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953 lines
43 KiB
C++
953 lines
43 KiB
C++
//
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// EntityTreeRenderer.cpp
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// interface/src
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//
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// Created by Brad Hefta-Gaub on 12/6/13.
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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 <glm/gtx/quaternion.hpp>
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#include <QEventLoop>
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#include <QScriptSyntaxCheckResult>
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#include <QThreadPool>
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#include <ColorUtils.h>
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#include <AbstractScriptingServicesInterface.h>
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#include <AbstractViewStateInterface.h>
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#include <Model.h>
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#include <NetworkAccessManager.h>
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#include <PerfStat.h>
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#include <SceneScriptingInterface.h>
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#include <ScriptEngine.h>
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#include <procedural/ProceduralSkybox.h>
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#include "EntityTreeRenderer.h"
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#include "RenderableEntityItem.h"
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#include "RenderableBoxEntityItem.h"
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#include "RenderableLightEntityItem.h"
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#include "RenderableModelEntityItem.h"
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#include "RenderableParticleEffectEntityItem.h"
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#include "RenderableSphereEntityItem.h"
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#include "RenderableTextEntityItem.h"
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#include "RenderableWebEntityItem.h"
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#include "RenderableZoneEntityItem.h"
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#include "RenderableLineEntityItem.h"
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#include "RenderablePolyVoxEntityItem.h"
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#include "RenderablePolyLineEntityItem.h"
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#include "EntitiesRendererLogging.h"
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#include "AddressManager.h"
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#include <Rig.h>
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EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
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AbstractScriptingServicesInterface* scriptingServices) :
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OctreeRenderer(),
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_wantScripts(wantScripts),
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_entitiesScriptEngine(NULL),
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_lastMouseEventValid(false),
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_viewState(viewState),
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_scriptingServices(scriptingServices),
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_displayModelBounds(false),
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_dontDoPrecisionPicking(false)
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{
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Model, RenderableModelEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Box, RenderableBoxEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Sphere, RenderableSphereEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Light, RenderableLightEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Text, RenderableTextEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Web, RenderableWebEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(ParticleEffect, RenderableParticleEffectEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Zone, RenderableZoneEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(Line, RenderableLineEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(PolyVox, RenderablePolyVoxEntityItem::factory)
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REGISTER_ENTITY_TYPE_WITH_FACTORY(PolyLine, RenderablePolyLineEntityItem::factory)
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_currentHoverOverEntityID = UNKNOWN_ENTITY_ID;
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_currentClickingOnEntityID = UNKNOWN_ENTITY_ID;
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}
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EntityTreeRenderer::~EntityTreeRenderer() {
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// NOTE: We don't need to delete _entitiesScriptEngine because
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// it is registered with ScriptEngines, which will call deleteLater for us.
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}
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int EntityTreeRenderer::_entitiesScriptEngineCount = 0;
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void entitiesScriptEngineDeleter(ScriptEngine* engine) {
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class WaitRunnable : public QRunnable {
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public:
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WaitRunnable(ScriptEngine* engine) : _engine(engine) {}
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virtual void run() override {
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_engine->waitTillDoneRunning();
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_engine->deleteLater();
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}
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private:
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ScriptEngine* _engine;
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};
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// Wait for the scripting thread from the thread pool to avoid hanging the main thread
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QThreadPool::globalInstance()->start(new WaitRunnable(engine));
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}
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void EntityTreeRenderer::resetEntitiesScriptEngine() {
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// Keep a ref to oldEngine until newEngine is ready so EntityScriptingInterface has something to use
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auto oldEngine = _entitiesScriptEngine;
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auto newEngine = new ScriptEngine(NO_SCRIPT, QString("Entities %1").arg(++_entitiesScriptEngineCount));
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_entitiesScriptEngine = QSharedPointer<ScriptEngine>(newEngine, entitiesScriptEngineDeleter);
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_scriptingServices->registerScriptEngineWithApplicationServices(_entitiesScriptEngine.data());
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_entitiesScriptEngine->runInThread();
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DependencyManager::get<EntityScriptingInterface>()->setEntitiesScriptEngine(_entitiesScriptEngine.data());
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}
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void EntityTreeRenderer::clear() {
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leaveAllEntities();
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if (_entitiesScriptEngine) {
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// Unload and stop the engine here (instead of in its deleter) to
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// avoid marshalling unload signals back to this thread
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_entitiesScriptEngine->unloadAllEntityScripts();
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_entitiesScriptEngine->stop();
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}
