) { surfaceNormal = transform.getRotation() * surfaceNormal; diff --git a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp index af8d4fac86..2da5c30dc0 100644 --- a/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderablePolyVoxEntityItem.cpp @@ -596,8 +596,8 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o voxelBox += result3 - Vectors::HALF; voxelBox += result3 + Vectors::HALF; - glm::vec4 directionInVoxel = wtvMatrix * glm::vec4(direction, 0.0f); - return voxelBox.findRayIntersection(glm::vec3(originInVoxel), glm::vec3(directionInVoxel), + glm::vec3 directionInVoxel = vec3(wtvMatrix * glm::vec4(direction, 0.0f)); + return voxelBox.findRayIntersection(glm::vec3(originInVoxel), directionInVoxel, 1.0f / directionInVoxel, distance, face, surfaceNormal); } diff --git a/libraries/entities/src/EntityTree.cpp b/libraries/entities/src/EntityTree.cpp index 1cf6e45d5b..a7c88ddc7d 100644 --- a/libraries/entities/src/EntityTree.cpp +++ b/libraries/entities/src/EntityTree.cpp @@ -48,6 +48,7 @@ public: // Inputs glm::vec3 origin; glm::vec3 direction; + glm::vec3 invDirection; const QVector& entityIdsToInclude; const QVector& entityIdsToDiscard; bool visibleOnly; @@ -847,7 +848,7 @@ float findRayIntersectionSortingOp(const OctreeElementPointer& element, void* ex float boundDistance = FLT_MAX; BoxFace face; glm::vec3 surfaceNormal; - if (entityTreeElementPointer->getAACube().findRayIntersection(args->origin, args->direction, boundDistance, face, surfaceNormal)) { + if (entityTreeElementPointer->getAACube().findRayIntersection(args->origin, args->direction, args->invDirection, boundDistance, face, surfaceNormal)) { // Don't add this cell if it's already farther than our best distance so far if (boundDistance < args->distance) { distance = boundDistance; @@ -863,7 +864,7 @@ EntityItemID EntityTree::findRayIntersection(const glm::vec3& origin, const glm: OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo, Octree::lockType lockType, bool* accurateResult) { - RayArgs args = { origin, direction, entityIdsToInclude, entityIdsToDiscard, + RayArgs args = { origin, direction, 1.0f / direction, entityIdsToInclude, entityIdsToDiscard, visibleOnly, collidableOnly, precisionPicking, element, distance, face, surfaceNormal, extraInfo, EntityItemID() }; distance = FLT_MAX; diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index b7288755a6..efe5dafccf 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -215,7 +215,7 @@ EntityItemID EntityTreeElement::findDetailedRayIntersection(const glm::vec3& ori float localDistance; BoxFace localFace; glm::vec3 localSurfaceNormal; - if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance, + if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, 1.0f / entityFrameDirection, localDistance, localFace, localSurfaceNormal)) { if (entityFrameBox.contains(entityFrameOrigin) || localDistance < distance) { // now ask the entity if we actually intersect diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index ae3ee6e9a2..18ee05ddd4 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -376,7 +376,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g // we can use the AABox's intersection by mapping our origin and direction into the model frame // and testing intersection there. - if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) { + if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, 1.0f / modelFrameDirection, distance, face, surfaceNormal)) { QMutexLocker locker(&_mutex); float bestDistance = FLT_MAX; @@ -400,6 +400,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f)); glm::vec3 meshFrameDirection = glm::vec3(worldToMeshMatrix * glm::vec4(direction, 0.0f)); + glm::vec3 meshFrameInvDirection = 1.0f / meshFrameDirection; int shapeID = 0; int subMeshIndex = 0; @@ -415,8 +416,8 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g float partBoundDistance = FLT_MAX; BoxFace partBoundFace; glm::vec3 partBoundNormal; - if (partTriangleSet.getBounds().findRayIntersection(meshFrameOrigin, meshFrameDirection, partBoundDistance, - partBoundFace, partBoundNormal)) { + if (partTriangleSet.getBounds().findRayIntersection(meshFrameOrigin, meshFrameDirection, meshFrameInvDirection, + partBoundDistance, partBoundFace, partBoundNormal)) { priority = partBoundDistance; } } @@ -444,7 +445,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g float triangleSetDistance = FLT_MAX; BoxFace triangleSetFace; Triangle triangleSetTriangle; - if (sortedTriangleSet.triangleSet->findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, + if (sortedTriangleSet.triangleSet->findRayIntersection(meshFrameOrigin, meshFrameDirection, meshFrameInvDirection, triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) { if (triangleSetDistance < bestDistance) { bestDistance = triangleSetDistance; diff --git a/libraries/render-utils/src/PickItemsJob.cpp b/libraries/render-utils/src/PickItemsJob.cpp index 860262a969..f41222d358 100644 --- a/libraries/render-utils/src/PickItemsJob.cpp +++ b/libraries/render-utils/src/PickItemsJob.cpp @@ -33,6 +33,7 @@ void PickItemsJob::run(const render::RenderContextPointer& renderContext, const render::ItemBound PickItemsJob::findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const { const glm::vec3 rayOrigin = renderContext->args->getViewFrustum().getPosition(); const glm::vec3 rayDirection = renderContext->args->getViewFrustum().getDirection(); + const glm::vec3 rayInvDirection = 1.0f / rayDirection; BoxFace face; glm::vec3 normal; float isectDistance; @@ -42,7 +43,7 @@ render::ItemBound PickItemsJob::findNearestItem(const render::RenderContextPoint render::ItemKey itemKey; for (const auto& itemBound : inputs) { - if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, isectDistance, face, normal)) { + if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, rayInvDirection, isectDistance, face, normal)) { auto& item = renderContext->_scene->getItem(itemBound.id); itemKey = item.getKey(); if (itemKey.isWorldSpace() && isectDistance>minDistance && isectDistance < minIsectDistance && isectDistance= 0 && - isWithin(origin.y + axisDistance * direction.y, corner.y, scale.y) && - isWithin(origin.z + axisDistance * direction.z, corner.z, scale.z))) { - distance = axisDistance; - face = direction.x > 0 ? MAX_X_FACE : MIN_X_FACE; - surfaceNormal = glm::vec3(direction.x > 0 ? 1.0f : -1.0f, 0.0f, 0.0f); - return true; - } - if ((findInsideOutIntersection(origin.y, direction.y, corner.y, scale.y, axisDistance) && axisDistance >= 0 && - isWithin(origin.x + axisDistance * direction.x, corner.x, scale.x) && - isWithin(origin.z + axisDistance * direction.z, corner.z, scale.z))) { - distance = axisDistance; - face = direction.y > 0 ? MAX_Y_FACE : MIN_Y_FACE; - surfaceNormal = glm::vec3(0.0f, direction.y > 0 ? 1.0f : -1.0f, 0.0f); - return true; - } - if ((findInsideOutIntersection(origin.z, direction.z, corner.z, scale.z, axisDistance) && axisDistance >= 0 && - isWithin(origin.y + axisDistance * direction.y, corner.y, scale.y) && - isWithin(origin.x + axisDistance * direction.x, corner.x, scale.x))) { - distance = axisDistance; - face = direction.z > 0 ? MAX_Z_FACE : MIN_Z_FACE; - surfaceNormal = glm::vec3(0.0f, 0.0f, direction.z > 0 ? 