// // AvatarManager.cpp // interface/src/avatar // // Created by Stephen Birarda on 1/23/2014. // 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 #include #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wdouble-promotion" #endif #include #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic pop #endif #include #include #include #include #include #include #include #include #include #include "Application.h" #include "AvatarManager.h" #include "InterfaceLogging.h" #include "Menu.h" #include "MyAvatar.h" #include "SceneScriptingInterface.h" // 50 times per second - target is 45hz, but this helps account for any small deviations // in the update loop - this also results in ~30hz when in desktop mode which is essentially // what we want const int CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND = 50; static const quint64 MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS = USECS_PER_SECOND / CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND; // We add _myAvatar into the hash with all the other AvatarData, and we use the default NULL QUid as the key. const QUuid MY_AVATAR_KEY; // NULL key AvatarManager::AvatarManager(QObject* parent) : _avatarsToFade(), _myAvatar(new MyAvatar(qApp->thread()), [](MyAvatar* ptr) { ptr->deleteLater(); }) { // register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar qRegisterMetaType >("NodeWeakPointer"); auto nodeList = DependencyManager::get(); auto& packetReceiver = nodeList->getPacketReceiver(); packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket"); packetReceiver.registerListener(PacketType::KillAvatar, this, "processKillAvatar"); packetReceiver.registerListener(PacketType::AvatarIdentity, this, "processAvatarIdentityPacket"); // when we hear that the user has ignored an avatar by session UUID // immediately remove that avatar instead of waiting for the absence of packets from avatar mixer connect(nodeList.data(), &NodeList::ignoredNode, this, [=](const QUuid& nodeID, bool enabled) { if (enabled) { removeAvatar(nodeID, KillAvatarReason::AvatarIgnored); } }); } AvatarManager::~AvatarManager() { assert(_motionStates.empty()); } void AvatarManager::init() { _myAvatar->init(); { QWriteLocker locker(&_hashLock); _avatarHash.insert(MY_AVATAR_KEY, _myAvatar); } _shouldRender = DependencyManager::get()->shouldRenderAvatars(); connect(DependencyManager::get().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged, this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection); if (_shouldRender) { const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; _myAvatar->addToScene(_myAvatar, scene, transaction); scene->enqueueTransaction(transaction); } } void AvatarManager::updateMyAvatar(float deltaTime) { bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "AvatarManager::updateMyAvatar()"); _myAvatar->update(deltaTime); quint64 now = usecTimestampNow(); quint64 dt = now - _lastSendAvatarDataTime; if (dt > MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS) { // send head/hand data to the avatar mixer and voxel server PerformanceTimer perfTimer("send"); _myAvatar->sendAvatarDataPacket(); _lastSendAvatarDataTime = now; _myAvatarSendRate.increment(); } } Q_LOGGING_CATEGORY(trace_simulation_avatar, "trace.simulation.avatar"); float AvatarManager::getAvatarDataRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = getAvatarBySessionID(sessionID); return avatar ? avatar->getDataRate(rateName) : 0.0f; } float AvatarManager::getAvatarUpdateRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = getAvatarBySessionID(sessionID); return avatar ? avatar->getUpdateRate(rateName) : 0.0f; } float AvatarManager::getAvatarSimulationRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = std::static_pointer_cast(getAvatarBySessionID(sessionID)); return avatar ? avatar->getSimulationRate(rateName) : 0.0f; } void AvatarManager::updateOtherAvatars(float deltaTime) { // lock the hash for read to check the size QReadLocker lock(&_hashLock); if (_avatarHash.size() < 2 && _avatarsToFade.isEmpty()) { return; } lock.unlock(); PerformanceTimer perfTimer("otherAvatars"); auto avatarMap = getHashCopy(); QList avatarList = avatarMap.values(); ViewFrustum cameraView; qApp->copyDisplayViewFrustum(cameraView); std::priority_queue sortedAvatars; AvatarData::sortAvatars(avatarList, cameraView, sortedAvatars, [](AvatarSharedPointer avatar)->uint64_t{ return std::static_pointer_cast(avatar)->getLastRenderUpdateTime(); }, [](AvatarSharedPointer avatar)->float{ return