// // VoxelNodeData.cpp // hifi // // Created by Stephen Birarda on 3/21/13. // // #include "PacketHeaders.h" #include "SharedUtil.h" #include "VoxelNodeData.h" #include #include #include "VoxelSendThread.h" VoxelNodeData::VoxelNodeData(Node* owningNode) : VoxelQuery(owningNode), _viewSent(false), _voxelPacketAvailableBytes(MAX_VOXEL_PACKET_SIZE), _maxSearchLevel(1), _maxLevelReachedInLastSearch(1), _lastTimeBagEmpty(0), _viewFrustumChanging(false), _viewFrustumJustStoppedChanging(true), _currentPacketIsColor(true), _voxelSendThread(NULL), _lastClientBoundaryLevelAdjust(0), _lastClientVoxelSizeScale(DEFAULT_VOXEL_SIZE_SCALE), _lodChanged(false), _lodInitialized(false) { _voxelPacket = new unsigned char[MAX_VOXEL_PACKET_SIZE]; _voxelPacketAt = _voxelPacket; _lastVoxelPacket = new unsigned char[MAX_VOXEL_PACKET_SIZE]; _lastVoxelPacketLength = 0; _duplicatePacketCount = 0; resetVoxelPacket(); } void VoxelNodeData::initializeVoxelSendThread(VoxelServer* voxelServer) { // Create voxel sending thread... QUuid nodeUUID = getOwningNode()->getUUID(); _voxelSendThread = new VoxelSendThread(nodeUUID, voxelServer); _voxelSendThread->initialize(true); } bool VoxelNodeData::packetIsDuplicate() const { if (_lastVoxelPacketLength == getPacketLength()) { return memcmp(_lastVoxelPacket, _voxelPacket, getPacketLength()) == 0; } return false; } bool VoxelNodeData::shouldSuppressDuplicatePacket() { bool shouldSuppress = false; // assume we won't suppress // only consider duplicate packets if (packetIsDuplicate()) { _duplicatePacketCount++; // If this is the first suppressed packet, remember our time... if (_duplicatePacketCount == 1) { _firstSuppressedPacket = usecTimestampNow(); } // How long has it been since we've sent one, if we're still under our max time, then keep considering // this packet for suppression uint64_t now = usecTimestampNow(); long sinceFirstSuppressedPacket = now - _firstSuppressedPacket; const long MAX_TIME_BETWEEN_DUPLICATE_PACKETS = 1000 * 1000; // 1 second. if (sinceFirstSuppressedPacket < MAX_TIME_BETWEEN_DUPLICATE_PACKETS) { // Finally, if we know we've sent at least one duplicate out, then suppress the rest... if (_duplicatePacketCount > 1) { shouldSuppress = true; } } else { // Reset our count, we've reached our maximum time. _duplicatePacketCount = 0; } } else { // Reset our count, it wasn't a duplicate _duplicatePacketCount = 0; } return shouldSuppress; } void VoxelNodeData::resetVoxelPacket() { // Whenever we call this, we will keep a copy of the last packet, so we can determine if the last packet has // changed since we last reset it. Since we know that no two packets can ever be identical without being the same // scene information, (e.g. the root node packet of a static scene), we can use this as a strategy for reducing // packet send rate. _lastVoxelPacketLength = getPacketLength(); memcpy(_lastVoxelPacket, _voxelPacket, _lastVoxelPacketLength); // If we're moving, and the client asked for low res, then we force monochrome, otherwise, use // the clients requested color state. _currentPacketIsColor = (LOW_RES_MONO && getWantLowResMoving() && _viewFrustumChanging) ? false : getWantColor(); PACKET_TYPE voxelPacketType = _currentPacketIsColor ? PACKET_TYPE_VOXEL_DATA : PACKET_TYPE_VOXEL_DATA_MONOCHROME; int numBytesPacketHeader = populateTypeAndVersion(_voxelPacket, voxelPacketType); _voxelPacketAt = _voxelPacket + numBytesPacketHeader; _voxelPacketAvailableBytes = MAX_VOXEL_PACKET_SIZE - numBytesPacketHeader; _voxelPacketWaiting = false; } void