mirror of
https://github.com/HifiExperiments/overte.git
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1122 lines
42 KiB
C++
1122 lines
42 KiB
C++
//
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// EntityTree.cpp
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// libraries/models/src
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "EntityTree.h"
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EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage) {
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_rootElement = createNewElement();
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}
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EntityTreeElement* EntityTree::createNewElement(unsigned char * octalCode) {
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EntityTreeElement* newElement = new EntityTreeElement(octalCode);
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newElement->setTree(this);
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return newElement;
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}
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void EntityTree::eraseAllOctreeElements() {
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_modelToElementMap.clear();
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Octree::eraseAllOctreeElements();
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}
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bool EntityTree::handlesEditPacketType(PacketType packetType) const {
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// we handle these types of "edit" packets
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switch (packetType) {
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case PacketTypeEntityAddOrEdit:
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case PacketTypeEntityErase:
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return true;
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default:
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return false;
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}
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}
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/// Give an EntityItemID and EntityItemProperties, this will either find the correct entity that already exists
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/// in the tree or it will create a new entity of the type specified by the properties and return that item.
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/// In the case that it creates a new item, the item will be properly added to the tree and all appropriate lookup hashes.
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EntityItem* EntityTree::getOrCreateEntityItem(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItem* result = NULL;
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// we need to first see if we already have the entity in our tree by finding the containing element of the entity
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (containingElement) {
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result = containingElement->getEntityWithEntityItemID(entityID);
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}
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// if the element does not exist, then create a new one of the specified type...
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if (!result) {
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result = addEntity(entityID, properties);
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}
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return result;
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}
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class AddEntityOperator : public RecurseOctreeOperator {
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public:
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AddEntityOperator(EntityTree* tree, EntityItem* newEntity);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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private:
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EntityTree* _tree;
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EntityItem* _newEntity;
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bool _foundNew;
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quint64 _changeTime;
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AACube _newEntityCube;
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};
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AddEntityOperator::AddEntityOperator(EntityTree* tree,
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EntityItem* newEntity) :
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_tree(tree),
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_newEntity(newEntity),
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_foundNew(false),
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_changeTime(usecTimestampNow()),
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_newEntityCube()
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{
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// caller must have verified existence of newEntity
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assert(_newEntity);
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_newEntityCube = _newEntity->getAACube();
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}
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bool AddEntityOperator::PreRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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// path of the tree. For this operation, we want to recurse the branch of the tree if
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// and of the following are true:
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// * We have not yet found the location for the new entity, and this branch contains the bounds of the new entity
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bool keepSearching = false; // assume we don't need to search any more
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// If we haven't yet found the new model, and this subTreeContains our new
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// model, then we need to keep searching.
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if (!_foundNew && element->getAACube().contains(_newEntityCube)) {
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// If this element is the best fit for the new entity properties, then add/or update it
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if (entityTreeElement->bestFitBounds(_newEntityCube)) {
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entityTreeElement->addEntityItem(_newEntity);
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_tree->setContainingElement(_newEntity->getEntityItemID(), entityTreeElement);
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_foundNew = true;
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keepSearching = false;
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} else {
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keepSearching = true;
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}
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool AddEntityOperator::PostRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old model and one for the new model.
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bool keepSearching = !_foundNew;
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// As we unwind, if we're in either of these two paths, we mark our element
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// as dirty.
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if ((_foundNew && element->getAACube().contains(_newEntityCube))) {
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element->markWithChangedTime();
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* AddEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new model location.
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// Check to see if
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if (!_foundNew) {
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int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityCube);
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if (childIndex == indexOfChildContainingNewEntity) {
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return element->addChildAtIndex(childIndex);
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}
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}
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return NULL;
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}
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/// Adds a new entity item to the tree
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void EntityTree::addEntityItem(EntityItem* entityItem) {
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// You should not call this on existing entities that are already part of the tree! Call updateEntity()
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EntityItemID entityID = entityItem->getEntityItemID();
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EntityTreeElement* containingElement = getContainingElement(entityID);
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assert(containingElement == NULL); // don't call addEntityItem() on existing entity items
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// Recurse the tree and store the entity in the correct tree element
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AddEntityOperator theOperator(this, entityItem);
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recurseTreeWithOperator(&theOperator);
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_isDirty = true;
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}
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class UpdateEntityOperator : public RecurseOctreeOperator {
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public:
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UpdateEntityOperator(EntityTree* tree, EntityTreeElement* containingElement,
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EntityItem* existingEntity, const EntityItemProperties& properties);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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private:
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EntityTree* _tree;
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EntityItem* _existingEntity;
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EntityTreeElement* _containingElement;
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const EntityItemProperties& _properties;
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EntityItemID _entityItemID;
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bool _foundOld;
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bool _foundNew;
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bool _removeOld;
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quint64 _changeTime;
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AACube _oldEntityCube;
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AACube _newEntityCube;
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bool subTreeContainsOldEntity(OctreeElement* element);
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bool subTreeContainsNewEntity(OctreeElement* element);
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};
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UpdateEntityOperator::UpdateEntityOperator(EntityTree* tree,
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EntityTreeElement* containingElement,
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EntityItem* existingEntity,
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const EntityItemProperties& properties) :
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_tree(tree),
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_existingEntity(existingEntity),
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_containingElement(containingElement),
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_properties(properties),
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_entityItemID(existingEntity->getEntityItemID()),
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_foundOld(false),
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_foundNew(false),
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_removeOld(false),
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_changeTime(usecTimestampNow()),
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_oldEntityCube(),
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_newEntityCube()
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{
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// caller must have verified existence of containingElement and oldEntity
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assert(_containingElement && _existingEntity);
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_oldEntityCube = _existingEntity->getAACube();
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// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
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// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
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// be the same for both parts of the update
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if (!properties.containsBoundsProperties() || _containingElement->bestFitBounds(properties)) {
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_foundOld = true;
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_newEntityCube = _oldEntityCube;
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} else {
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_newEntityCube = properties.getAACubeTreeUnits();
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_removeOld = true; // our properties are going to move us, so remember this for later processing
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}
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}
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// does this model tree element contain the old model
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bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElement* element) {
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return element->getAACube().contains(_oldEntityCube);
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}
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bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
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return element->getAACube().contains(_newEntityCube);
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}
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bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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// path of the tree. For this operation, we want to recurse the branch of the tree if
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// and of the following are true:
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// * We have not yet found the old model, and this branch contains our old model
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// * We have not yet found the new model, and this branch contains our new model
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//
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// Note: it's often the case that the branch in question contains both the old model
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// and the new model.
