overte-HifiExperiments/libraries/entities/src/MovingEntitiesOperator.cpp
2014-08-29 21:51:08 -07:00

356 lines
16 KiB
C++

//
// MovingEntitiesOperator.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 "EntityItem.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
#include "MovingEntitiesOperator.h"
MovingEntitiesOperator::MovingEntitiesOperator(EntityTree* tree) :
_tree(tree),
_changeTime(usecTimestampNow()),
_foundOldCount(0),
_foundNewCount(0),
_lookingCount(0)
{
bool wantDebug = false;
if (wantDebug) {
qDebug() << "MovingEntitiesOperator..... *********** start here!";
qDebug() << " tree=" << tree;
qDebug() << " _tree=" << _tree;
qDebug() << "------------ MovingEntitiesOperator -- BEFORE WE BEGIN: the tree[" << _tree << "] -------------";
_tree->dumpTree();
qDebug() << "------------ MovingEntitiesOperator -- END the tree-------------";
}
}
MovingEntitiesOperator::~MovingEntitiesOperator() {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "~MovingEntitiesOperator().... ";
qDebug() << "------------ ~MovingEntitiesOperator -- AFTER WE'RE DONE: the tree[" << _tree << "] -------------";
_tree->dumpTree();
qDebug() << "------------ ~MovingEntitiesOperator -- END the tree-------------";
}
}
void MovingEntitiesOperator::addEntityToMoveList(EntityItem* entity, const AACube& oldCube, const AACube& newCube) {
// check our tree, to determine if this entity is known
EntityToMoveDetails details;
details.oldContainingElement = _tree->getContainingElement(entity->getEntityItemID());
details.entity = entity;
details.oldFound = false;
details.newFound = false;
details.oldCube = oldCube;
details.newCube = newCube;
details.newBox = newCube.clamp(0.0f, 1.0f);
_entitiesToMove << details;
_lookingCount++;
}
// does this entity tree element contain the old entity
bool MovingEntitiesOperator::shouldRecurseSubTree(OctreeElement* element) {
bool containsEntity = false;
// If we don't have an old entity, then we don't contain the entity, otherwise
// check the bounds
if (_entitiesToMove.size() > 0) {
AACube elementCube = element->getAACube();
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
if (elementCube.contains(details.oldCube) || elementCube.contains(details.newCube)) {
containsEntity = true;
break; // if it contains at least one, we're good to go
}
}
}
return containsEntity;
}
bool MovingEntitiesOperator::PreRecursion(OctreeElement* element) {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "MovingEntitiesOperator::PreRecursion().... ";
qDebug() << " element=" << element;
qDebug() << " element.AACube=" << element->getAACube();
qDebug() << " _lookingCount=" << _lookingCount;
qDebug() << " _foundNewCount=" << _foundNewCount;
qDebug() << " _foundOldCount=" << _foundOldCount;
qDebug() << " --------- list of moving entities -----------";
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
qDebug() << " MOVING ENTITY";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << details.entity->getEntityItemID();
qDebug() << " oldCube=" << details.oldCube;
qDebug() << " newCube=" << details.newCube;
qDebug() << " newBox=" << details.newBox;
qDebug() << " oldContainingElement=" << details.oldContainingElement;
qDebug() << " oldFound=" << details.oldFound;
qDebug() << " newFound=" << details.newFound;
}
qDebug() << " --------- list of moving entities -----------";
}
EntityTreeElement* entityTreeElement = static_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 = (_foundOldCount < _lookingCount) || (_foundNewCount < _lookingCount);
if (wantDebug) {
qDebug() << " keepSearching=" << keepSearching;
qDebug() << " shouldRecurseSubTree(element)=" << shouldRecurseSubTree(element);
}
// If we haven't yet found all the entities, and this sub tree contains at least one of our
// entities, then we need to keep searching.
if (keepSearching && shouldRecurseSubTree(element)) {
if (wantDebug) {
qDebug() << " PROCESSING MOVE ON THIS ELEMENT";
}
// check against each of our search entities
if (wantDebug) {
qDebug() << " --------- PROCESSING list of moving entities -----------";
}
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
if (wantDebug) {
qDebug() << " PROCESSING --- MOVING ENTITY";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << details.entity->getEntityItemID();
qDebug() << " oldCube=" << details.oldCube;
qDebug() << " newCube=" << details.newCube;
qDebug() << " newBox=" << details.newBox;
qDebug() << " oldContainingElement=" << details.oldContainingElement;
qDebug() << " oldFound=" << details.oldFound;
qDebug() << " newFound=" << details.newFound;
if (!details.oldFound) {
qDebug() << " THIS ENTITY'S OLD LOCATION HAS NOT BEEN FOUND... ";
}
if (entityTreeElement == details.oldContainingElement) {
qDebug() << " THIS ELEMENT IS THE ENTITY'S OLD LOCATION... ";
}
}
// If this is one of the old elements we're looking for, then ask it to remove the old entity
if (!details.oldFound && entityTreeElement == details.oldContainingElement) {
if (wantDebug) {
qDebug() << " PROCESSING REMOVE ENTITY FROM OLD ELEMENT <<<<<<<<<<<<<";
}
entityTreeElement->removeEntityItem(details.entity);
if (wantDebug) {
qDebug() << "removing entityItem from element... ";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << details.entity->getEntityItemID();
qDebug() << " entityTreeElement=" << entityTreeElement;
qDebug() << " element=" << element;
qDebug() << " element->getAACube()=" << element->getAACube();
}
_foundOldCount++;
//details.oldFound = true; // TODO: would be nice to add this optimization
}
// If this element is the best fit for the new bounds of this entity then add the entity to the element
if (wantDebug) {
bool bestFitCube = entityTreeElement->bestFitBounds(details.newCube);
bool bestFitBox = entityTreeElement->bestFitBounds(details.newBox);
qDebug() << " bestFitCube=" << bestFitCube;