VoxelNodeData::writeToPacket(unsigned char* buffer, int bytes) { memcpy(_voxelPacketAt, buffer, bytes); _voxelPacketAvailableBytes -= bytes; _voxelPacketAt += bytes; _voxelPacketWaiting = true; } VoxelNodeData::~VoxelNodeData() { delete[] _voxelPacket; delete[] _lastVoxelPacket; if (_voxelSendThread) { _voxelSendThread->terminate(); delete _voxelSendThread; } } bool VoxelNodeData::updateCurrentViewFrustum() { bool currentViewFrustumChanged = false; ViewFrustum newestViewFrustum; // get position and orientation details from the camera newestViewFrustum.setPosition(getCameraPosition()); newestViewFrustum.setOrientation(getCameraOrientation()); // Also make sure it's got the correct lens details from the camera float originalFOV = getCameraFov(); float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND; newestViewFrustum.setFieldOfView(wideFOV); // hack newestViewFrustum.setAspectRatio(getCameraAspectRatio()); newestViewFrustum.setNearClip(getCameraNearClip()); newestViewFrustum.setFarClip(getCameraFarClip()); newestViewFrustum.setEyeOffsetPosition(getCameraEyeOffsetPosition()); // if there has been a change, then recalculate if (!newestViewFrustum.isVerySimilar(_currentViewFrustum)) { _currentViewFrustum = newestViewFrustum; _currentViewFrustum.calculate(); currentViewFrustumChanged = true; } // Also check for LOD changes from the client if (_lodInitialized) { if (_lastClientBoundaryLevelAdjust != getBoundaryLevelAdjust()) { _lastClientBoundaryLevelAdjust = getBoundaryLevelAdjust(); _lodChanged = true; } if (_lastClientVoxelSizeScale != getVoxelSizeScale()) { _lastClientVoxelSizeScale = getVoxelSizeScale(); _lodChanged = true; } } else { _lodInitialized = true; _lastClientVoxelSizeScale = getVoxelSizeScale(); _lastClientBoundaryLevelAdjust = getBoundaryLevelAdjust(); _lodChanged = false; } // When we first detect that the view stopped changing, we record this. // but we don't change it back to false until we've completely sent this // scene. if (_viewFrustumChanging && !currentViewFrustumChanged) { _viewFrustumJustStoppedChanging = true; } _viewFrustumChanging = currentViewFrustumChanged; return currentViewFrustumChanged; } void VoxelNodeData::setViewSent(bool viewSent) { _viewSent = viewSent; if (viewSent) { _viewFrustumJustStoppedChanging = false; _lodChanged = false; } } void VoxelNodeData::updateLastKnownViewFrustum() { bool frustumChanges = !_lastKnownViewFrustum.isVerySimilar(_currentViewFrustum); if (frustumChanges) { // save our currentViewFrustum into our lastKnownViewFrustum _lastKnownViewFrustum = _currentViewFrustum; } // save that we know the view has been sent. uint64_t now = usecTimestampNow(); setLastTimeBagEmpty(now); // is this what we want? poor names } bool VoxelNodeData::moveShouldDump() const { glm::vec3 oldPosition = _lastKnownViewFrustum.getPosition(); glm::vec3 newPosition = _currentViewFrustum.getPosition(); // theoretically we could make this slightly larger but relative to avatar scale. const float MAXIMUM_MOVE_WITHOUT_DUMP = 0.0f; if (glm::distance(newPosition, oldPosition) > MAXIMUM_MOVE_WITHOUT_DUMP) { return true; } return false; } void VoxelNodeData::dumpOutOfView() { int stillInView = 0; int outOfView = 0; VoxelNodeBag tempBag; while (!nodeBag.isEmpty()) { VoxelNode* node = nodeBag.extract(); if (node->isInView(_currentViewFrustum)) { tempBag.insert(node); stillInView++; } else { outOfView++; } } if (stillInView > 0) { while (!tempBag.isEmpty()) { VoxelNode* node = tempBag.extract(); if (node->isInView(_currentViewFrustum)) { nodeBag.insert(node); } } } }