std::static_pointer_cast(avatar)->getBoundingRadius(); }, [this](AvatarSharedPointer avatar)->bool{ const auto& castedAvatar = std::static_pointer_cast(avatar); if (castedAvatar == _myAvatar || !castedAvatar->isInitialized()) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update or fade out uninitialized Avatars return true; // ignore it } return false; }); uint64_t startTime = usecTimestampNow(); const uint64_t UPDATE_BUDGET = 2000; // usec uint64_t updateExpiry = startTime + UPDATE_BUDGET; int numAvatarsUpdated = 0; int numAVatarsNotUpdated = 0; render::Transaction transaction; while (!sortedAvatars.empty()) { const AvatarPriority& sortData = sortedAvatars.top(); const auto& avatar = std::static_pointer_cast(sortData.avatar); // for ALL avatars... if (_shouldRender) { avatar->ensureInScene(avatar, qApp->getMain3DScene()); } if (!avatar->isInPhysicsSimulation()) { ShapeInfo shapeInfo; avatar->computeShapeInfo(shapeInfo); btCollisionShape* shape = const_cast(ObjectMotionState::getShapeManager()->getShape(shapeInfo)); if (shape) { AvatarMotionState* motionState = new AvatarMotionState(avatar, shape); motionState->setMass(avatar->computeMass()); avatar->setPhysicsCallback([=] (uint32_t flags) { motionState->addDirtyFlags(flags); }); _motionStates.insert(avatar.get(), motionState); _motionStatesToAddToPhysics.insert(motionState); } } avatar->animateScaleChanges(deltaTime); const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY; uint64_t now = usecTimestampNow(); if (now < updateExpiry) { // we're within budget bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD; if (inView && avatar->hasNewJointData()) { numAvatarsUpdated++; } avatar->simulate(deltaTime, inView); avatar->updateRenderItem(transaction); avatar->setLastRenderUpdateTime(startTime); } else { // we've spent our full time budget --> bail on the rest of the avatar updates // --> more avatars may freeze until their priority trickles up // --> some scale or fade animations may glitch // --> some avatar velocity measurements may be a little off // no time simulate, but we take the time to count how many were tragically missed bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD; if (!inView) { break; } if (inView && avatar->hasNewJointData()) { numAVatarsNotUpdated++; } sortedAvatars.pop(); while (inView && !sortedAvatars.empty()) { const AvatarPriority& newSortData = sortedAvatars.top(); const auto& newAvatar = std::static_pointer_cast(newSortData.avatar); inView = newSortData.priority > OUT_OF_VIEW_THRESHOLD; if (inView && newAvatar->hasNewJointData()) { numAVatarsNotUpdated++; } sortedAvatars.pop(); } break; } sortedAvatars.pop(); } if (_shouldRender) { if (!_avatarsToFade.empty()) { QReadLocker lock(&_hashLock); QVector::iterator itr = _avatarsToFade.begin(); while (itr != _avatarsToFade.end() && usecTimestampNow() > updateExpiry) { auto avatar = std::static_pointer_cast(*itr); avatar->animateScaleChanges(deltaTime); avatar->simulate(deltaTime, true); avatar->updateRenderItem(transaction); ++itr; } } qApp->getMain3DScene()->enqueueTransaction(transaction); } _numAvatarsUpdated = numAvatarsUpdated; _numAvatarsNotUpdated = numAVatarsNotUpdated; simulateAvatarFades(deltaTime); _avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC; } void AvatarManager::postUpdate(float deltaTime, const render::ScenePointer& scene) { auto hashCopy = getHashCopy(); AvatarHash::iterator avatarIterator = hashCopy.begin(); for (avatarIterator = hashCopy.begin(); avatarIterator != hashCopy.end(); avatarIterator++) { auto avatar = std::static_pointer_cast(avatarIterator.value()); avatar->postUpdate(deltaTime, scene); } } void AvatarManager::simulateAvatarFades(float deltaTime) { if (_avatarsToFade.empty()) { return; } QReadLocker locker(&_hashLock); QVector::iterator avatarItr = _avatarsToFade.begin(); const render::ScenePointer& scene = qApp->getMain3DScene(); while (avatarItr != _avatarsToFade.end()) { auto avatar = std::static_pointer_cast(*avatarItr); avatar->updateFadingStatus(scene); if (!avatar->isFading()) { // fading to zero is such a rare event we push a unique transaction for each if (avatar->isInScene()) { render::Transaction transaction; avatar->removeFromScene(*avatarItr, scene, transaction); scene->enqueueTransaction(transaction); } avatarItr = _avatarsToFade.erase(avatarItr); } else { const bool inView = true; // HACK avatar->simulate(deltaTime, inView); ++avatarItr; } } } AvatarSharedPointer AvatarManager::newSharedAvatar() { return AvatarSharedPointer(new