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bool keepSearching = false; // assume we don't need to search any more
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// If we haven't yet found the old model, and this subTreeContains our old
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// model, then we need to keep searching.
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if (!_foundOld && subTreeContainsOldEntity(element)) {
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// If this is the element we're looking for, then ask it to remove the old model
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// and we can stop searching.
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if (entityTreeElement == _containingElement) {
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// If the containgElement IS NOT the best fit for the new model properties
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// then we need to remove it, and the updateEntity below will store it in the
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// correct element.
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if (_removeOld) {
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entityTreeElement->removeEntityItem(_existingEntity); // NOTE: only removes the entity, doesn't delete it
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// If we haven't yet found the new location, then we need to
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// make sure to remove our model to element map, because for
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// now we're not in that map
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if (!_foundNew) {
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_tree->setContainingElement(_entityItemID, NULL);
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}
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}
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_foundOld = true;
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} else {
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// if this isn't the element we're looking for, then keep searching
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keepSearching = true;
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}
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}
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// If we haven't yet found the new model, and this subTreeContains our new
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// model, then we need to keep searching.
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if (!_foundNew && subTreeContainsNewEntity(element)) {
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// If this element is the best fit for the new entity properties, then add/or update it
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if (entityTreeElement->bestFitBounds(_newEntityCube)) {
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if (entityTreeElement->addOrUpdateEntity(_existingEntity, _properties)) {
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//qDebug() << "UpdateEntityOperator::PreRecursion()... model was updated!";
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_foundNew = true;
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// NOTE: don't change the keepSearching here, if it came in here
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// false then we stay false, if it came in here true, then it
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// means we're still searching for our old model and this branch
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// contains our old model. In which case we want to keep searching.
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}
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} else {
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keepSearching = true;
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}
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old model and one for the new model.
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bool keepSearching = !_foundOld || !_foundNew;
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// As we unwind, if we're in either of these two paths, we mark our element
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// as dirty.
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if ((_foundOld && subTreeContainsOldEntity(element)) ||
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(_foundNew && subTreeContainsNewEntity(element))) {
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element->markWithChangedTime();
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* UpdateEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new model location.
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// Check to see if
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if (!_foundNew) {
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int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityCube);
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if (childIndex == indexOfChildContainingNewEntity) {
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return element->addChildAtIndex(childIndex);
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}
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}
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return NULL;
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}
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bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
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bool updated = false;
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// You should not call this on existing entities that are already part of the tree! Call updateEntity()
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (!containingElement) {
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assert(containingElement); // don't call updateEntity() on entity items that don't exist
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return false;
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}
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EntityItem* existingEntity = containingElement->getEntityWithEntityItemID(entityID);
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if (!existingEntity) {
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assert(existingEntity); // don't call updateEntity() on entity items that don't exist
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return false;
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}
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UpdateEntityOperator theOperator(this, containingElement, existingEntity, properties);
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recurseTreeWithOperator(&theOperator);
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_isDirty = true;
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return true;
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}
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EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
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qDebug() << "EntityTree::addEntity()... entityID=" << entityID;
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EntityItem* result = NULL;
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// You should not call this on existing entities that are already part of the tree! Call updateEntity()
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (containingElement) {
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assert(containingElement == NULL); // don't call addEntity() on existing entity items
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return result;
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}
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// construct the instance of the entity
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EntityTypes::EntityType_t type = properties.getType();
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result = EntityTypes::constructEntityItem(type, entityID, properties);
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qDebug() << "EntityTree::addEntity()... result = EntityTypes::constructEntityItem(type, entityID, properties)... result->getEntityItemID()=" << result->getEntityItemID();
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if (result) {
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// this does the actual adding of the entity
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addEntityItem(result);
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}
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return result;
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}
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class EntityToDeleteDetails {
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public:
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const EntityItem* model;
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AACube cube;
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EntityTreeElement* containingElement;
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};
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inline uint qHash(const EntityToDeleteDetails& a, uint seed) {
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return qHash(a.model->getEntityItemID(), seed);
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}
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inline bool operator==(const EntityToDeleteDetails& a, const EntityToDeleteDetails& b) {