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if (_wantScripts && !_shuttingDown) {
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resetEntitiesScriptEngine();
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}
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auto scene = _viewState->getMain3DScene();
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render::PendingChanges pendingChanges;
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foreach(auto entity, _entitiesInScene) {
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entity->removeFromScene(entity, scene, pendingChanges);
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}
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scene->enqueuePendingChanges(pendingChanges);
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_entitiesInScene.clear();
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OctreeRenderer::clear();
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}
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void EntityTreeRenderer::reloadEntityScripts() {
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_entitiesScriptEngine->unloadAllEntityScripts();
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foreach(auto entity, _entitiesInScene) {
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if (!entity->getScript().isEmpty()) {
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ScriptEngine::loadEntityScript(_entitiesScriptEngine, entity->getEntityItemID(), entity->getScript(), true);
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}
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}
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}
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void EntityTreeRenderer::init() {
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OctreeRenderer::init();
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EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
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entityTree->setFBXService(this);
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if (_wantScripts) {
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resetEntitiesScriptEngine();
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}
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forceRecheckEntities(); // setup our state to force checking our inside/outsideness of entities
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connect(entityTree.get(), &EntityTree::deletingEntity, this, &EntityTreeRenderer::deletingEntity, Qt::QueuedConnection);
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connect(entityTree.get(), &EntityTree::addingEntity, this, &EntityTreeRenderer::addingEntity, Qt::QueuedConnection);
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connect(entityTree.get(), &EntityTree::entityScriptChanging,
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this, &EntityTreeRenderer::entitySciptChanging, Qt::QueuedConnection);
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}
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void EntityTreeRenderer::shutdown() {
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_entitiesScriptEngine->disconnectNonEssentialSignals(); // disconnect all slots/signals from the script engine, except essential
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_shuttingDown = true;
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clear(); // always clear() on shutdown
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}
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void EntityTreeRenderer::setTree(OctreePointer newTree) {
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OctreeRenderer::setTree(newTree);
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std::static_pointer_cast<EntityTree>(_tree)->setFBXService(this);
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}
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void EntityTreeRenderer::update() {
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PerformanceTimer perfTimer("ETRupdate");
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if (_tree && !_shuttingDown) {
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EntityTreePointer tree = std::static_pointer_cast<EntityTree>(_tree);
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tree->update();
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// Handle enter/leave entity logic
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bool updated = checkEnterLeaveEntities();
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// If we haven't already updated and previously attempted to load a texture,
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// check if the texture loaded and apply it
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if (!updated && (
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(_pendingSkyboxTexture && (!_skyboxTexture || _skyboxTexture->isLoaded())) ||
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(_pendingAmbientTexture && (!_ambientTexture || _ambientTexture->isLoaded())))) {
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applyZonePropertiesToScene(_bestZone);
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}
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// Even if we're not moving the mouse, if we started clicking on an entity and we have
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// not yet released the hold then this is still considered a holdingClickOnEntity event
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// and we want to simulate this message here as well as in mouse move
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if (_lastMouseEventValid && !_currentClickingOnEntityID.isInvalidID()) {
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emit holdingClickOnEntity(_currentClickingOnEntityID, _lastMouseEvent);
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_entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "holdingClickOnEntity", _lastMouseEvent);
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}
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}
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deleteReleasedModels();
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}
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bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(const glm::vec3& avatarPosition, QVector<EntityItemID>* entitiesContainingAvatar) {
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bool didUpdate = false;
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float radius = 0.01f; // for now, assume 0.01 meter radius, because we actually check the point inside later
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QVector<EntityItemPointer> foundEntities;
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// find the entities near us
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// don't let someone else change our tree while we search
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_tree->withReadLock([&] {
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// FIXME - if EntityTree had a findEntitiesContainingPoint() this could theoretically be a little faster
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std::static_pointer_cast<EntityTree>(_tree)->findEntities(avatarPosition, radius, foundEntities);
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// Whenever you're in an intersection between zones, we will always choose the smallest zone.
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auto oldBestZone = _bestZone;
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_bestZone = nullptr; // NOTE: Is this what we want?
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_bestZoneVolume = std::numeric_limits<float>::max();
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// create a list of entities that actually contain the avatar's position
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for (auto& entity : foundEntities) {
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auto isZone = entity->getType() == EntityTypes::Zone;
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auto hasScript = !entity->getScript().isEmpty();
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// only consider entities that are zones or have scripts, all other entities can
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// be ignored because they can have events fired on them.