OtherAvatar(qApp->thread()), [](OtherAvatar* ptr) { ptr->deleteLater(); }); } void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) { AvatarHashMap::handleRemovedAvatar(removedAvatar, removalReason); // remove from physics auto avatar = std::static_pointer_cast(removedAvatar); avatar->setPhysicsCallback(nullptr); AvatarMotionStateMap::iterator itr = _motionStates.find(avatar.get()); if (itr != _motionStates.end()) { AvatarMotionState* motionState = *itr; _motionStatesToAddToPhysics.remove(motionState); _motionStatesToRemoveFromPhysics.push_back(motionState); _motionStates.erase(itr); } if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) { emit DependencyManager::get()->enteredIgnoreRadius(); } else if (removalReason == KillAvatarReason::AvatarDisconnected) { // remove from node sets, if present DependencyManager::get()->removeFromIgnoreMuteSets(avatar->getSessionUUID()); DependencyManager::get()->avatarDisconnected(avatar->getSessionUUID()); avatar->fadeOut(qApp->getMain3DScene(), removalReason); } _avatarsToFade.push_back(removedAvatar); } void AvatarManager::clearOtherAvatars() { // Remove other avatars from the world but don't actually remove them from _avatarHash // each will either be removed on timeout or will re-added to the world on receipt of update. const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; QReadLocker locker(&_hashLock); AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); if (avatar != _myAvatar) { if (avatar->isInScene()) { avatar->removeFromScene(avatar, scene, transaction); } handleRemovedAvatar(avatar); avatarIterator = _avatarHash.erase(avatarIterator); } else { ++avatarIterator; } } assert(scene); scene->enqueueTransaction(transaction); _myAvatar->clearLookAtTargetAvatar(); } void AvatarManager::deleteAllAvatars() { assert(_motionStates.empty()); // should have called clearOtherAvatars() before getting here deleteMotionStates(); QReadLocker locker(&_hashLock); AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); avatarIterator = _avatarHash.erase(avatarIterator); avatar->die(); } } void AvatarManager::deleteMotionStates() { // delete motionstates that were removed from physics last frame for (auto state : _motionStatesToDelete) { delete state; } _motionStatesToDelete.clear(); } void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) { deleteMotionStates(); result = _motionStatesToRemoveFromPhysics; _motionStatesToDelete.swap(_motionStatesToRemoveFromPhysics); } void AvatarManager::getObjectsToAddToPhysics(VectorOfMotionStates& result) { result.clear(); for (auto motionState : _motionStatesToAddToPhysics) { result.push_back(motionState); } _motionStatesToAddToPhysics.clear(); } void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) { result.clear(); AvatarMotionStateMap::iterator motionStateItr = _motionStates.begin(); while (motionStateItr != _motionStates.end()) { if ((*motionStateItr)->getIncomingDirtyFlags() != 0) { result.push_back(*motionStateItr); } ++motionStateItr; } } void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motionStates) { // TODO: extract the MyAvatar results once we use a MotionState for it. } void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) { for (Collision collision : collisionEvents) { // TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other // people's avatars will have an id that doesn't match any entities, and one's own avatar will have // an id of null. Thus this code handles any collision in which one of the participating objects is // my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.) if (collision.idA.isNull() || collision.idB.isNull()) { auto myAvatar = getMyAvatar(); auto collisionSound = myAvatar->getCollisionSound(); if (collisionSound) { const auto characterController = myAvatar->getCharacterController(); const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f); const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange; const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION); if (!isSound) { return; // No sense iterating for others. We only have one avatar. } // Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for. const float energy = velocityChange * velocityChange; const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f; const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME); // For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object, // but most avatars are roughly the same size, so let's not be so fancy yet. const float AVATAR_STRETCH_FACTOR = 1.0f; _collisionInjectors.remove_if([](const AudioInjectorPointer& injector) { return !injector || injector->isFinished(); }); static const int MAX_INJECTOR_COUNT = 3; if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) { auto injector = AudioInjector::playSound(collisionSound, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getWorldPosition()); _collisionInjectors.emplace_back(injector); } myAvatar->collisionWithEntity(collision); return; } } } } void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) { _shouldRender = shouldRenderAvatars; const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; if (_shouldRender) { for (auto avatarData : _avatarHash) { auto avatar = std::static_pointer_cast(avatarData); avatar->addToScene(avatar, scene, transaction); } } else { for (auto avatarData : _avatarHash) { auto avatar = std::static_pointer_cast(avatarData); avatar->removeFromScene(avatar, scene, transaction); } } scene->enqueueTransaction(transaction); } AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID) const { if (sessionID == AVATAR_SELF_ID || sessionID == _myAvatar->getSessionUUID()) { return _myAvatar; } return findAvatar(sessionID); } RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay& ray, const QScriptValue& avatarIdsToInclude, const QScriptValue& avatarIdsToDiscard) { QVector avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude); QVector avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard); return findRayIntersectionVector(ray, avatarsToInclude, avatarsToDiscard); } RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const PickRay& ray, const QVector& avatarsToInclude, const QVector& avatarsToDiscard) { RayToAvatarIntersectionResult result; if (QThread::currentThread() != thread()) { BLOCKING_INVOKE_METHOD(const_cast(this), "findRayIntersectionVector", Q_RETURN_ARG(RayToAvatarIntersectionResult, result), Q_ARG(const PickRay&, ray), Q_ARG(const QVector&, avatarsToInclude), Q_ARG(const QVector&, avatarsToDiscard)); return result; } glm::vec3 normDirection = glm::normalize(ray.direction); for (auto avatarData : _avatarHash) { auto avatar = std::static_pointer_cast(avatarData); if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) || (avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) { 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. // 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; // } glm::vec3 start; glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); bool intersects = findRayCapsuleIntersection(ray.origin, normDirection, start, end, radius, distance); if (!intersects) { // ray doesn't intersect avatar's capsule continue; } QString extraInfo; intersects = avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, normDirection, distance, face, surfaceNormal, extraInfo, true); if (intersects && (!result.intersects || distance < result.distance)) { result.intersects = true; result.avatarID = avatar->getID(); result.distance = distance; } } if (result.intersects) { result.intersection = ray.origin + normDirection * result.distance; } return result; } // HACK float AvatarManager::getAvatarSortCoefficient(const QString& name) { if (name == "size") { return AvatarData::_avatarSortCoefficientSize; } else if (name == "center") { return AvatarData::_avatarSortCoefficientCenter; } else if (name == "age") { return AvatarData::_avatarSortCoefficientAge; } return 0.0f; } // HACK void AvatarManager::setAvatarSortCoefficient(const QString& name, const QScriptValue& value) { bool somethingChanged = false; if (value.isNumber()) { float numericalValue = (float)value.toNumber(); if (name == "size") { AvatarData::_avatarSortCoefficientSize = numericalValue; somethingChanged = true; } else if (name == "center") { AvatarData::_avatarSortCoefficientCenter = numericalValue; somethingChanged = true; } else if (name == "age") { AvatarData::_avatarSortCoefficientAge = numericalValue; somethingChanged = true; } } if (somethingChanged) { size_t packetSize = sizeof(AvatarData::_avatarSortCoefficientSize) + sizeof(AvatarData::_avatarSortCoefficientCenter) + sizeof(AvatarData::_avatarSortCoefficientAge); auto packet = NLPacket::create(PacketType::AdjustAvatarSorting, packetSize); packet->writePrimitive(AvatarData::_avatarSortCoefficientSize); packet->writePrimitive(AvatarData::_avatarSortCoefficientCenter); packet->writePrimitive(AvatarData::_avatarSortCoefficientAge); DependencyManager::get()->broadcastToNodes(std::move(packet), NodeSet() << NodeType::AvatarMixer); } }