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return a.model->getEntityItemID() == b.model->getEntityItemID();
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}
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class DeleteEntityOperator : public RecurseOctreeOperator {
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public:
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DeleteEntityOperator(EntityTree* tree);
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DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID);
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void addEntityIDToDeleteList(const EntityItemID& searchEntityID);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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private:
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EntityTree* _tree;
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QSet<EntityToDeleteDetails> _modelsToDelete;
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quint64 _changeTime;
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int _foundCount;
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int _lookingCount;
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bool subTreeContainsSomeEntitysToDelete(OctreeElement* element);
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};
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DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID) :
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_tree(tree),
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_changeTime(usecTimestampNow()),
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_foundCount(0),
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_lookingCount(0)
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{
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addEntityIDToDeleteList(searchEntityID);
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}
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DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree) :
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_tree(tree),
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_changeTime(usecTimestampNow()),
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_foundCount(0),
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_lookingCount(0)
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{
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}
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void DeleteEntityOperator::addEntityIDToDeleteList(const EntityItemID& searchEntityID) {
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// check our tree, to determine if this model is known
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EntityToDeleteDetails details;
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details.containingElement = _tree->getContainingElement(searchEntityID);
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if (details.containingElement) {
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details.model = details.containingElement->getEntityWithEntityItemID(searchEntityID);
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if (!details.model) {
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//assert(false);
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qDebug() << "that's UNEXPECTED, we got a _containingElement, but couldn't find the oldEntity!";
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} else {
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details.cube = details.model->getAACube();
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_modelsToDelete << details;
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_lookingCount++;
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}
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}
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}
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// does this model tree element contain the old model
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bool DeleteEntityOperator::subTreeContainsSomeEntitysToDelete(OctreeElement* element) {
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bool containsEntity = false;
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// If we don't have an old model, then we don't contain the model, otherwise
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// check the bounds
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if (_modelsToDelete.size() > 0) {
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AACube elementCube = element->getAACube();
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foreach(const EntityToDeleteDetails& details, _modelsToDelete) {
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if (elementCube.contains(details.cube)) {
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containsEntity = true;
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break; // if it contains at least one, we're good to go
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}
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}
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}
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return containsEntity;
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}
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bool DeleteEntityOperator::PreRecursion(OctreeElement* element) {
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EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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|
// path of the tree. For this operation, we want to recurse the branch of the tree if
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// and of the following are true:
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// * We have not yet found the old model, and this branch contains our old model
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// * We have not yet found the new model, and this branch contains our new model
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//
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// Note: it's often the case that the branch in question contains both the old model
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// and the new model.
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bool keepSearching = false; // assume we don't need to search any more
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// If we haven't yet found all the models, and this sub tree contains at least one of our
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// models, then we need to keep searching.
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if ((_foundCount < _lookingCount) && subTreeContainsSomeEntitysToDelete(element)) {
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// check against each of our search models
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foreach(const EntityToDeleteDetails& details, _modelsToDelete) {
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// If this is the element we're looking for, then ask it to remove the old model
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// and we can stop searching.
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if (modelTreeElement == details.containingElement) {
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// This is a good place to delete it!!!
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EntityItemID entityItemID = details.model->getEntityItemID();
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modelTreeElement->removeEntityWithEntityItemID(entityItemID);
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_tree->setContainingElement(entityItemID, NULL);
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_foundCount++;
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}
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}
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// if we haven't found all of our search for models, then keep looking
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keepSearching = (_foundCount < _lookingCount);
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool DeleteEntityOperator::PostRecursion(OctreeElement* element) {
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// 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 model and one for the new model.
|
|
bool keepSearching = (_foundCount < _lookingCount);
|
|
|
|
// As we unwind, if we're in either of these two paths, we mark our element
|
|
// as dirty.
|
|
if ((subTreeContainsSomeEntitysToDelete(element))) {
|
|
element->markWithChangedTime();
|
|
}
|
|
return keepSearching; // if we haven't yet found it, keep looking
|
|
}
|
|
|
|
void EntityTree::deleteEntity(const EntityItemID& entityID) {
|
|
// NOTE: callers must lock the tree before using this method
|
|
|
|
// First, look for the existing model in the tree..
|
|
DeleteEntityOperator theOperator(this, entityID);
|
|
|
|
recurseTreeWithOperator(&theOperator);
|
|
_isDirty = true;
|
|
|
|
bool wantDebug = false;
|
|
if (wantDebug) {
|
|
EntityTreeElement* containingElement = getContainingElement(entityID);
|
|
qDebug() << "EntityTree::storeEntity().... after store... containingElement=" << containingElement;
|
|
}
|
|
}
|
|
|
|
void EntityTree::deleteEntitys(QSet<EntityItemID> modelIDs) {
|
|
// NOTE: callers must lock the tree before using this method
|
|
|
|
DeleteEntityOperator theOperator(this);
|
|
foreach(const EntityItemID& entityID, modelIDs) {
|
|
// First, look for the existing model in the tree..