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// FIXME - this could be optimized further by determining if the script is loaded
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// and if it has either an enterEntity or leaveEntity method
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if (isZone || hasScript) {
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// now check to see if the point contains our entity, this can be expensive if
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// the entity has a collision hull
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if (entity->contains(avatarPosition)) {
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if (entitiesContainingAvatar) {
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*entitiesContainingAvatar << entity->getEntityItemID();
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}
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// if this entity is a zone and visible, determine if it is the bestZone
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if (isZone && entity->getVisible()) {
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float entityVolumeEstimate = entity->getVolumeEstimate();
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if (entityVolumeEstimate < _bestZoneVolume) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entity);
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} else if (entityVolumeEstimate == _bestZoneVolume) {
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// in the case of the volume being equal, we will use the
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// EntityItemID to deterministically pick one entity over the other
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if (!_bestZone) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entity);
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} else if (entity->getEntityItemID() < _bestZone->getEntityItemID()) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(entity);
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}
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}
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}
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}
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}
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}
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if (_bestZone != oldBestZone) {
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applyZonePropertiesToScene(_bestZone);
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didUpdate = true;
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}
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});
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return didUpdate;
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}
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bool EntityTreeRenderer::checkEnterLeaveEntities() {
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PerformanceTimer perfTimer("checkEnterLeaveEntities");
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auto now = usecTimestampNow();
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bool didUpdate = false;
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if (_tree && !_shuttingDown) {
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glm::vec3 avatarPosition = _viewState->getAvatarPosition();
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// we want to check our enter/leave state if we've moved a significant amount, or
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// if some amount of time has elapsed since we last checked. We check the time
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// elapsed because zones or entities might have been created "around us" while we've
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// been stationary
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auto movedEnough = glm::distance(avatarPosition, _lastAvatarPosition) > ZONE_CHECK_DISTANCE;
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auto enoughTimeElapsed = (now - _lastZoneCheck) > ZONE_CHECK_INTERVAL;
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if (movedEnough || enoughTimeElapsed) {
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_lastZoneCheck = now;
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QVector<EntityItemID> entitiesContainingAvatar;
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didUpdate = findBestZoneAndMaybeContainingEntities(avatarPosition, &entitiesContainingAvatar);
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// Note: at this point we don't need to worry about the tree being locked, because we only deal with
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// EntityItemIDs from here. The callEntityScriptMethod() method is robust against attempting to call scripts
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// for entity IDs that no longer exist.
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// for all of our previous containing entities, if they are no longer containing then send them a leave event
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foreach(const EntityItemID& entityID, _currentEntitiesInside) {
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if (!entitiesContainingAvatar.contains(entityID)) {
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emit leaveEntity(entityID);
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_entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity");
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}
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}
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// for all of our new containing entities, if they weren't previously containing then send them an enter event
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foreach(const EntityItemID& entityID, entitiesContainingAvatar) {
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if (!_currentEntitiesInside.contains(entityID)) {
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emit enterEntity(entityID);
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_entitiesScriptEngine->callEntityScriptMethod(entityID, "enterEntity");
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}
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}
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_currentEntitiesInside = entitiesContainingAvatar;
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_lastAvatarPosition = avatarPosition;
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}
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}
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return didUpdate;
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}
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void EntityTreeRenderer::leaveAllEntities() {
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if (_tree && !_shuttingDown) {
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// for all of our previous containing entities, if they are no longer containing then send them a leave event
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foreach(const EntityItemID& entityID, _currentEntitiesInside) {
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emit leaveEntity(entityID);
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_entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity");
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}
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_currentEntitiesInside.clear();
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forceRecheckEntities();
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}
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}
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void EntityTreeRenderer::forceRecheckEntities() {
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// make sure our "last avatar position" is something other than our current position,
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// so that on our next chance, we'll check for enter/leave entity events.
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_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
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}
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void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone) {
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auto textureCache = DependencyManager::get<TextureCache>();
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auto scene = DependencyManager::get<SceneScriptingInterface>();
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auto sceneStage = scene->getStage();
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auto skyStage = scene->getSkyStage();
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auto sceneKeyLight = sceneStage->getKeyLight();
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auto sceneLocation = sceneStage->getLocation();
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auto sceneTime = sceneStage->getTime();
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// Skybox and procedural skybox data
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auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
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static QString userData;
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if (!zone) {
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userData = QString();
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skybox->clear();
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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_pendingAmbientTexture = false;
