// // 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 "Application.h" #include "Avatar.h" #include "AvatarManager.h" #include "Menu.h" #include "MyAvatar.h" #include "SceneScriptingInterface.h" // 70 times per second - target is 60hz, but this helps account for any small deviations // in the update loop static const quint64 MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS = (1000 * 1000) / 70; // 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 static QScriptValue localLightToScriptValue(QScriptEngine* engine, const AvatarManager::LocalLight& light) { QScriptValue object = engine->newObject(); object.setProperty("direction", vec3toScriptValue(engine, light.direction)); object.setProperty("color", vec3toScriptValue(engine, light.color)); return object; } static void localLightFromScriptValue(const QScriptValue& value, AvatarManager::LocalLight& light) { vec3FromScriptValue(value.property("direction"), light.direction); vec3FromScriptValue(value.property("color"), light.color); } void AvatarManager::registerMetaTypes(QScriptEngine* engine) { qScriptRegisterMetaType(engine, localLightToScriptValue, localLightFromScriptValue); qScriptRegisterSequenceMetaType >(engine); } AvatarManager::AvatarManager(QObject* parent) : _avatarFades(), _myAvatar(std::make_shared(std::make_shared())) { // register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar qRegisterMetaType >("NodeWeakPointer"); auto& packetReceiver = DependencyManager::get()->getPacketReceiver(); packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket"); packetReceiver.registerListener(PacketType::KillAvatar, this, "processKillAvatar"); packetReceiver.registerListener(PacketType::AvatarIdentity, this, "processAvatarIdentityPacket"); packetReceiver.registerListener(PacketType::AvatarBillboard, this, "processAvatarBillboardPacket"); } AvatarManager::~AvatarManager() { _myAvatar->die(); } void AvatarManager::init() { _myAvatar->init(); { QWriteLocker locker(&_hashLock); _avatarHash.insert(MY_AVATAR_KEY, _myAvatar); } connect(DependencyManager::get().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged, this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection); render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; if (DependencyManager::get()->shouldRenderAvatars()) { _myAvatar->addToScene(_myAvatar, scene, pendingChanges); } scene->enqueuePendingChanges(pendingChanges); } 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; } } void AvatarManager::updateOtherAvatars(float deltaTime) { // lock the hash for read to check the size QReadLocker lock(&_hashLock); if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) { return; } lock.unlock(); bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::updateAvatars()"); PerformanceTimer perfTimer("otherAvatars"); render::PendingChanges pendingChanges; // simulate avatars auto hashCopy = getHashCopy(); AvatarHash::iterator avatarIterator = hashCopy.begin(); while (avatarIterator != hashCopy.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); if (avatar == _myAvatar || !avatar->isInitialized()) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update or fade out uninitialized Avatars ++avatarIterator; } else if (avatar->shouldDie()) { removeAvatar(avatarIterator.key()); ++avatarIterator; } else { avatar->simulate(deltaTime); ++avatarIterator; avatar->updateRenderItem(pendingChanges); } } qApp->getMain3DScene()->enqueuePendingChanges(pendingChanges); // simulate avatar fades simulateAvatarFades(deltaTime); } void AvatarManager::simulateAvatarFades(float deltaTime) { QVector::iterator fadingIterator = _avatarFades.begin(); const float SHRINK_RATE = 0.15f; const float MIN_FADE_SCALE = MIN_AVATAR_SCALE; render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; while (fadingIterator != _avatarFades.end()) { auto avatar = std::static_pointer_cast(*fadingIterator); avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE); if (avatar->getTargetScale() <= MIN_FADE_SCALE) { avatar->removeFromScene(*fadingIterator, scene, pendingChanges); // only remove from _avatarFades if we're sure its motionState has been removed from PhysicsEngine if (_motionStatesToRemoveFromPhysics.empty()) { fadingIterator = _avatarFades.erase(fadingIterator); } else { ++fadingIterator; } } else { avatar->simulate(deltaTime); ++fadingIterator; } } scene->enqueuePendingChanges(pendingChanges); } AvatarSharedPointer AvatarManager::newSharedAvatar() { return std::make_shared(std::make_shared()); } AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer& mixerWeakPointer) { auto newAvatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer); auto rawRenderableAvatar = std::static_pointer_cast(newAvatar); render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; if (DependencyManager::get()->shouldRenderAvatars()) { rawRenderableAvatar->addToScene(rawRenderableAvatar, scene, pendingChanges); } scene->enqueuePendingChanges(pendingChanges); return newAvatar; } // virtual void AvatarManager::removeAvatar(const QUuid& sessionUUID) { QWriteLocker locker(&_hashLock); auto removedAvatar = _avatarHash.take(sessionUUID); if (removedAvatar) { handleRemovedAvatar(removedAvatar); } } void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar) { AvatarHashMap::handleRemovedAvatar(removedAvatar); // removedAvatar is a shared pointer to an AvatarData but we need to get to the derived Avatar // class in this context so we can call methods that don't exist at the base class. Avatar* avatar = static_cast(removedAvatar.get()); avatar->die(); AvatarMotionState* motionState = avatar->getMotionState(); if (motionState) { _motionStatesThatMightUpdate.remove(motionState); _motionStatesToAddToPhysics.remove(motionState); _motionStatesToRemoveFromPhysics.push_back(motionState); } _avatarFades.push_back(removedAvatar); } void AvatarManager::clearOtherAvatars() { // clear any avatars that came from an avatar-mixer QWriteLocker locker(&_hashLock); AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); if (avatar == _myAvatar || !avatar->isInitialized()) { // don't remove myAvatar or uninitialized avatars from the list ++avatarIterator; } else { auto removedAvatar = avatarIterator.value(); avatarIterator = _avatarHash.erase(avatarIterator); handleRemovedAvatar(removedAvatar); } } _myAvatar->clearLookAtTargetAvatar(); } void AvatarManager::clearAllAvatars() { clearOtherAvatars(); QWriteLocker locker(&_hashLock); _myAvatar->die(); _myAvatar.reset(); _avatarHash.clear(); } void AvatarManager::setLocalLights(const QVector& localLights) { if (QThread::currentThread() != thread()) { QMetaObject::invokeMethod(this, "setLocalLights", Q_ARG(const QVector&, localLights)); return; } _localLights = localLights; } QVector AvatarManager::getLocalLights() const { if (QThread::currentThread() != thread()) { QVector result; QMetaObject::invokeMethod(const_cast(this), "getLocalLights", Qt::BlockingQueuedConnection, Q_RETURN_ARG(QVector, result)); return result; } return _localLights; } void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) { result.clear(); result.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(); for (auto state : _motionStatesThatMightUpdate) { if (state->_dirtyFlags > 0) { result.push_back(state); } } } void AvatarManager::handleOutgoingChanges(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()) { MyAvatar* myAvatar = getMyAvatar(); const QString& collisionSoundURL = myAvatar->getCollisionSoundURL(); if (!collisionSoundURL.isEmpty()) { const float velocityChange = glm::length(collision.velocityChange); const float MIN_AVATAR_COLLISION_ACCELERATION = 0.01f; 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 = 0.5f; 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; AudioInjector::playSound(collisionSoundURL, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getPosition()); myAvatar->collisionWithEntity(collision); return; } } } } void AvatarManager::addAvatarToSimulation(Avatar* avatar) { assert(!avatar->getMotionState()); ShapeInfo shapeInfo; avatar->computeShapeInfo(shapeInfo); btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo); if (shape) { // we don't add to the simulation now, we put it on a list to be added later AvatarMotionState* motionState = new AvatarMotionState(avatar, shape); avatar->setMotionState(motionState); _motionStatesToAddToPhysics.insert(motionState); _motionStatesThatMightUpdate.insert(motionState); } } void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) { if (DependencyManager::get()->shouldRenderAvatars()) { for (auto avatarData : _avatarHash) { auto avatar = std::static_pointer_cast(avatarData); render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; avatar->addToScene(avatar, scene, pendingChanges); scene->enqueuePendingChanges(pendingChanges); } } else { for (auto avatarData : _avatarHash) { auto avatar = std::static_pointer_cast(avatarData); render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; avatar->removeFromScene(avatar, scene, pendingChanges); scene->enqueuePendingChanges(pendingChanges); } } } AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID) { if (sessionID == _myAvatar->getSessionUUID()) { return _myAvatar; } return findAvatar(sessionID); }