|
|
theOperator.addEntityIDToDeleteList(entityID);
|
|
}
|
|
|
|
recurseTreeWithOperator(&theOperator);
|
|
_isDirty = true;
|
|
|
|
bool wantDebug = false;
|
|
if (wantDebug) {
|
|
foreach(const EntityItemID& entityID, modelIDs) {
|
|
EntityTreeElement* containingElement = getContainingElement(entityID);
|
|
qDebug() << "EntityTree::storeEntity().... after store... containingElement=" << containingElement;
|
|
}
|
|
}
|
|
}
|
|
|
|
// scans the tree and handles mapping locally created models to know IDs.
|
|
// in the event that this tree is also viewing the scene, then we need to also
|
|
// search the tree to make sure we don't have a duplicate model from the viewing
|
|
// operation.
|
|
bool EntityTree::findAndUpdateEntityItemIDOperation(OctreeElement* element, void* extraData) {
|
|
bool keepSearching = true;
|
|
|
|
FindAndUpdateEntityItemIDArgs* args = static_cast<FindAndUpdateEntityItemIDArgs*>(extraData);
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
|
|
// Note: updateEntityItemID() will only operate on correctly found models
|
|
modelTreeElement->updateEntityItemID(args);
|
|
|
|
// if we've found and replaced both the creatorTokenID and the viewedEntity, then we
|
|
// can stop looking, otherwise we will keep looking
|
|
if (args->creatorTokenFound && args->viewedEntityFound) {
|
|
keepSearching = false;
|
|
}
|
|
|
|
return keepSearching;
|
|
}
|
|
|
|
void EntityTree::handleAddEntityResponse(const QByteArray& packet) {
|
|
const bool wantDebug = false;
|
|
|
|
if (wantDebug) {
|
|
qDebug() << "EntityTree::handleAddEntityResponse()...";
|
|
}
|
|
|
|
int numBytesPacketHeader = numBytesForPacketHeader(packet);
|
|
|
|
const unsigned char* dataAt = reinterpret_cast<const unsigned char*>(packet.data()) + numBytesPacketHeader;
|
|
|
|
uint32_t creatorTokenID;
|
|
memcpy(&creatorTokenID, dataAt, sizeof(creatorTokenID));
|
|
dataAt += sizeof(creatorTokenID);
|
|
|
|
uint32_t entityID;
|
|
memcpy(&entityID, dataAt, sizeof(entityID));
|
|
dataAt += sizeof(entityID);
|
|
|
|
if (wantDebug) {
|
|
qDebug() << " creatorTokenID=" << creatorTokenID;
|
|
qDebug() << " entityID=" << entityID;
|
|
}
|
|
|
|
// update models in our tree
|
|
bool assumeEntityFound = !getIsViewing(); // if we're not a viewing tree, then we don't have to find the actual model
|
|
FindAndUpdateEntityItemIDArgs args = {
|
|
entityID,
|
|
creatorTokenID,
|
|
false,
|
|
assumeEntityFound,
|
|
getIsViewing()
|
|
};
|
|
|
|
if (wantDebug) {
|
|
qDebug() << "looking for creatorTokenID=" << creatorTokenID << " entityID=" << entityID
|
|
<< " getIsViewing()=" << getIsViewing();
|
|
}
|
|
lockForWrite();
|
|
// TODO: Switch this to use list of known model IDs....
|
|
recurseTreeWithOperation(findAndUpdateEntityItemIDOperation, &args);
|
|
unlock();
|
|
}
|
|
|
|
|
|
class FindNearPointArgs {
|
|
public:
|
|
glm::vec3 position;
|
|
float targetRadius;
|
|
bool found;
|
|
const EntityItem* closestEntity;
|
|
float closestEntityDistance;
|
|
};
|
|
|
|
|
|
bool EntityTree::findNearPointOperation(OctreeElement* element, void* extraData) {
|
|
FindNearPointArgs* args = static_cast<FindNearPointArgs*>(extraData);
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
|
|
glm::vec3 penetration;
|
|
bool sphereIntersection = modelTreeElement->getAACube().findSpherePenetration(args->position,
|
|
args->targetRadius, penetration);
|
|
|
|
// If this modelTreeElement contains the point, then search it...
|
|
if (sphereIntersection) {
|
|
const EntityItem* thisClosestEntity = modelTreeElement->getClosestEntity(args->position);
|
|
|
|
// we may have gotten NULL back, meaning no model was available
|
|
if (thisClosestEntity) {
|
|
glm::vec3 modelPosition = thisClosestEntity->getPosition();
|
|
float distanceFromPointToEntity = glm::distance(modelPosition, args->position);
|
|
|
|
// If we're within our target radius
|
|
if (distanceFromPointToEntity <= args->targetRadius) {
|
|
// we are closer than anything else we've found
|
|
if (distanceFromPointToEntity < args->closestEntityDistance) {
|
|
args->closestEntity = thisClosestEntity;
|
|
args->closestEntityDistance = distanceFromPointToEntity;
|
|
args->found = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// we should be able to optimize this...