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_ambientTexture.clear();
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if (_hasPreviousZone) {
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sceneKeyLight->resetAmbientSphere();
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sceneKeyLight->setAmbientMap(nullptr);
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sceneKeyLight->setColor(_previousKeyLightColor);
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sceneKeyLight->setIntensity(_previousKeyLightIntensity);
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sceneKeyLight->setAmbientIntensity(_previousKeyLightAmbientIntensity);
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sceneKeyLight->setDirection(_previousKeyLightDirection);
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sceneStage->setSunModelEnable(_previousStageSunModelEnabled);
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sceneStage->setLocation(_previousStageLongitude, _previousStageLatitude,
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_previousStageAltitude);
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sceneTime->setHour(_previousStageHour);
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sceneTime->setDay(_previousStageDay);
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_hasPreviousZone = false;
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}
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application background through
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return; // Early exit
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}
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if (!_hasPreviousZone) {
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_previousKeyLightColor = sceneKeyLight->getColor();
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_previousKeyLightIntensity = sceneKeyLight->getIntensity();
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_previousKeyLightAmbientIntensity = sceneKeyLight->getAmbientIntensity();
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_previousKeyLightDirection = sceneKeyLight->getDirection();
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_previousStageSunModelEnabled = sceneStage->isSunModelEnabled();
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_previousStageLongitude = sceneLocation->getLongitude();
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_previousStageLatitude = sceneLocation->getLatitude();
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_previousStageAltitude = sceneLocation->getAltitude();
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_previousStageHour = sceneTime->getHour();
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_previousStageDay = sceneTime->getDay();
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_hasPreviousZone = true;
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}
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sceneKeyLight->setColor(ColorUtils::toVec3(zone->getKeyLightProperties().getColor()));
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sceneKeyLight->setIntensity(zone->getKeyLightProperties().getIntensity());
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sceneKeyLight->setAmbientIntensity(zone->getKeyLightProperties().getAmbientIntensity());
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sceneKeyLight->setDirection(zone->getKeyLightProperties().getDirection());
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sceneStage->setSunModelEnable(zone->getStageProperties().getSunModelEnabled());
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sceneStage->setLocation(zone->getStageProperties().getLongitude(), zone->getStageProperties().getLatitude(),
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zone->getStageProperties().getAltitude());
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sceneTime->setHour(zone->getStageProperties().calculateHour());
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sceneTime->setDay(zone->getStageProperties().calculateDay());
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bool isAmbientTextureSet = false;
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if (zone->getKeyLightProperties().getAmbientURL().isEmpty()) {
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_pendingAmbientTexture = false;
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_ambientTexture.clear();
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} else {
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_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), NetworkTexture::CUBE_TEXTURE);
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_pendingAmbientTexture = true;
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if (_ambientTexture && _ambientTexture->isLoaded()) {
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_pendingAmbientTexture = false;
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auto texture = _ambientTexture->getGPUTexture();
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if (texture) {
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sceneKeyLight->setAmbientSphere(texture->getIrradiance());
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sceneKeyLight->setAmbientMap(texture);
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isAmbientTextureSet = true;
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} else {
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qCDebug(entitiesrenderer) << "Failed to load ambient texture:" << zone->getKeyLightProperties().getAmbientURL();
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}
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}
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}
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switch (zone->getBackgroundMode()) {
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case BACKGROUND_MODE_SKYBOX: {
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skybox->setColor(zone->getSkyboxProperties().getColorVec3());
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if (userData != zone->getUserData()) {
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userData = zone->getUserData();
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skybox->parse(userData);
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}
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if (zone->getSkyboxProperties().getURL().isEmpty()) {
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skybox->setCubemap(nullptr);
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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} else {
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// Update the Texture of the Skybox with the one pointed by this zone
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_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), NetworkTexture::CUBE_TEXTURE);
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_pendingSkyboxTexture = true;
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if (_skyboxTexture && _skyboxTexture->isLoaded()) {
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_pendingSkyboxTexture = false;
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auto texture = _skyboxTexture->getGPUTexture();
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if (texture) {
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skybox->setCubemap(texture);
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if (!isAmbientTextureSet) {
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sceneKeyLight->setAmbientSphere(texture->getIrradiance());
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sceneKeyLight->setAmbientMap(texture);
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isAmbientTextureSet = true;
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}
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} else {
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qCDebug(entitiesrenderer) << "Failed to load skybox texture:" << zone->getSkyboxProperties().getURL();
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skybox->setCubemap(nullptr);
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}
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} else {
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skybox->setCubemap(nullptr);
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}
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}
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
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break;
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}
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case BACKGROUND_MODE_INHERIT:
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default:
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// Clear the skybox to release its textures
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userData = QString();
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skybox->clear();
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_skyboxTexture.clear();
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_pendingSkyboxTexture = false;
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// Let the application background through
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
|
|
break;
|
|
}
|
|
|
|
if (!isAmbientTextureSet) {
|
|
sceneKeyLight->resetAmbientSphere();
|
|
sceneKeyLight->setAmbientMap(nullptr);
|
|
}
|
|
}
|
|
|
|
const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer entityItem) {
|
|
const FBXGeometry* result = NULL;
|
|
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
assert(modelEntityItem); // we need this!!!