1.0f : -1.0f); - return true; - } - // This case is unexpected, but mimics the previous behavior for inside out intersections - distance = 0; - return true; +// https://tavianator.com/fast-branchless-raybounding-box-intersections/ +bool findRayAABoxIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, + const glm::vec3& corner, const glm::vec3& scale, float& distance, BoxFace& face, glm::vec3& surfaceNormal) { + float t1, t2, newTmin, newTmax, tmin = -INFINITY, tmax = INFINITY; + int minAxis = -1, maxAxis = -1; + + for (int i = 0; i < 3; ++i) { + t1 = (corner[i] - origin[i]) * invDirection[i]; + t2 = (corner[i] + scale[i] - origin[i]) * invDirection[i]; + + newTmin = glm::min(t1, t2); + newTmax = glm::max(t1, t2); + + minAxis = newTmin > tmin ? i : minAxis; + tmin = glm::max(tmin, newTmin); + maxAxis = newTmax < tmax ? i : maxAxis; + tmax = glm::min(tmax, newTmax); } - // check each axis - float axisDistance; - if ((findIntersection(origin.x, direction.x, corner.x, scale.x, axisDistance) && axisDistance >= 0 && - isWithin(origin.y + axisDistance * direction.y, corner.y, scale.y) && - isWithin(origin.z + axisDistance * direction.z, corner.z, scale.z))) { - distance = axisDistance; - face = direction.x > 0 ? MIN_X_FACE : MAX_X_FACE; - surfaceNormal = glm::vec3(direction.x > 0 ? -1.0f : 1.0f, 0.0f, 0.0f); - return true; - } - if ((findIntersection(origin.y, direction.y, corner.y, scale.y, axisDistance) && axisDistance >= 0 && - isWithin(origin.x + axisDistance * direction.x, corner.x, scale.x) && - isWithin(origin.z + axisDistance * direction.z, corner.z, scale.z))) { - distance = axisDistance; - face = direction.y > 0 ? MIN_Y_FACE : MAX_Y_FACE; - surfaceNormal = glm::vec3(0.0f, direction.y > 0 ? -1.0f : 1.0f, 0.0f); - return true; - } - if ((findIntersection(origin.z, direction.z, corner.z, scale.z, axisDistance) && axisDistance >= 0 && - isWithin(origin.y + axisDistance * direction.y, corner.y, scale.y) && - isWithin(origin.x + axisDistance * direction.x, corner.x, scale.x))) { - distance = axisDistance; - face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE; - surfaceNormal = glm::vec3(0.0f, 0.0f, direction.z > 0 ? -1.0f : 1.0f); + bool inside = tmin < 0.0f; + if (tmax >= glm::max(tmin, 0.0f)) { + if (inside) { + distance = tmax; + bool positiveDirection = direction[maxAxis] > 0.0f; + surfaceNormal = glm::vec3(0.0f); + surfaceNormal[maxAxis] = positiveDirection ? -1.0f : 1.0f; + face = positiveDirection ? BoxFace(2 * maxAxis + 1) : BoxFace(2 * maxAxis); + } else { + distance = tmin; + bool positiveDirection = direction[minAxis] > 0.0f; + surfaceNormal = glm::vec3(0.0f); + surfaceNormal[minAxis] = positiveDirection ? -1.0f : 1.0f; + face = positiveDirection ? BoxFace(2 * minAxis) : BoxFace(2 * minAxis + 1); + } return true; } return false; diff --git a/libraries/shared/src/GeometryUtil.h b/libraries/shared/src/GeometryUtil.h index 54f9062469..8ec75f71bd 100644 --- a/libraries/shared/src/GeometryUtil.h +++ b/libraries/shared/src/GeometryUtil.h @@ -76,8 +76,8 @@ glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& bool findIntersection(float origin, float direction, float corner, float size, float& distance); bool findInsideOutIntersection(float origin, float direction, float corner, float size, float& distance); -bool findRayAABoxIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& corner, const glm::vec3& scale, float& distance, - BoxFace& face, glm::vec3& surfaceNormal); +bool findRayAABoxIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, + const glm::vec3& corner, const glm::vec3& scale, float& distance, BoxFace& face, glm::vec3& surfaceNormal); bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& center, float radius, float& distance); diff --git a/libraries/shared/src/TriangleSet.cpp b/libraries/shared/src/TriangleSet.cpp index 1dc8c5657a..02a8d458a9 100644 --- a/libraries/shared/src/TriangleSet.cpp +++ b/libraries/shared/src/TriangleSet.cpp @@ -176,7 +176,7 @@ void TriangleSet::TriangleTreeCell::insert(size_t triangleIndex) { _triangleIndices.push_back(triangleIndex); } -bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, +bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, float& distance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface) { if (!