|
|
return true; // keep searching in case children have closer models
|
|
}
|
|
|
|
// if this element doesn't contain the point, then none of it's children can contain the point, so stop searching
|
|
return false;
|
|
}
|
|
|
|
const EntityItem* EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) {
|
|
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };
|
|
lockForRead();
|
|
// NOTE: This should use recursion, since this is a spatial operation
|
|
recurseTreeWithOperation(findNearPointOperation, &args);
|
|
unlock();
|
|
return args.closestEntity;
|
|
}
|
|
|
|
class FindAllNearPointArgs {
|
|
public:
|
|
glm::vec3 position;
|
|
float targetRadius;
|
|
QVector<const EntityItem*> models;
|
|
};
|
|
|
|
|
|
bool EntityTree::findInSphereOperation(OctreeElement* element, void* extraData) {
|
|
FindAllNearPointArgs* args = static_cast<FindAllNearPointArgs*>(extraData);
|
|
glm::vec3 penetration;
|
|
bool sphereIntersection = element->getAACube().findSpherePenetration(args->position,
|
|
args->targetRadius, penetration);
|
|
|
|
// If this element contains the point, then search it...
|
|
if (sphereIntersection) {
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
modelTreeElement->getEntities(args->position, args->targetRadius, args->models);
|
|
return true; // keep searching in case children have closer models
|
|
}
|
|
|
|
// if this element doesn't contain the point, then none of it's children can contain the point, so stop searching
|
|
return false;
|
|
}
|
|
|
|
// NOTE: assumes caller has handled locking
|
|
void EntityTree::findEntities(const glm::vec3& center, float radius, QVector<const EntityItem*>& foundEntitys) {
|
|
FindAllNearPointArgs args = { center, radius };
|
|
// NOTE: This should use recursion, since this is a spatial operation
|
|
recurseTreeWithOperation(findInSphereOperation, &args);
|
|
|
|
// swap the two lists of model pointers instead of copy
|
|
foundEntitys.swap(args.models);
|
|
}
|
|
|
|
class FindEntitysInCubeArgs {
|
|
public:
|
|
FindEntitysInCubeArgs(const AACube& cube)
|
|
: _cube(cube), _foundEntitys() {
|
|
}
|
|
|
|
AACube _cube;
|
|
QVector<EntityItem*> _foundEntitys;
|
|
};
|
|
|
|
bool EntityTree::findInCubeOperation(OctreeElement* element, void* extraData) {
|
|
FindEntitysInCubeArgs* args = static_cast< FindEntitysInCubeArgs*>(extraData);
|
|
const AACube& elementCube = element->getAACube();
|
|
if (elementCube.touches(args->_cube)) {
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
modelTreeElement->getEntities(args->_cube, args->_foundEntitys);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// NOTE: assumes caller has handled locking
|
|
void EntityTree::findEntities(const AACube& cube, QVector<EntityItem*> foundEntitys) {
|
|
FindEntitysInCubeArgs args(cube);
|
|
// NOTE: This should use recursion, since this is a spatial operation
|
|
recurseTreeWithOperation(findInCubeOperation, &args);
|
|
// swap the two lists of model pointers instead of copy
|
|
foundEntitys.swap(args._foundEntitys);
|
|
}
|
|
|
|
EntityItem* EntityTree::findEntityByID(uint32_t id, bool alreadyLocked) const {
|
|
EntityItemID entityID(id);
|
|
|
|
bool wantDebug = false;
|
|
if (wantDebug) {
|
|
qDebug() << "EntityTree::findEntityByID()...";
|
|
qDebug() << " id=" << id;
|
|
qDebug() << " entityID=" << entityID;
|
|
qDebug() << "_modelToElementMap=" << _modelToElementMap;
|
|
}
|
|
|
|
return findEntityByEntityItemID(entityID);
|
|
}
|
|
|
|
EntityItem* EntityTree::findEntityByEntityItemID(const EntityItemID& entityID) const {
|
|
EntityItem* foundEntity = NULL;
|
|
EntityTreeElement* containingElement = getContainingElement(entityID);
|
|
if (containingElement) {
|
|
foundEntity = containingElement->getEntityWithEntityItemID(entityID);
|
|
}
|
|
return foundEntity;
|
|
}
|
|
|
|
int EntityTree::processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
|
|
const unsigned char* editData, int maxLength, const SharedNodePointer& senderNode) {
|
|
|
|
int processedBytes = 0;
|
|
// we handle these types of "edit" packets
|
|
switch (packetType) {
|
|
case PacketTypeEntityAddOrEdit: {
|
|
qDebug() << "EntityTree::processEditPacketData()....";
|
|
|
|
EntityItemID entityItemID;
|
|
EntityItemProperties properties;
|
|
|
|
bool validEditPacket = EntityTypes::decodEntityEditPacket(editData, maxLength,
|
|
processedBytes, entityItemID, properties);
|
|
|
|
// If we got a valid edit packet, then it could be a new entity or it could be an update to
|
|
// an existing entity... handle appropriately
|
|
if (validEditPacket) {
|
|
// search for the entity by EntityItemID
|
|
EntityItem* existingEntity = findEntityByEntityItemID(entityItemID);
|
|
|
|
// if the entityItem exists, then update it
|
|
if (existingEntity) {
|
|
updateEntity(entityItemID, properties);
|
|
} else {
|
|
EntityItem* newEntity = addEntity(entityItemID, properties);
|
|
if (newEntity) {
|
|
notifyNewlyCreatedEntity(*newEntity, senderNode);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#if 0 ////// OLD CODE...