qDebug() << " bestFitBox=" << bestFitBox;
if (bestFitCube != bestFitBox) {
qDebug() << " WHOA!!!! bestFitCube != bestFitBox!!!!";
}
if (!details.newFound) {
qDebug() << " THIS ENTITY'S NEW LOCATION HAS NOT BEEN FOUND... ";
}
if (entityTreeElement->bestFitBounds(details.newCube)) {
qDebug() << " THIS ELEMENT IS THE ENTITY'S BEST FIT NEW LOCATION... ";
}
}
if (!details.newFound && entityTreeElement->bestFitBounds(details.newCube)) {
EntityItemID entityItemID = details.entity->getEntityItemID();
if (wantDebug) {
qDebug() << " PROCESSING ADD ENTITY TO NEW ELEMENT <<<<<<<<<<<<<";
qDebug() << "adding entityItem to element...";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << entityItemID;
qDebug() << " entityTreeElement=" << entityTreeElement;
qDebug() << " element=" << element;
qDebug() << " element->getAACube()=" << element->getAACube();
}
entityTreeElement->addEntityItem(details.entity);
_tree->setContainingElement(entityItemID, entityTreeElement);
_foundNewCount++;
//details.newFound = true; // TODO: would be nice to add this optimization
}
}
if (wantDebug) {
qDebug() << " --------- DONE PROCESSING list of moving entities -----------";
}
// if we haven't found all of our search for entities, then keep looking
keepSearching = (_foundOldCount < _lookingCount) || (_foundNewCount < _lookingCount);
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool MovingEntitiesOperator::PostRecursion(OctreeElement* element) {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "MovingEntitiesOperator::PostRecursion().... ";
qDebug() << " element=" << element;
qDebug() << " element.AACube=" << element->getAACube();
qDebug() << " _lookingCount=" << _lookingCount;
qDebug() << " _foundNewCount=" << _foundNewCount;
qDebug() << " _foundOldCount=" << _foundOldCount;
qDebug() << " --------- list of moving entities -----------";
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
qDebug() << " MOVING ENTITY";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << details.entity->getEntityItemID();
qDebug() << " oldCube=" << details.oldCube;
qDebug() << " newCube=" << details.newCube;
qDebug() << " newBox=" << details.newBox;
qDebug() << " oldContainingElement=" << details.oldContainingElement;
qDebug() << " oldFound=" << details.oldFound;
qDebug() << " newFound=" << details.newFound;
}
qDebug() << " --------- list of moving entities -----------";
}
// 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 = (_foundOldCount < _lookingCount) || (_foundNewCount < _lookingCount);
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((shouldRecurseSubTree(element))) {
element->markWithChangedTime();
}
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
bool somethingPruned = entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
if (somethingPruned && wantDebug) {
qDebug() << "MovingEntitiesOperator::PostRecursion() something pruned!!!";
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElement* MovingEntitiesOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "MovingEntitiesOperator::PossiblyCreateChildAt().... ";
qDebug() << " element=" << element;
qDebug() << " element.AACube=" << element->getAACube();
qDebug() << " childIndex=" << childIndex;
qDebug() << " _lookingCount=" << _lookingCount;
qDebug() << " _foundNewCount=" << _foundNewCount;
qDebug() << " _foundOldCount=" << _foundOldCount;
qDebug() << " --------- list of moving entities -----------";
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
qDebug() << " MOVING ENTITY";
qDebug() << " entity=" << details.entity;
qDebug() << " entityItemID=" << details.entity->getEntityItemID();
qDebug() << " oldCube=" << details.oldCube;
qDebug() << " newCube=" << details.newCube;
qDebug() << " newBox=" << details.newBox;
qDebug() << " oldContainingElement=" << details.oldContainingElement;
qDebug() << " oldFound=" << details.oldFound;
qDebug() << " newFound=" << details.newFound;
}
qDebug() << " --------- list of moving entities -----------";
}
// 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 locations.
if (_foundNewCount < _lookingCount) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// check against each of our entities
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
if (wantDebug) {
bool thisElementIsBestFitCube = entityTreeElement->bestFitBounds(details.newCube);
bool thisElementIsBestFitBox = entityTreeElement->bestFitBounds(details.newBox);
qDebug() << " thisElementIsBestFitCube=" << thisElementIsBestFitCube;
qDebug() << " thisElementIsBestFitBox=" << thisElementIsBestFitBox;
qDebug() << " details.newCube=" << details.newCube;
qDebug() << " details.newBox=" << details.newBox;
qDebug() << " element=" << element;
qDebug() << " element->getAACube()=" << element->getAACube();
}
// if the scale of our desired cube is smaller than our children, then consider making a child
if (details.newBox.getLargestDimension() <= childElementScale) {
int indexOfChildContainingNewEntity = element->getMyChildContaining(details.newBox);
if (wantDebug) {
qDebug() << " called element->getMyChildContaining(details.newBox); ---------";
qDebug() << " childIndex=" << childIndex;
qDebug() << " indexOfChildContainingNewEntity=" << indexOfChildContainingNewEntity;
}
// If the childIndex we were asked if we wanted to create contains this newCube,
// then we will create this branch and continue. We can exit this loop immediately
// because if we need this branch for any one entity then it doesn't matter if it's
// needed for more entities.
if (childIndex == indexOfChildContainingNewEntity) {
OctreeElement* newChild = element->addChildAtIndex(childIndex);
if (wantDebug) {
qDebug() << " CREATING NEW CHILD --- childIndex=" << childIndex << "newChild=" << newChild;
}
return newChild;
}
}
}
}
return NULL;
}