_isBalanced) { balanceTree(); @@ -184,7 +184,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& float localDistance = distance; int trianglesTouched = 0; - bool hit = _triangleTree.findRayIntersection(origin, direction, localDistance, face, triangle, precision, trianglesTouched, allowBackface); + bool hit = _triangleTree.findRayIntersection(origin, direction, invDirection, localDistance, face, triangle, precision, trianglesTouched, allowBackface); if (hit) { distance = localDistance; } @@ -232,9 +232,9 @@ bool TriangleSet::TriangleTreeCell::findRayIntersectionInternal(const glm::vec3& return intersectedSomething; } -bool TriangleSet::TriangleTreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, - BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, - bool allowBackface) { +bool TriangleSet::TriangleTreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, + float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, + bool allowBackface) { if (_population < 1) { return false; // no triangles below here, so we can't intersect } @@ -270,7 +270,7 @@ bool TriangleSet::TriangleTreeCell::findRayIntersection(const glm::vec3& origin, float childBoundDistance = FLT_MAX; BoxFace childBoundFace; glm::vec3 childBoundNormal; - if (child->getBounds().findRayIntersection(origin, direction, childBoundDistance, childBoundFace, childBoundNormal)) { + if (child->getBounds().findRayIntersection(origin, direction, invDirection, childBoundDistance, childBoundFace, childBoundNormal)) { // We only need to add this cell if it's closer than the local triangle set intersection (if there was one) if (childBoundDistance < bestLocalDistance) { priority = childBoundDistance; @@ -301,11 +301,11 @@ bool TriangleSet::TriangleTreeCell::findRayIntersection(const glm::vec3& origin, if (!precision && childDistance < EPSILON) { BoxFace childBoundFace; glm::vec3 childBoundNormal; - sortedTriangleCell.second->getBounds().findRayIntersection(origin, direction, childDistance, childBoundFace, childBoundNormal); + sortedTriangleCell.second->getBounds().findRayIntersection(origin, direction, invDirection, childDistance, childBoundFace, childBoundNormal); } BoxFace childFace; Triangle childTriangle; - if (sortedTriangleCell.second->findRayIntersection(origin, direction, childDistance, childFace, childTriangle, precision, trianglesTouched)) { + if (sortedTriangleCell.second->findRayIntersection(origin, direction, invDirection, childDistance, childFace, childTriangle, precision, trianglesTouched)) { if (childDistance < bestLocalDistance) { bestLocalDistance = childDistance; bestLocalFace = childFace; diff --git a/libraries/shared/src/TriangleSet.h b/libraries/shared/src/TriangleSet.h index 84e362f0d0..3417b36b4a 100644 --- a/libraries/shared/src/TriangleSet.h +++ b/libraries/shared/src/TriangleSet.h @@ -28,7 +28,7 @@ class TriangleSet { void reset(const AABox& bounds, int depth = 0); void clear(); - bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, + bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched, bool allowBackface = false); bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, @@ -69,7 +69,7 @@ public: void insert(const Triangle& t); - bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, + bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection, float& distance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface = false); bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface = false); From aaf5f593c598ab1b0df24b89a2cbf52beac39e86 Mon Sep 17 00:00:00 2001 From: Stephen Birarda Date: Wed, 29 Aug 2018 14:29:15 -0700 Subject: [PATCH 6/7] send MyAvatar avatar entity updates through entity tree --- interface/src/AvatarBookmarks.cpp | 18 ++--------- interface/src/avatar/MyAvatar.cpp | 52 +++++++++++++++++++++++++------ interface/src/avatar/MyAvatar.h | 5 ++- 3 files changed, 48 insertions(+), 27 deletions(-) diff --git a/interface/src/AvatarBookmarks.cpp b/interface/src/AvatarBookmarks.cpp index 4119b843e1..5c79bedc9a 100644 --- a/interface/src/AvatarBookmarks.cpp +++ b/interface/src/AvatarBookmarks.cpp @@ -145,20 +145,9 @@ void AvatarBookmarks::removeBookmark(const QString& bookmarkName) { emit bookmarkDeleted(bookmarkName); } -bool isWearableEntity(const EntityItemPointer& entity) { - return entity->isVisible() && (entity->getParentJointIndex() != INVALID_JOINT_INDEX || (entity->getType() == EntityTypes::Model && (std::static_pointer_cast(entity))->getRelayParentJoints())) - && (entity->getParentID() == DependencyManager::get()->getSessionUUID() || entity->getParentID() == DependencyManager::get()->getMyAvatar()->getSelfID()); -} - void AvatarBookmarks::updateAvatarEntities(const QVariantList &avatarEntities) { auto myAvatar = DependencyManager::get()->getMyAvatar(); - auto treeRenderer = DependencyManager::get(); - EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr; - myAvatar->removeAvatarEntities([&](const QUuid& entityID) { - auto entity = entityTree->findEntityByID(entityID); - return entity && isWearableEntity(entity); - }); - + myAvatar->removeWearableAvatarEntities(); addAvatarEntities(avatarEntities); } @@ -183,10 +172,7 @@ void AvatarBookmarks::loadBookmark(const QString& bookmarkName) { auto myAvatar = DependencyManager::get()->getMyAvatar(); auto treeRenderer = DependencyManager::get(); EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr; - myAvatar->removeAvatarEntities([&](const QUuid& entityID) { - auto entity = entityTree->findEntityByID(entityID); - return entity && isWearableEntity(entity); - }); + myAvatar->removeWearableAvatarEntities(); const QString& avatarUrl = bookmark.value(ENTRY_AVATAR_URL, "").toString(); myAvatar->useFullAvatarURL(avatarUrl); qCDebug(interfaceapp) << "Avatar On " << avatarUrl; diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 923d071cc0..7bf18f468c 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1703,18 +1703,50 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) { emit skeletonChanged(); } -void MyAvatar::removeAvatarEntities(const std::function& condition) { +bool isWearableEntity(const EntityItemPointer& entity) { + return entity->isVisible() + && (entity->getParentJointIndex() != INVALID_JOINT_INDEX + || (entity->getType() == EntityTypes::Model && (std::static_pointer_cast(entity))->getRelayParentJoints())) + && (entity->getParentID() == DependencyManager::get()->getSessionUUID() + || entity->getParentID() == AVATAR_SELF_ID); +} + +void MyAvatar::clearAvatarEntities() { auto treeRenderer = DependencyManager::get(); EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr; - if (entityTree) { - entityTree->withWriteLock([&] { - AvatarEntityMap avatarEntities = getAvatarEntityData(); - for (auto entityID : avatarEntities.keys()) { - if (!condition || condition(entityID)) { - entityTree->deleteEntity(entityID, true, true); - } - } + + AvatarEntityMap avatarEntities = getAvatarEntityData(); + for (auto entityID : avatarEntities.keys()) { + entityTree->withWriteLock([&entityID, &entityTree] { + // remove this entity first from the entity tree + entityTree->deleteEntity(entityID, true, true); }); + + // remove the avatar entity from our internal list + // (but indicate it doesn't need to be pulled from the tree) + clearAvatarEntity(entityID, false); + } +} + +void MyAvatar::removeWearableAvatarEntities() { + auto treeRenderer = DependencyManager::get(); + EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr; + + if (entityTree) { + AvatarEntityMap avatarEntities = getAvatarEntityData(); + for (auto entityID : avatarEntities.keys()) { + auto entity = entityTree->findEntityByID(entityID); + if (entity && isWearableEntity(entity)) { + entityTree->withWriteLock([&entityID, &entityTree] { + // remove this entity first from the entity tree + entityTree->deleteEntity(entityID, true, true); + }); + + // remove the avatar entity from our internal list + // (but indicate it doesn't need to be pulled from the