|
|
bool isValid = false;
|
|
EntityItem* newEntity = NULL; // EntityItem::fromEditPacket(editData, maxLength, processedBytes, this, isValid);
|
|
if (isValid) {
|
|
storeEntity(newEntity, senderNode);
|
|
if (newEntity.isNewlyCreated()) {
|
|
notifyNewlyCreatedEntity(newEntity, senderNode);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
} break;
|
|
|
|
default:
|
|
processedBytes = 0;
|
|
break;
|
|
}
|
|
|
|
return processedBytes;
|
|
}
|
|
|
|
void EntityTree::notifyNewlyCreatedEntity(const EntityItem& newEntity, const SharedNodePointer& senderNode) {
|
|
_newlyCreatedHooksLock.lockForRead();
|
|
for (size_t i = 0; i < _newlyCreatedHooks.size(); i++) {
|
|
_newlyCreatedHooks[i]->entityCreated(newEntity, senderNode);
|
|
}
|
|
_newlyCreatedHooksLock.unlock();
|
|
}
|
|
|
|
void EntityTree::addNewlyCreatedHook(NewlyCreatedEntityHook* hook) {
|
|
_newlyCreatedHooksLock.lockForWrite();
|
|
_newlyCreatedHooks.push_back(hook);
|
|
_newlyCreatedHooksLock.unlock();
|
|
}
|
|
|
|
void EntityTree::removeNewlyCreatedHook(NewlyCreatedEntityHook* hook) {
|
|
_newlyCreatedHooksLock.lockForWrite();
|
|
for (size_t i = 0; i < _newlyCreatedHooks.size(); i++) {
|
|
if (_newlyCreatedHooks[i] == hook) {
|
|
_newlyCreatedHooks.erase(_newlyCreatedHooks.begin() + i);
|
|
break;
|
|
}
|
|
}
|
|
_newlyCreatedHooksLock.unlock();
|
|
}
|
|
|
|
|
|
bool EntityTree::updateOperation(OctreeElement* element, void* extraData) {
|
|
EntityTreeUpdateArgs* args = static_cast<EntityTreeUpdateArgs*>(extraData);
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
modelTreeElement->update(*args);
|
|
return true;
|
|
}
|
|
|
|
bool EntityTree::pruneOperation(OctreeElement* element, void* extraData) {
|
|
EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
|
|
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
|
EntityTreeElement* childAt = modelTreeElement->getChildAtIndex(i);
|
|
if (childAt && childAt->isLeaf() && !childAt->hasEntities()) {
|
|
modelTreeElement->deleteChildAtIndex(i);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void EntityTree::update() {
|
|
lockForWrite();
|
|
_isDirty = true;
|
|
|
|
// TODO: could we manage this by iterating the known models map/hash? Would that be faster?
|
|
EntityTreeUpdateArgs args;
|
|
recurseTreeWithOperation(updateOperation, &args);
|
|
|
|
// now add back any of the particles that moved elements....
|
|
int movingEntitys = args._movingEntities.size();
|
|
|
|
for (int i = 0; i < movingEntitys; i++) {
|
|
|
|
// XXXBHG: replace storeEntity with new API!!
|
|
qDebug() << "EntityTree::update().... NOT YET IMPLEMENTED!!!";
|
|
#if 0 //////////////////////////////////////////////////////
|
|
bool shouldDie = args._movingEntities[i]->getShouldBeDeleted();
|
|
|
|
// if the particle is still inside our total bounds, then re-add it
|
|
AACube treeBounds = getRoot()->getAACube();
|
|
|
|
if (!shouldDie && treeBounds.contains(args._movingEntities[i]->getPosition())) {
|
|
storeEntity(*args._movingEntities[i]);
|
|
} else {
|
|
uint32_t entityItemID = args._movingEntities[i]->getID();
|
|
quint64 deletedAt = usecTimestampNow();
|
|
_recentlyDeletedEntitysLock.lockForWrite();
|
|
_recentlyDeletedEntityItemIDs.insert(deletedAt, entityItemID);
|
|
_recentlyDeletedEntitysLock.unlock();
|
|
}
|
|
#endif // 0 //////////////////////////////////////////////////////
|
|
}
|
|
|
|
// prune the tree...
|
|
recurseTreeWithOperation(pruneOperation, NULL);
|
|
unlock();
|
|
}
|
|
|
|
|
|
bool EntityTree::hasEntitysDeletedSince(quint64 sinceTime) {
|
|
// we can probably leverage the ordered nature of QMultiMap to do this quickly...