|
|
ModelPointer model = modelEntityItem->getModel(this);
|
|
if (model && model->isLoaded()) {
|
|
result = &model->getFBXGeometry();
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
ModelPointer EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
|
|
ModelPointer result = nullptr;
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
result = modelEntityItem->getModel(this);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
const FBXGeometry* EntityTreeRenderer::getCollisionGeometryForEntity(EntityItemPointer entityItem) {
|
|
const FBXGeometry* result = NULL;
|
|
|
|
if (entityItem->getType() == EntityTypes::Model) {
|
|
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
|
|
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
|
|
if (modelEntityItem->hasCompoundShapeURL()) {
|
|
ModelPointer model = modelEntityItem->getModel(this);
|
|
if (model && model->isCollisionLoaded()) {
|
|
result = &model->getCollisionFBXGeometry();
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void EntityTreeRenderer::processEraseMessage(ReceivedMessage& message, const SharedNodePointer& sourceNode) {
|
|
std::static_pointer_cast<EntityTree>(_tree)->processEraseMessage(message, sourceNode);
|
|
}
|
|
|
|
ModelPointer EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
|
|
ModelPointer model = nullptr;
|
|
|
|
// Only create and delete models on the thread that owns the EntityTreeRenderer
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "allocateModel", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(ModelPointer, model),
|
|
Q_ARG(const QString&, url),
|
|
Q_ARG(const QString&, collisionUrl));
|
|
|
|
return model;
|
|
}
|
|
|
|
model = std::make_shared<Model>(std::make_shared<Rig>());
|
|
model->init();
|
|
model->setURL(QUrl(url));
|
|
model->setCollisionModelURL(QUrl(collisionUrl));
|
|
return model;
|
|
}
|
|
|
|
ModelPointer EntityTreeRenderer::updateModel(ModelPointer model, const QString& newUrl, const QString& collisionUrl) {
|
|
// Only create and delete models on the thread that owns the EntityTreeRenderer
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "updateModel", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(ModelPointer, model),
|
|
Q_ARG(ModelPointer, model),
|
|
Q_ARG(const QString&, newUrl),
|
|
Q_ARG(const QString&, collisionUrl));
|
|
|
|
return model;
|
|
}
|
|
|
|
model->setURL(QUrl(newUrl));
|
|
model->setCollisionModelURL(QUrl(collisionUrl));
|
|
return model;
|
|
}
|
|
|
|
void EntityTreeRenderer::releaseModel(ModelPointer model) {
|
|
// If we're not on the renderer's thread, then remember this model to be deleted later
|
|
if (QThread::currentThread() != thread()) {
|
|
_releasedModels << model;
|
|
} else { // otherwise just delete it right away
|
|
model.reset();
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::deleteReleasedModels() {
|
|
if (_releasedModels.size() > 0) {
|
|
foreach(ModelPointer model, _releasedModels) {
|
|
model.reset();
|
|
}
|
|
_releasedModels.clear();
|
|
}
|
|
}
|
|
|
|
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
|
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude,
|
|
const QVector<EntityItemID>& entityIdsToDiscard) {
|
|
RayToEntityIntersectionResult result;
|
|
if (_tree) {
|
|
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
|
|
|
|
OctreeElementPointer element;
|
|
EntityItemPointer intersectedEntity = NULL;
|
|
result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance,
|
|
result.face, result.surfaceNormal, entityIdsToInclude, entityIdsToDiscard,
|
|
(void**)&intersectedEntity, lockType, &result.accurate,
|
|
precisionPicking);
|
|
if (result.intersects && intersectedEntity) {
|
|
result.entityID = intersectedEntity->getEntityItemID();
|
|
result.properties = intersectedEntity->getProperties();
|
|
result.intersection = ray.origin + (ray.direction * result.distance);
|
|
result.entity = intersectedEntity;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityScriptingInterface) {
|
|
connect(this, &EntityTreeRenderer::mousePressOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event){
|
|
entityScriptingInterface->mousePressOnEntity(intersection.entityID, MouseEvent(*event));
|
|
});
|
|
connect(this, &EntityTreeRenderer::mouseMoveOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event) {
|
|
entityScriptingInterface->mouseMoveOnEntity(intersection.entityID, MouseEvent(*event));
|
|
});
|
|
connect(this, &EntityTreeRenderer::mouseReleaseOnEntity, entityScriptingInterface,
|
|
[=](const RayToEntityIntersectionResult& intersection, const QMouseEvent* event) {
|
|
entityScriptingInterface->mouseReleaseOnEntity(intersection.entityID, MouseEvent(*event));
|
|
});
|
|
|
|
connect(this, &EntityTreeRenderer::clickDownOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickDownOnEntity);
|
|
connect(this, &EntityTreeRenderer::holdingClickOnEntity, entityScriptingInterface, &EntityScriptingInterface::holdingClickOnEntity);
