overte-Armored-Dragon/libraries/entities/src/UpdateEntityOperator.cpp
2018-03-29 10:05:08 -07:00

296 lines
13 KiB
C++

//
// UpdateEntityOperator.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "UpdateEntityOperator.h"
UpdateEntityOperator::UpdateEntityOperator(EntityTreePointer tree,
EntityTreeElementPointer containingElement,
EntityItemPointer existingEntity,
const AACube newQueryAACube) :
_tree(tree),
_existingEntity(existingEntity),
_containingElement(containingElement),
_containingElementCube(containingElement->getAACube()),
_entityItemID(existingEntity->getEntityItemID()),
_foundOld(false),
_foundNew(false),
_removeOld(false),
_changeTime(usecTimestampNow()),
_oldEntityCube(),
_newEntityCube(),
_wantDebug(false)
{
// caller must have verified existence of containingElement and oldEntity
assert(_containingElement && _existingEntity);
if (_wantDebug) {
qCDebug(entities) << "UpdateEntityOperator::UpdateEntityOperator() -----------------------------";
}
// Here we have a choice to make, do we want to "tight fit" the actual minimum for the
// entity into the the element, or do we want to use the entities "relaxed" bounds
// which can handle all potential rotations?
// the getMaximumAACube is the relaxed form.
_oldEntityCube = _existingEntity->getQueryAACube();
_oldEntityBox = _oldEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds
_newEntityCube = newQueryAACube;
_newEntityBox = _newEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds
// set oldElementBestFit true if the entity was in the correct element before this operator was run.
bool oldElementBestFit = _containingElement->bestFitBounds(_oldEntityBox);
// For some reason we've seen a case where the original containing element isn't a best fit for the old properties
// in this case we want to move it, even if the properties haven't changed.
if (!oldElementBestFit) {
_oldEntityBox = _existingEntity->getElement()->getAACube();
_removeOld = true; // our properties are going to move us, so remember this for later processing
if (_wantDebug) {
qCDebug(entities) << " **** UNUSUAL CASE **** not best fit.... **";
}
}
if (_wantDebug) {
qCDebug(entities) << " _entityItemID:" << _entityItemID;
qCDebug(entities) << " _containingElementCube:" << _containingElementCube;
qCDebug(entities) << " _oldEntityCube:" << _oldEntityCube;
qCDebug(entities) << " _oldEntityBox:" << _oldEntityBox;
qCDebug(entities) << " _newEntityCube:" << _newEntityCube;
qCDebug(entities) << " _newEntityBox:" << _newEntityBox;
qCDebug(entities) << "--------------------------------------------------------------------------";
}
}
UpdateEntityOperator::~UpdateEntityOperator() {
}
// does this entity tree element contain the old entity
bool UpdateEntityOperator::subTreeContainsOldEntity(const OctreeElementPointer& element) {
// We've found cases where the old entity might be placed in an element that is not actually the best fit
// so when we're searching the tree for the old element, we use the known cube for the known containing element
bool elementContainsOldBox = element->getAACube().contains(_containingElementCube);
if (_wantDebug) {
bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);
qCDebug(entities) << "UpdateEntityOperator::subTreeContainsOldEntity()....";
qCDebug(entities) << " element->getAACube()=" << element->getAACube();
qCDebug(entities) << " _oldEntityCube=" << _oldEntityCube;
qCDebug(entities) << " _oldEntityBox=" << _oldEntityBox;
qCDebug(entities) << " elementContainsOldCube=" << elementContainsOldCube;
qCDebug(entities) << " elementContainsOldBox=" << elementContainsOldBox;
}
return elementContainsOldBox;
}
bool UpdateEntityOperator::subTreeContainsNewEntity(const OctreeElementPointer& element) {
bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);
if (_wantDebug) {
bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);
qCDebug(entities) << "UpdateEntityOperator::subTreeContainsNewEntity()....";
qCDebug(entities) << " element->getAACube()=" << element->getAACube();
qCDebug(entities) << " _newEntityCube=" << _newEntityCube;
qCDebug(entities) << " _newEntityBox=" << _newEntityBox;
qCDebug(entities) << " elementContainsNewCube=" << elementContainsNewCube;
qCDebug(entities) << " elementContainsNewBox=" << elementContainsNewBox;
}
return elementContainsNewBox;
}
bool UpdateEntityOperator::preRecursion(const OctreeElementPointer& element) {
EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the old entity, and this branch contains our old entity
// * We have not yet found the new entity, and this branch contains our new entity
//
// Note: it's often the case that the branch in question contains both the old entity
// and the new entity.