tree) + clearAvatarEntity(entityID, false); + } + } } } @@ -2116,7 +2148,7 @@ void MyAvatar::setAttachmentData(const QVector& attachmentData) } // clear any existing avatar entities - setAvatarEntityData(AvatarEntityMap()); + clearAvatarEntities(); for (auto& properties : newEntitiesProperties) { DependencyManager::get()->addEntity(properties, true); diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index ba6348cc22..bb0df1af62 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -931,7 +931,8 @@ public: * @returns {object[]} */ Q_INVOKABLE QVariantList getAvatarEntitiesVariant(); - void removeAvatarEntities(const std::function& condition = {}); + void clearAvatarEntities(); + void removeWearableAvatarEntities(); /**jsdoc * @function MyAvatar.isFlying @@ -1782,4 +1783,6 @@ void audioListenModeFromScriptValue(const QScriptValue& object, AudioListenerMod QScriptValue driveKeysToScriptValue(QScriptEngine* engine, const MyAvatar::DriveKeys& driveKeys); void driveKeysFromScriptValue(const QScriptValue& object, MyAvatar::DriveKeys& driveKeys); +bool isWearableEntity(const EntityItemPointer& entity); + #endif // hifi_MyAvatar_h From b8cd5dd8b97fef9a22fee72dcc5a13df69b7a6e7 Mon Sep 17 00:00:00 2001 From: Zach Fox Date: Wed, 29 Aug 2018 16:58:19 -0700 Subject: [PATCH 7/7] Fixup PR13870: Make the feature work in Master --- interface/src/Application.cpp | 10 +++++----- libraries/networking/src/AccountManager.h | 3 ++- scripts/system/commerce/wallet.js | 6 ++++-- 3 files changed, 11 insertions(+), 8 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 44bba6250b..af29ea0bd1 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1735,11 +1735,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo QTimer* settingsTimer = new QTimer(); moveToNewNamedThread(settingsTimer, "Settings Thread", [this, settingsTimer]{ connect(qApp, &Application::beforeAboutToQuit, [this, settingsTimer]{ - bool autoLogout = Setting::Handle(AUTO_LOGOUT_SETTING_NAME, false).get(); - if (autoLogout) { - auto accountManager = DependencyManager::get(); - accountManager->logout(); - } // Disconnect the signal from the save settings QObject::disconnect(settingsTimer, &QTimer::timeout, this, &Application::saveSettings); // Stop the settings timer @@ -2491,6 +2486,11 @@ void Application::cleanupBeforeQuit() { } DependencyManager::destroy(); + bool autoLogout = Setting::Handle(AUTO_LOGOUT_SETTING_NAME, false).get(); + if (autoLogout) { + DependencyManager::get()->removeAccountFromFile(); + } + _displayPlugin.reset(); PluginManager::getInstance()->shutdown(); diff --git a/libraries/networking/src/AccountManager.h b/libraries/networking/src/AccountManager.h index a79b69fe2b..b122115dd0 100644 --- a/libraries/networking/src/AccountManager.h +++ b/libraries/networking/src/AccountManager.h @@ -96,6 +96,8 @@ public: QUrl getMetaverseServerURL() { return NetworkingConstants::METAVERSE_SERVER_URL(); } + void removeAccountFromFile(); + public slots: void requestAccessToken(const QString& login, const QString& password); void requestAccessTokenWithSteam(QByteArray authSessionTicket); @@ -133,7 +135,6 @@ private: void operator=(AccountManager const& other) = delete; void persistAccountToFile(); - void removeAccountFromFile(); void passSuccessToCallback(QNetworkReply* reply); void passErrorToCallback(QNetworkReply* reply); diff --git a/scripts/system/commerce/wallet.js b/scripts/system/commerce/wallet.js index 8730273e7c..5939b36438 100644 --- a/scripts/system/commerce/wallet.js +++ b/scripts/system/commerce/wallet.js @@ -407,8 +407,10 @@ } function onUsernameChanged() { - Settings.setValue("wallet/autoLogout", false); - Settings.setValue("wallet/savedUsername", ""); + if (Account.username !== Settings.getValue("wallet/savedUsername")) { + Settings.setValue("wallet/autoLogout", false); + Settings.setValue("wallet/savedUsername", ""); + } } // Function Name: fromQml()