|
|
connect(this, &EntityTreeRenderer::clickReleaseOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickReleaseOnEntity);
|
|
|
|
connect(this, &EntityTreeRenderer::hoverEnterEntity, entityScriptingInterface, &EntityScriptingInterface::hoverEnterEntity);
|
|
connect(this, &EntityTreeRenderer::hoverOverEntity, entityScriptingInterface, &EntityScriptingInterface::hoverOverEntity);
|
|
connect(this, &EntityTreeRenderer::hoverLeaveEntity, entityScriptingInterface, &EntityScriptingInterface::hoverLeaveEntity);
|
|
|
|
connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity);
|
|
connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity);
|
|
connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity);
|
|
|
|
connect(DependencyManager::get<SceneScriptingInterface>().data(), &SceneScriptingInterface::shouldRenderEntitiesChanged, this, &EntityTreeRenderer::updateEntityRenderStatus, Qt::QueuedConnection);
|
|
}
|
|
|
|
void EntityTreeRenderer::mousePressEvent(QMouseEvent* event) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent");
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
|
|
bool precisionPicking = !_dontDoPrecisionPicking;
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
//qCDebug(entitiesrenderer) << "mousePressEvent over entity:" << rayPickResult.entityID;
|
|
|
|
QString urlString = rayPickResult.properties.getHref();
|
|
QUrl url = QUrl(urlString, QUrl::StrictMode);
|
|
if (url.isValid() && !url.isEmpty()){
|
|
DependencyManager::get<AddressManager>()->handleLookupString(urlString);
|
|
|
|
}
|
|
|
|
emit mousePressOnEntity(rayPickResult, event);
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mousePressOnEntity", MouseEvent(*event));
|
|
|
|
_currentClickingOnEntityID = rayPickResult.entityID;
|
|
emit clickDownOnEntity(_currentClickingOnEntityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "clickDownOnEntity", MouseEvent(*event));
|
|
} else {
|
|
emit mousePressOffEntity(rayPickResult, event);
|
|
}
|
|
_lastMouseEvent = MouseEvent(*event);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent");
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
bool precisionPicking = !_dontDoPrecisionPicking;
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
//qCDebug(entitiesrenderer) << "mouseReleaseEvent over entity:" << rayPickResult.entityID;
|
|
emit mouseReleaseOnEntity(rayPickResult, event);
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseReleaseOnEntity", MouseEvent(*event));
|
|
}
|
|
|
|
// Even if we're no longer intersecting with an entity, if we started clicking on it, and now
|
|
// we're releasing the button, then this is considered a clickOn event
|
|
if (!_currentClickingOnEntityID.isInvalidID()) {
|
|
emit clickReleaseOnEntity(_currentClickingOnEntityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "clickReleaseOnEntity", MouseEvent(*event));
|
|
}
|
|
|
|
// makes it the unknown ID, we just released so we can't be clicking on anything
|
|
_currentClickingOnEntityID = UNKNOWN_ENTITY_ID;
|
|
_lastMouseEvent = MouseEvent(*event);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent");
|
|
|
|
PickRay ray = _viewState->computePickRay(event->x(), event->y());
|
|
|
|
bool precisionPicking = false; // for mouse moves we do not do precision picking
|
|
RayToEntityIntersectionResult rayPickResult = findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking);
|
|
if (rayPickResult.intersects) {
|
|
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseMoveEvent", MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseMoveOnEntity", MouseEvent(*event));
|
|
|
|
// handle the hover logic...
|
|
|
|
// if we were previously hovering over an entity, and this new entity is not the same as our previous entity
|
|
// then we need to send the hover leave.
|
|
if (!_currentHoverOverEntityID.isInvalidID() && rayPickResult.entityID != _currentHoverOverEntityID) {
|
|
emit hoverLeaveEntity(_currentHoverOverEntityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(_currentHoverOverEntityID, "hoverLeaveEntity", MouseEvent(*event));
|
|
}
|
|
|
|
// If the new hover entity does not match the previous hover entity then we are entering the new one
|
|
// this is true if the _currentHoverOverEntityID is known or unknown
|
|
if (rayPickResult.entityID != _currentHoverOverEntityID) {
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "hoverEnterEntity", MouseEvent(*event));
|
|
}
|
|
|
|
// and finally, no matter what, if we're intersecting an entity then we're definitely hovering over it, and
|
|
// we should send our hover over event
|
|
emit hoverOverEntity(rayPickResult.entityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "hoverOverEntity", MouseEvent(*event));
|
|
|
|
// remember what we're hovering over
|
|
_currentHoverOverEntityID = rayPickResult.entityID;
|
|
|
|
} else {
|
|
// handle the hover logic...