bool keepSearching = false; // assume we don't need to search any more
bool subtreeContainsOld = subTreeContainsOldEntity(element);
bool subtreeContainsNew = subTreeContainsNewEntity(element);
if (_wantDebug) {
qCDebug(entities) << "---- UpdateEntityOperator::preRecursion().... ----";
qCDebug(entities) << " element=" << element->getAACube();
qCDebug(entities) << " subtreeContainsOld=" << subtreeContainsOld;
qCDebug(entities) << " subtreeContainsNew=" << subtreeContainsNew;
qCDebug(entities) << " _foundOld=" << _foundOld;
qCDebug(entities) << " _foundNew=" << _foundNew;
}
// If we haven't yet found the old element, and this subTreeContains our old element,
// then we need to keep searching.
if (!_foundOld && subtreeContainsOld) {
if (_wantDebug) {
qCDebug(entities) << " OLD TREE CASE....";
qCDebug(entities) << " entityTreeElement=" << entityTreeElement.get();
qCDebug(entities) << " _containingElement=" << _containingElement.get();
}
// If this is the element we're looking for, then ask it to remove the old entity
// and we can stop searching.
if (entityTreeElement == _containingElement) {
if (_wantDebug) {
qCDebug(entities) << " *** it's the OLD ELEMENT! ***";
}
// If the containgElement IS NOT the best fit for the new entity properties
// then we need to remove it, and the updateEntity below will store it in the
// correct element.
if (_removeOld) {
if (_wantDebug) {
qCDebug(entities) << " *** REMOVING from ELEMENT ***";
}
// the entity knows what element it's in, so we remove it from that one
// NOTE: we know we haven't yet added it to its new element because _removeOld is true
EntityTreeElementPointer oldElement = _existingEntity->getElement();
oldElement->removeEntityItem(_existingEntity);
if (oldElement != _containingElement) {
qCDebug(entities) << "WARNING entity moved during UpdateEntityOperator recursion";
_containingElement->removeEntityItem(_existingEntity);
} else {
_containingElement->bumpChangedContent();
}
if (_wantDebug) {
qCDebug(entities) << " *** REMOVING from MAP ***";
}
}
_foundOld = true;
} else {
// if this isn't the element we're looking for, then keep searching
keepSearching = true;
}
}
// If we haven't yet found the new element, and this subTreeContains our new element,
// then we need to keep searching.
if (!_foundNew && subtreeContainsNew) {
if (_wantDebug) {
qCDebug(entities) << " NEW TREE CASE....";
qCDebug(entities) << " entityTreeElement=" << entityTreeElement.get();
qCDebug(entities) << " _containingElement=" << _containingElement.get();
qCDebug(entities) << " entityTreeElement->bestFitBounds(_newEntityBox)="
<< entityTreeElement->bestFitBounds(_newEntityBox);
}
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityBox)) {
if (_wantDebug) {
qCDebug(entities) << " *** THIS ELEMENT IS BEST FIT ***";
}
EntityTreeElementPointer oldElement = _existingEntity->getElement();
// if we are the existing containing element, then we can just do the update of the entity properties
if (entityTreeElement == oldElement) {
if (_wantDebug) {
qCDebug(entities) << " *** This is the same OLD ELEMENT ***";
}
_containingElement->bumpChangedContent();
} else {
// otherwise, this is an add case.
if (oldElement) {
oldElement->removeEntityItem(_existingEntity);
if (oldElement != _containingElement) {
qCDebug(entities) << "WARNING entity moved during UpdateEntityOperator recursion";
}
}
entityTreeElement->addEntityItem(_existingEntity);
}
_foundNew = true; // we found the new element
_removeOld = false; // and it has already been removed from the old
} else {
keepSearching = true;
}
}
if (_wantDebug) {
qCDebug(entities) << " FINAL --- keepSearching=" << keepSearching;
qCDebug(entities) << "--------------------------------------------------";
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool UpdateEntityOperator::postRecursion(const OctreeElementPointer& element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundOld || !_foundNew;
bool subtreeContainsOld = subTreeContainsOldEntity(element);
bool subtreeContainsNew = subTreeContainsNewEntity(element);
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundOld && subtreeContainsOld) ||
(_foundNew && subtreeContainsNew)) {
element->markWithChangedTime();
}
// It's not OK to prune if we have the potential of deleting the original containig element.
// because if we prune the containing element then new might end up reallocating the same memory later
// and that will confuse our logic.
//
// it's ok to prune if:
// 1) we're not removing the old
// 2) we are removing the old, but this subtree doesn't contain the old
// 3) we are removing the old, this subtree contains the old, but this element isn't a direct parent of _containingElement
if (!_removeOld || !subtreeContainsOld || !element->isParentOf(_containingElement)) {
EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);
entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElementPointer UpdateEntityOperator::possiblyCreateChildAt(const OctreeElementPointer& element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getScale() / 2.0f; // all of our children will be half our scale
// Note: because the entity's bounds might have been clamped to the domain. We want to check if the
// bounds of the clamped box would fit in our child elements. It may be the case that the actual
// bounds of the element would hang outside of the child elements cells.
bool entityWouldFitInChild = _newEntityBox.getLargestDimension() <= childElementScale;
// if the scale of our desired cube is smaller than our children, then consider making a child
if (entityWouldFitInChild) {
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}