|
|
bool hasSomethingNewer = false;
|
|
|
|
_recentlyDeletedEntitysLock.lockForRead();
|
|
QMultiMap<quint64, uint32_t>::const_iterator iterator = _recentlyDeletedEntityItemIDs.constBegin();
|
|
while (iterator != _recentlyDeletedEntityItemIDs.constEnd()) {
|
|
//qDebug() << "considering... time/key:" << iterator.key();
|
|
if (iterator.key() > sinceTime) {
|
|
//qDebug() << "YES newer... time/key:" << iterator.key();
|
|
hasSomethingNewer = true;
|
|
}
|
|
++iterator;
|
|
}
|
|
_recentlyDeletedEntitysLock.unlock();
|
|
return hasSomethingNewer;
|
|
}
|
|
|
|
// sinceTime is an in/out parameter - it will be side effected with the last time sent out
|
|
bool EntityTree::encodeEntitysDeletedSince(OCTREE_PACKET_SEQUENCE sequenceNumber, quint64& sinceTime, unsigned char* outputBuffer,
|
|
size_t maxLength, size_t& outputLength) {
|
|
|
|
bool hasMoreToSend = true;
|
|
|
|
unsigned char* copyAt = outputBuffer;
|
|
size_t numBytesPacketHeader = populatePacketHeader(reinterpret_cast<char*>(outputBuffer), PacketTypeEntityErase);
|
|
copyAt += numBytesPacketHeader;
|
|
outputLength = numBytesPacketHeader;
|
|
|
|
// pack in flags
|
|
OCTREE_PACKET_FLAGS flags = 0;
|
|
OCTREE_PACKET_FLAGS* flagsAt = (OCTREE_PACKET_FLAGS*)copyAt;
|
|
*flagsAt = flags;
|
|
copyAt += sizeof(OCTREE_PACKET_FLAGS);
|
|
outputLength += sizeof(OCTREE_PACKET_FLAGS);
|
|
|
|
// pack in sequence number
|
|
OCTREE_PACKET_SEQUENCE* sequenceAt = (OCTREE_PACKET_SEQUENCE*)copyAt;
|
|
*sequenceAt = sequenceNumber;
|
|
copyAt += sizeof(OCTREE_PACKET_SEQUENCE);
|
|
outputLength += sizeof(OCTREE_PACKET_SEQUENCE);
|
|
|
|
// pack in timestamp
|
|
OCTREE_PACKET_SENT_TIME now = usecTimestampNow();
|
|
OCTREE_PACKET_SENT_TIME* timeAt = (OCTREE_PACKET_SENT_TIME*)copyAt;
|
|
*timeAt = now;
|
|
copyAt += sizeof(OCTREE_PACKET_SENT_TIME);
|
|
outputLength += sizeof(OCTREE_PACKET_SENT_TIME);
|
|
|
|
uint16_t numberOfIds = 0; // placeholder for now
|
|
unsigned char* numberOfIDsAt = copyAt;
|
|
memcpy(copyAt, &numberOfIds, sizeof(numberOfIds));
|
|
copyAt += sizeof(numberOfIds);
|
|
outputLength += sizeof(numberOfIds);
|
|
|
|
// we keep a multi map of model IDs to timestamps, we only want to include the model IDs that have been
|
|
// deleted since we last sent to this node
|
|
_recentlyDeletedEntitysLock.lockForRead();
|
|
QMultiMap<quint64, uint32_t>::const_iterator iterator = _recentlyDeletedEntityItemIDs.constBegin();
|
|
while (iterator != _recentlyDeletedEntityItemIDs.constEnd()) {
|
|
QList<uint32_t> values = _recentlyDeletedEntityItemIDs.values(iterator.key());
|
|
for (int valueItem = 0; valueItem < values.size(); ++valueItem) {
|
|
|
|
// if the timestamp is more recent then out last sent time, include it
|
|
if (iterator.key() > sinceTime) {
|
|
uint32_t entityID = values.at(valueItem);
|
|
memcpy(copyAt, &entityID, sizeof(entityID));
|
|
copyAt += sizeof(entityID);
|
|
outputLength += sizeof(entityID);
|
|
numberOfIds++;
|
|
|
|
// check to make sure we have room for one more id...
|
|
if (outputLength + sizeof(uint32_t) > maxLength) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check to make sure we have room for one more id...