|
|
// if we were previously hovering over an entity, and we're no longer hovering over any entity then we need to
|
|
// send the hover leave for our previous entity
|
|
if (!_currentHoverOverEntityID.isInvalidID()) {
|
|
emit hoverLeaveEntity(_currentHoverOverEntityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(_currentHoverOverEntityID, "hoverLeaveEntity", MouseEvent(*event));
|
|
_currentHoverOverEntityID = UNKNOWN_ENTITY_ID; // makes it the unknown ID
|
|
}
|
|
}
|
|
|
|
// Even if we're no longer intersecting with an entity, if we started clicking on an entity and we have
|
|
// not yet released the hold then this is still considered a holdingClickOnEntity event
|
|
if (!_currentClickingOnEntityID.isInvalidID()) {
|
|
emit holdingClickOnEntity(_currentClickingOnEntityID, MouseEvent(*event));
|
|
_entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "holdingClickOnEntity", MouseEvent(*event));
|
|
}
|
|
_lastMouseEvent = MouseEvent(*event);
|
|
_lastMouseEventValid = true;
|
|
}
|
|
|
|
void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
|
|
if (_tree && !_shuttingDown) {
|
|
_entitiesScriptEngine->unloadEntityScript(entityID);
|
|
}
|
|
|
|
forceRecheckEntities(); // reset our state to force checking our inside/outsideness of entities
|
|
|
|
// here's where we remove the entity payload from the scene
|
|
if (_entitiesInScene.contains(entityID)) {
|
|
auto entity = _entitiesInScene.take(entityID);
|
|
render::PendingChanges pendingChanges;
|
|
auto scene = _viewState->getMain3DScene();
|
|
entity->removeFromScene(entity, scene, pendingChanges);
|
|
scene->enqueuePendingChanges(pendingChanges);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) {
|
|
forceRecheckEntities(); // reset our state to force checking our inside/outsideness of entities
|
|
checkAndCallPreload(entityID);
|
|
auto entity = std::static_pointer_cast<EntityTree>(_tree)->findEntityByID(entityID);
|
|
if (entity) {
|
|
addEntityToScene(entity);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::addEntityToScene(EntityItemPointer entity) {
|
|
// here's where we add the entity payload to the scene
|
|
render::PendingChanges pendingChanges;
|
|
auto scene = _viewState->getMain3DScene();
|
|
if (entity->addToScene(entity, scene, pendingChanges)) {
|
|
_entitiesInScene.insert(entity->getEntityItemID(), entity);
|
|
}
|
|
scene->enqueuePendingChanges(pendingChanges);
|
|
}
|
|
|
|
|
|
void EntityTreeRenderer::entitySciptChanging(const EntityItemID& entityID, const bool reload) {
|
|
if (_tree && !_shuttingDown) {
|
|
_entitiesScriptEngine->unloadEntityScript(entityID);
|
|
checkAndCallPreload(entityID, reload);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::checkAndCallPreload(const EntityItemID& entityID, const bool reload) {
|
|
if (_tree && !_shuttingDown) {
|
|
EntityItemPointer entity = getTree()->findEntityByEntityItemID(entityID);
|
|
if (entity && entity->shouldPreloadScript()) {
|
|
QString scriptUrl = entity->getScript();
|
|
scriptUrl = ResourceManager::normalizeURL(scriptUrl);
|
|
ScriptEngine::loadEntityScript(_entitiesScriptEngine, entityID, scriptUrl, reload);
|
|
entity->scriptHasPreloaded();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool EntityTreeRenderer::isCollisionOwner(const QUuid& myNodeID, EntityTreePointer entityTree,
|
|
const EntityItemID& id, const Collision& collision) {
|
|
EntityItemPointer entity = entityTree->findEntityByEntityItemID(id);
|
|
if (!entity) {
|
|
return false;
|
|
}
|
|
QUuid simulatorID = entity->getSimulatorID();
|
|
if (simulatorID.isNull()) {
|
|
// Can be null if it has never moved since being created or coming out of persistence.
|
|
// However, for there to be a collission, one of the two objects must be moving.
|
|
const EntityItemID& otherID = (id == collision.idA) ? collision.idB : collision.idA;
|
|
EntityItemPointer otherEntity = entityTree->findEntityByEntityItemID(otherID);
|
|
if (!otherEntity) {
|
|
return false;
|
|
}
|
|
simulatorID = otherEntity->getSimulatorID();
|
|
}
|
|
|
|
if (simulatorID.isNull() || (simulatorID != myNodeID)) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityTreePointer entityTree,
|
|
const EntityItemID& id, const Collision& collision) {
|
|
|
|
if (!isCollisionOwner(myNodeID, entityTree, id, collision)) {
|
|
return;
|
|
}
|
|
|
|
SharedSoundPointer collisionSound;
|
|
float mass = 1.0; // value doesn't get used, but set it so compiler is quiet
|
|
AACube minAACube;
|
|
bool success = false;
|
|
_tree->withReadLock([&] {
|
|
EntityItemPointer entity = entityTree->findEntityByEntityItemID(id);
|
|
if (entity) {
|
|
collisionSound = entity->getCollisionSound();
|
|
mass = entity->computeMass();
|
|
minAACube = entity->getMinimumAACube(success);
|
|
}
|
|
});
|
|
if (!success) {
|
|
return;
|
|
}
|
|
if (!collisionSound) {
|
|
return;
|
|
}
|
|
|
|
const float COLLISION_PENETRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity()
|
|
// The collision.penetration is a pretty good indicator of changed velocity AFTER the initial contact,
|
|
// but that first contact depends on exactly where we hit in the physics step.
