// // ModelTreeElement.cpp // libraries/models/src // // Created by Brad Hefta-Gaub on 12/4/13. // Copyright 2013 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 #include "ModelTree.h" #include "ModelTreeElement.h" ModelTreeElement::ModelTreeElement(unsigned char* octalCode) : OctreeElement(), _modelItems(NULL) { init(octalCode); }; ModelTreeElement::~ModelTreeElement() { _voxelMemoryUsage -= sizeof(ModelTreeElement); delete _modelItems; _modelItems = NULL; } // This will be called primarily on addChildAt(), which means we're adding a child of our // own type to our own tree. This means we should initialize that child with any tree and type // specific settings that our children must have. One example is out VoxelSystem, which // we know must match ours. OctreeElement* ModelTreeElement::createNewElement(unsigned char* octalCode) { ModelTreeElement* newChild = new ModelTreeElement(octalCode); newChild->setTree(_myTree); return newChild; } void ModelTreeElement::init(unsigned char* octalCode) { OctreeElement::init(octalCode); _modelItems = new QList; _voxelMemoryUsage += sizeof(ModelTreeElement); } ModelTreeElement* ModelTreeElement::addChildAtIndex(int index) { ModelTreeElement* newElement = (ModelTreeElement*)OctreeElement::addChildAtIndex(index); newElement->setTree(_myTree); return newElement; } bool ModelTreeElement::appendElementData(OctreePacketData* packetData, EncodeBitstreamParams& params) const { bool success = true; // assume the best... // write our models out... first determine which of the models are in view based on our params uint16_t numberOfModels = 0; QVector indexesOfModelsToInclude; for (uint16_t i = 0; i < _modelItems->size(); i++) { if (params.viewFrustum) { const ModelItem& model = (*_modelItems)[i]; AABox modelBox = model.getAABox(); modelBox.scale(TREE_SCALE); if (params.viewFrustum->boxInFrustum(modelBox) != ViewFrustum::OUTSIDE) { indexesOfModelsToInclude << i; numberOfModels++; } } else { indexesOfModelsToInclude << i; numberOfModels++; } } success = packetData->appendValue(numberOfModels); if (success) { foreach (uint16_t i, indexesOfModelsToInclude) { const ModelItem& model = (*_modelItems)[i]; success = model.appendModelData(packetData); if (!success) { break; } } } return success; } bool ModelTreeElement::containsModelBounds(const ModelItem& model) const { return _box.contains(model.getMinimumPoint()) && _box.contains(model.getMaximumPoint()); } bool ModelTreeElement::bestFitModelBounds(const ModelItem& model) const { if (_box.contains(model.getMinimumPoint()) && _box.contains(model.getMaximumPoint())) { int childForMinimumPoint = getMyChildContainingPoint(model.getMinimumPoint()); int childForMaximumPoint = getMyChildContainingPoint(model.getMaximumPoint()); // If I contain both the minimum and maximum point, but two different children of mine // contain those points, then I am the best fit for that model if (childForMinimumPoint != childForMaximumPoint) { return true; } } return false; } void ModelTreeElement::update(ModelTreeUpdateArgs& args) { // update our contained models QList::iterator modelItr = _modelItems->begin(); while(modelItr != _modelItems->end()) { ModelItem& model = (*modelItr); model.update(_lastChanged); // If the model wants to die, or if it's left our bounding box, then move it // into the arguments moving models. These will be added back or deleted completely if (model.getShouldDie() || !bestFitModelBounds(model)) { args._movingModels.push_back(model); // erase this model modelItr = _modelItems->erase(modelItr); // this element has changed so mark it... markWithChangedTime(); } else { ++modelItr; } } } bool ModelTreeElement::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject) const { QList::iterator modelItr = _modelItems->begin(); QList::const_iterator modelEnd = _modelItems->end(); while(modelItr != modelEnd) { ModelItem& model = (*modelItr); glm::vec3 modelCenter = model.getPosition(); float modelRadius = model.getRadius(); // don't penetrate yourself if (modelCenter == center && modelRadius == radius) { return false; } if (findSphereSpherePenetration(center, radius, modelCenter, modelRadius, penetration)) { // return true on first valid model penetration *penetratedObject = (void*)(&model); return true; } ++modelItr; } return false; } bool ModelTreeElement::updateModel(const ModelItem& model) { // NOTE: this method must first lookup the model by ID, hence it is O(N) // and "model is not found" is worst-case (full N) but maybe we don't care? // (guaranteed that num models per elemen is small?) const bool wantDebug = false; uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { ModelItem& thisModel = (*_modelItems)[i]; if (thisModel.getID() == model.getID()) { int difference = thisModel.getLastUpdated() - model.getLastUpdated(); bool changedOnServer = thisModel.getLastEdited() < model.getLastEdited(); bool localOlder = thisModel.getLastUpdated() < model.getLastUpdated(); if (changedOnServer || localOlder) { if (wantDebug) { qDebug("local model [id:%d] %s and %s than server model by %d, model.isNewlyCreated()=%s", model.getID(), (changedOnServer ? "CHANGED" : "same"), (localOlder ? "OLDER" : "NEWER"), difference, debug::valueOf(model.isNewlyCreated()) ); } thisModel.copyChangedProperties(model); markWithChangedTime(); } else { if (wantDebug) { qDebug(">>> IGNORING SERVER!!! Would've caused jutter! <<< " "local model [id:%d] %s and %s than server model by %d, model.isNewlyCreated()=%s", model.getID(), (changedOnServer ? "CHANGED" : "same"), (localOlder ? "OLDER" : "NEWER"), difference, debug::valueOf(model.isNewlyCreated()) ); } } return true; } } return false; } bool ModelTreeElement::updateModel(const ModelItemID& modelID, const ModelItemProperties& properties) { uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { // note: unlike storeModel() which is called from inbound packets, this is only called by local editors // and therefore we can be confident that this change is higher priority and should be honored ModelItem& thisModel = (*_modelItems)[i]; bool found = false; if (modelID.isKnownID) { found = thisModel.getID() == modelID.id; } else { found = thisModel.getCreatorTokenID() == modelID.creatorTokenID; } if (found) { thisModel.setProperties(properties); markWithChangedTime(); // mark our element as changed.. const bool wantDebug = false; if (wantDebug) { uint64_t now = usecTimestampNow(); int elapsed = now - thisModel.getLastEdited(); qDebug() << "ModelTreeElement::updateModel() AFTER update... edited AGO=" << elapsed << "now=" << now << " thisModel.getLastEdited()=" << thisModel.getLastEdited(); } return true; } } return false; } void ModelTreeElement::updateModelItemID(FindAndUpdateModelItemIDArgs* args) { uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { ModelItem& thisModel = (*_modelItems)[i]; if (!args->creatorTokenFound) { // first, we're looking for matching creatorTokenIDs, if we find that, then we fix it to know the actual ID if (thisModel.getCreatorTokenID() == args->creatorTokenID) { thisModel.setID(args->modelID); args->creatorTokenFound = true; } } // if we're in an isViewing tree, we also need to look for an kill any viewed models if (!args->viewedModelFound && args->isViewing) { if (thisModel.getCreatorTokenID() == UNKNOWN_MODEL_TOKEN && thisModel.getID() == args->modelID) { _modelItems->removeAt(i); // remove the model at this index numberOfModels--; // this means we have 1 fewer model in this list i--; // and we actually want to back up i as well. args->viewedModelFound = true; } } } } const ModelItem* ModelTreeElement::getClosestModel(glm::vec3 position) const { const ModelItem* closestModel = NULL; float closestModelDistance = FLT_MAX; uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { float distanceToModel = glm::distance(position, (*_modelItems)[i].getPosition()); if (distanceToModel < closestModelDistance) { closestModel = &(*_modelItems)[i]; } } return closestModel; } void ModelTreeElement::getModels(const glm::vec3& searchPosition, float searchRadius, QVector& foundModels) const { uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { const ModelItem* model = &(*_modelItems)[i]; float distance = glm::length(model->getPosition() - searchPosition); if (distance < searchRadius + model->getRadius()) { foundModels.push_back(model); } } } void ModelTreeElement::getModelsForUpdate(const AABox& box, QVector& foundModels) { QList::iterator modelItr = _modelItems->begin(); QList::iterator modelEnd = _modelItems->end(); AABox modelBox; while(modelItr != modelEnd) { ModelItem* model = &(*modelItr); float radius = model->getRadius(); // NOTE: we actually do box-box collision queries here, which is sloppy but good enough for now // TODO: decide whether to replace modelBox-box query with sphere-box (requires a square root // but will be slightly more accurate). modelBox.setBox(model->getPosition() - glm::vec3(radius), 2.f * radius); if (modelBox.touches(_box)) { foundModels.push_back(model); } ++modelItr; } } const ModelItem* ModelTreeElement::getModelWithID(uint32_t id) const { // NOTE: this lookup is O(N) but maybe we don't care? (guaranteed that num models per elemen is small?) const ModelItem* foundModel = NULL; uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { if ((*_modelItems)[i].getID() == id) { foundModel = &(*_modelItems)[i]; break; } } return foundModel; } bool ModelTreeElement::removeModelWithID(uint32_t id) { bool foundModel = false; uint16_t numberOfModels = _modelItems->size(); for (uint16_t i = 0; i < numberOfModels; i++) { if ((*_modelItems)[i].getID() == id) { foundModel = true; _modelItems->removeAt(i); break; } } return foundModel; } int ModelTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args) { const unsigned char* dataAt = data; int bytesRead = 0; uint16_t numberOfModels = 0; int expectedBytesPerModel = ModelItem::expectedBytes(); if (bytesLeftToRead >= (int)sizeof(numberOfModels)) { // read our models in.... numberOfModels = *(uint16_t*)dataAt; dataAt += sizeof(numberOfModels); bytesLeftToRead -= (int)sizeof(numberOfModels); bytesRead += sizeof(numberOfModels); if (bytesLeftToRead >= (int)(numberOfModels * expectedBytesPerModel)) { for (uint16_t i = 0; i < numberOfModels; i++) { ModelItem tempModel; int bytesForThisModel = tempModel.readModelDataFromBuffer(dataAt, bytesLeftToRead, args); _myTree->storeModel(tempModel); dataAt += bytesForThisModel; bytesLeftToRead -= bytesForThisModel; bytesRead += bytesForThisModel; } } } return bytesRead; } // will average a "common reduced LOD view" from the the child elements... void ModelTreeElement::calculateAverageFromChildren() { // nothing to do here yet... } // will detect if children are leaves AND collapsable into the parent node // and in that case will collapse children and make this node // a leaf, returns TRUE if all the leaves are collapsed into a // single node bool ModelTreeElement::collapseChildren() { // nothing to do here yet... return false; } void ModelTreeElement::storeModel(const ModelItem& model) { _modelItems->push_back(model); markWithChangedTime(); }