|
|
if (outputLength + sizeof(uint32_t) > maxLength) {
|
|
|
|
// let our caller know how far we got
|
|
sinceTime = iterator.key();
|
|
break;
|
|
}
|
|
++iterator;
|
|
}
|
|
|
|
// if we got to the end, then we're done sending
|
|
if (iterator == _recentlyDeletedEntityItemIDs.constEnd()) {
|
|
hasMoreToSend = false;
|
|
}
|
|
_recentlyDeletedEntitysLock.unlock();
|
|
|
|
// replace the correct count for ids included
|
|
memcpy(numberOfIDsAt, &numberOfIds, sizeof(numberOfIds));
|
|
return hasMoreToSend;
|
|
}
|
|
|
|
// called by the server when it knows all nodes have been sent deleted packets
|
|
|
|
void EntityTree::forgetEntitysDeletedBefore(quint64 sinceTime) {
|
|
//qDebug() << "forgetEntitysDeletedBefore()";
|
|
QSet<quint64> keysToRemove;
|
|
|
|
_recentlyDeletedEntitysLock.lockForWrite();
|
|
QMultiMap<quint64, uint32_t>::iterator iterator = _recentlyDeletedEntityItemIDs.begin();
|
|
|
|
// First find all the keys in the map that are older and need to be deleted
|
|
while (iterator != _recentlyDeletedEntityItemIDs.end()) {
|
|
if (iterator.key() <= sinceTime) {
|
|
keysToRemove << iterator.key();
|
|
}
|
|
++iterator;
|
|
}
|
|
|
|
// Now run through the keysToRemove and remove them
|
|
foreach (quint64 value, keysToRemove) {
|
|
//qDebug() << "removing the key, _recentlyDeletedEntityItemIDs.remove(value); time/key:" << value;
|
|
_recentlyDeletedEntityItemIDs.remove(value);
|
|
}
|
|
|
|
_recentlyDeletedEntitysLock.unlock();
|
|
}
|
|
|
|
|
|
void EntityTree::processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
|
|
const unsigned char* packetData = (const unsigned char*)dataByteArray.constData();
|
|
const unsigned char* dataAt = packetData;
|
|
size_t packetLength = dataByteArray.size();
|
|
|
|
size_t numBytesPacketHeader = numBytesForPacketHeader(dataByteArray);
|
|
size_t processedBytes = numBytesPacketHeader;
|
|
dataAt += numBytesPacketHeader;
|
|
|
|
dataAt += sizeof(OCTREE_PACKET_FLAGS);
|
|
dataAt += sizeof(OCTREE_PACKET_SEQUENCE);
|
|
dataAt += sizeof(OCTREE_PACKET_SENT_TIME);
|
|
|
|
uint16_t numberOfIds = 0; // placeholder for now
|
|
memcpy(&numberOfIds, dataAt, sizeof(numberOfIds));
|
|
dataAt += sizeof(numberOfIds);
|
|
processedBytes += sizeof(numberOfIds);
|
|
|
|
if (numberOfIds > 0) {
|
|
QSet<EntityItemID> modelItemIDsToDelete;
|
|
|
|
for (size_t i = 0; i < numberOfIds; i++) {
|
|
if (processedBytes + sizeof(uint32_t) > packetLength) {
|
|
break; // bail to prevent buffer overflow
|
|
}
|
|
|
|
uint32_t entityID = 0; // placeholder for now
|
|
memcpy(&entityID, dataAt, sizeof(entityID));
|
|
dataAt += sizeof(entityID);
|
|
processedBytes += sizeof(entityID);
|
|
|
|
EntityItemID entityItemID(entityID);
|
|
modelItemIDsToDelete << entityItemID;
|
|
}
|
|
deleteEntitys(modelItemIDsToDelete);
|
|
}
|
|
}
|
|
|
|
|
|
EntityTreeElement* EntityTree::getContainingElement(const EntityItemID& entityItemID) const {
|
|
//qDebug() << "_modelToElementMap=" << _modelToElementMap;
|
|
|
|
// TODO: do we need to make this thread safe? Or is it acceptable as is
|
|
if (_modelToElementMap.contains(entityItemID)) {
|
|
return _modelToElementMap.value(entityItemID);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void EntityTree::setContainingElement(const EntityItemID& entityItemID, EntityTreeElement* element) {
|
|
// TODO: do we need to make this thread safe? Or is it acceptable as is
|
|
if (element) {
|
|
_modelToElementMap[entityItemID] = element;
|
|
} else {
|
|
_modelToElementMap.remove(entityItemID);
|
|
}
|
|
|
|
//qDebug() << "setContainingElement() entityItemID=" << entityItemID << "element=" << element;
|
|
//qDebug() << "AFTER _modelToElementMap=" << _modelToElementMap;
|
|
}
|
|
|
|
void EntityTree::debugDumpMap() {
|
|
QHashIterator<EntityItemID, EntityTreeElement*> i(_modelToElementMap);
|
|
while (i.hasNext()) {
|
|
i.next();
|
|
qDebug() << i.key() << ": " << i.value();
|
|
}
|
|
}
|
|
|
|
class DebugOperator : public RecurseOctreeOperator {
|
|
public:
|
|
virtual bool PreRecursion(OctreeElement* element);
|
|
virtual bool PostRecursion(OctreeElement* element) { return true; };
|
|
virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex) { return NULL; }
|
|
};
|
|
|
|
bool DebugOperator::PreRecursion(OctreeElement* element) {
|
|
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
|
|
entityTreeElement->debugDump();
|
|
return true;
|
|
}
|
|
|
|
void EntityTree::dumpTree() {
|
|
// First, look for the existing model in the tree..
|
|
DebugOperator theOperator;
|
|
recurseTreeWithOperator(&theOperator);
|
|
}
|
|
|
|
|
|
void EntityTree::rememberDirtyCube(const AACube& cube) {
|
|
// TODO: do something here
|
|
qDebug() << "void EntityTree::rememberDirtyCube(const AACube& cube) CALLED BUT NOT IMPLEMENTED!";
|
|
}
|
|
|
|
void EntityTree::rememberEntityToMove(const EntityItem* entity) {
|
|
// TODO: do something here
|
|
qDebug() << "void EntityTree::rememberEntityToMove() CALLED BUT NOT IMPLEMENTED!";
|
|
}
|