|
|
// We can get a more consistent initial-contact energy reading by using the changed velocity.
|
|
// Note that velocityChange is not a good indicator for continuing collisions, because it does not distinguish
|
|
// between bounce and sliding along a surface.
|
|
const float linearVelocity = (collision.type == CONTACT_EVENT_TYPE_START) ?
|
|
glm::length(collision.velocityChange) :
|
|
glm::length(collision.penetration) * COLLISION_PENETRATION_TO_VELOCITY;
|
|
const float energy = mass * linearVelocity * linearVelocity / 2.0f;
|
|
const glm::vec3 position = collision.contactPoint;
|
|
const float COLLISION_ENERGY_AT_FULL_VOLUME = (collision.type == CONTACT_EVENT_TYPE_START) ? 150.0f : 5.0f;
|
|
const float COLLISION_MINIMUM_VOLUME = 0.005f;
|
|
const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
|
|
if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) {
|
|
return;
|
|
}
|
|
// Quiet sound aren't really heard at all, so we can compress everything to the range [1-c, 1], if we play it all.
|
|
const float COLLISION_SOUND_COMPRESSION_RANGE = 1.0f; // This section could be removed when the value is 1, but let's see how it goes.
|
|
const float volume = (energyFactorOfFull * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE);
|
|
|
|
// Shift the pitch down by ln(1 + (size / COLLISION_SIZE_FOR_STANDARD_PITCH)) / ln(2)
|
|
const float COLLISION_SIZE_FOR_STANDARD_PITCH = 0.2f;
|
|
const float stretchFactor = log(1.0f + (minAACube.getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / log(2);
|
|
AudioInjector::playSound(collisionSound, volume, stretchFactor, position);
|
|
}
|
|
|
|
void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB,
|
|
const Collision& collision) {
|
|
// If we don't have a tree, or we're in the process of shutting down, then don't
|
|
// process these events.
|
|
if (!_tree || _shuttingDown) {
|
|
return;
|
|
}
|
|
// Don't respond to small continuous contacts.
|
|
const float COLLISION_MINUMUM_PENETRATION = 0.002f;
|
|
if ((collision.type == CONTACT_EVENT_TYPE_CONTINUE) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
|
|
return;
|
|
}
|
|
|
|
// See if we should play sounds
|
|
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
|
|
const QUuid& myNodeID = DependencyManager::get<NodeList>()->getSessionUUID();
|
|
playEntityCollisionSound(myNodeID, entityTree, idA, collision);
|
|
playEntityCollisionSound(myNodeID, entityTree, idB, collision);
|
|
|
|
// And now the entity scripts
|
|
if (isCollisionOwner(myNodeID, entityTree, idA, collision)) {
|
|
emit collisionWithEntity(idA, idB, collision);
|
|
_entitiesScriptEngine->callEntityScriptMethod(idA, "collisionWithEntity", idB, collision);
|
|
}
|
|
|
|
if (isCollisionOwner(myNodeID, entityTree, idA, collision)) {
|
|
emit collisionWithEntity(idB, idA, collision);
|
|
_entitiesScriptEngine->callEntityScriptMethod(idB, "collisionWithEntity", idA, collision);
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::updateEntityRenderStatus(bool shouldRenderEntities) {
|
|
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
|
|
for (auto entityID : _entityIDsLastInScene) {
|
|
addingEntity(entityID);
|
|
}
|
|
_entityIDsLastInScene.clear();
|
|
} else {
|
|
_entityIDsLastInScene = _entitiesInScene.keys();
|
|
for (auto entityID : _entityIDsLastInScene) {
|
|
// FIXME - is this really right? do we want to do the deletingEntity() code or just remove from the scene.
|
|
deletingEntity(entityID);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EntityTreeRenderer::updateZone(const EntityItemID& id) {
|
|
if (!_bestZone) {
|
|
// Get in the zone!
|
|
auto zone = getTree()->findEntityByEntityItemID(id);
|
|
if (zone && zone->contains(_lastAvatarPosition)) {
|
|
_currentEntitiesInside << id;
|
|
emit enterEntity(id);
|
|
_entitiesScriptEngine->callEntityScriptMethod(id, "enterEntity");
|
|
if (zone->getVisible()) {
|
|
_bestZone = std::dynamic_pointer_cast<ZoneEntityItem>(zone);
|
|
}
|
|
}
|
|
}
|
|
if (_bestZone && _bestZone->getID() == id) {
|
|
applyZonePropertiesToScene(_bestZone);
|
|
}
|
|
}
|