mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-29 16:02:58 +02:00
815 lines
34 KiB
C++
815 lines
34 KiB
C++
//
|
||
// 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 "AvatarManager.h"
|
||
|
||
#include <string>
|
||
|
||
#include <QScriptEngine>
|
||
|
||
#include "AvatarLogging.h"
|
||
|
||
#if defined(__GNUC__) && !defined(__clang__)
|
||
#pragma GCC diagnostic push
|
||
#pragma GCC diagnostic ignored "-Wdouble-promotion"
|
||
#endif
|
||
|
||
#include <glm/gtx/string_cast.hpp>
|
||
|
||
#if defined(__GNUC__) && !defined(__clang__)
|
||
#pragma GCC diagnostic pop
|
||
#endif
|
||
|
||
|
||
#include <shared/QtHelpers.h>
|
||
#include <AvatarData.h>
|
||
#include <PerfStat.h>
|
||
#include <PrioritySortUtil.h>
|
||
#include <RegisteredMetaTypes.h>
|
||
#include <Rig.h>
|
||
#include <SettingHandle.h>
|
||
#include <UsersScriptingInterface.h>
|
||
#include <UUID.h>
|
||
#include <shared/ConicalViewFrustum.h>
|
||
|
||
#include "Application.h"
|
||
#include "InterfaceLogging.h"
|
||
#include "Menu.h"
|
||
#include "MyAvatar.h"
|
||
#include "OtherAvatar.h"
|
||
#include "SceneScriptingInterface.h"
|
||
|
||
// 50 times per second - target is 45hz, but this helps account for any small deviations
|
||
// in the update loop - this also results in ~30hz when in desktop mode which is essentially
|
||
// what we want
|
||
const int CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND = 50;
|
||
static const quint64 MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS = USECS_PER_SECOND / CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND;
|
||
|
||
// We add _myAvatar into the hash with all the other AvatarData, and we use the default NULL QUid as the key.
|
||
const QUuid MY_AVATAR_KEY; // NULL key
|
||
|
||
namespace {
|
||
// For an unknown avatar-data packet, wait this long before requesting the identity.
|
||
constexpr std::chrono::milliseconds REQUEST_UNKNOWN_IDENTITY_DELAY { 5 * 1000 };
|
||
constexpr int REQUEST_UNKNOWN_IDENTITY_TRANSMITS = 3;
|
||
}
|
||
using std::chrono::steady_clock;
|
||
|
||
AvatarManager::AvatarManager(QObject* parent) :
|
||
_avatarsToFade(),
|
||
_myAvatar(new MyAvatar(qApp->thread()), [](MyAvatar* ptr) { ptr->deleteLater(); })
|
||
{
|
||
// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
|
||
qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
|
||
|
||
auto nodeList = DependencyManager::get<NodeList>();
|
||
|
||
// when we hear that the user has ignored an avatar by session UUID
|
||
// immediately remove that avatar instead of waiting for the absence of packets from avatar mixer
|
||
connect(nodeList.data(), &NodeList::ignoredNode, this, [this](const QUuid& nodeID, bool enabled) {
|
||
if (enabled) {
|
||
removeAvatar(nodeID, KillAvatarReason::AvatarIgnored);
|
||
}
|
||
});
|
||
}
|
||
|
||
AvatarManager::~AvatarManager() {
|
||
assert(_motionStates.empty());
|
||
}
|
||
|
||
void AvatarManager::init() {
|
||
_myAvatar->init();
|
||
{
|
||
QWriteLocker locker(&_hashLock);
|
||
_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
|
||
}
|
||
|
||
_shouldRender = DependencyManager::get<SceneScriptingInterface>()->shouldRenderAvatars();
|
||
connect(DependencyManager::get<SceneScriptingInterface>().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged,
|
||
this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection);
|
||
|
||
if (_shouldRender) {
|
||
const render::ScenePointer& scene = qApp->getMain3DScene();
|
||
render::Transaction transaction;
|
||
_myAvatar->addToScene(_myAvatar, scene, transaction);
|
||
scene->enqueueTransaction(transaction);
|
||
}
|
||
}
|
||
|
||
void AvatarManager::updateMyAvatar(float deltaTime) {
|
||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||
PerformanceWarning warn(showWarnings, "AvatarManager::updateMyAvatar()");
|
||
|
||
_myAvatar->update(deltaTime);
|
||
render::Transaction transaction;
|
||
_myAvatar->updateRenderItem(transaction);
|
||
qApp->getMain3DScene()->enqueueTransaction(transaction);
|
||
|
||
quint64 now = usecTimestampNow();
|
||
quint64 dt = now - _lastSendAvatarDataTime;
|
||
|
||
if (dt > MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS) {
|
||
// send head/hand data to the avatar mixer and voxel server
|
||
PerformanceTimer perfTimer("send");
|
||
_myAvatar->sendAvatarDataPacket();
|
||
_lastSendAvatarDataTime = now;
|
||
_myAvatarSendRate.increment();
|
||
}
|
||
|
||
}
|
||
|
||
|
||
Q_LOGGING_CATEGORY(trace_simulation_avatar, "trace.simulation.avatar");
|
||
|
||
float AvatarManager::getAvatarDataRate(const QUuid& sessionID, const QString& rateName) const {
|
||
auto avatar = getAvatarBySessionID(sessionID);
|
||
return avatar ? avatar->getDataRate(rateName) : 0.0f;
|
||
}
|
||
|
||
float AvatarManager::getAvatarUpdateRate(const QUuid& sessionID, const QString& rateName) const {
|
||
auto avatar = getAvatarBySessionID(sessionID);
|
||
return avatar ? avatar->getUpdateRate(rateName) : 0.0f;
|
||
}
|
||
|
||
float AvatarManager::getAvatarSimulationRate(const QUuid& sessionID, const QString& rateName) const {
|
||
auto avatar = std::static_pointer_cast<Avatar>(getAvatarBySessionID(sessionID));
|
||
return avatar ? avatar->getSimulationRate(rateName) : 0.0f;
|
||
}
|
||
|
||
void AvatarManager::updateOtherAvatars(float deltaTime) {
|
||
// lock the hash for read to check the size
|
||
QReadLocker lock(&_hashLock);
|
||
if (_avatarHash.size() < 2 && _avatarsToFade.isEmpty()) {
|
||
return;
|
||
}
|
||
lock.unlock();
|
||
|
||
PerformanceTimer perfTimer("otherAvatars");
|
||
|
||
class SortableAvatar: public PrioritySortUtil::Sortable {
|
||
public:
|
||
SortableAvatar() = delete;
|
||
SortableAvatar(const AvatarSharedPointer& avatar) : _avatar(avatar) {}
|
||
glm::vec3 getPosition() const override { return _avatar->getWorldPosition(); }
|
||
float getRadius() const override { return std::static_pointer_cast<Avatar>(_avatar)->getBoundingRadius(); }
|
||
uint64_t getTimestamp() const override { return std::static_pointer_cast<Avatar>(_avatar)->getLastRenderUpdateTime(); }
|
||
AvatarSharedPointer getAvatar() const { return _avatar; }
|
||
private:
|
||
AvatarSharedPointer _avatar;
|
||
};
|
||
|
||
|
||
const auto& views = qApp->getConicalViews();
|
||
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(views,
|
||
AvatarData::_avatarSortCoefficientSize,
|
||
AvatarData::_avatarSortCoefficientCenter,
|
||
AvatarData::_avatarSortCoefficientAge);
|
||
|
||
// sort
|
||
auto avatarMap = getHashCopy();
|
||
AvatarHash::iterator itr = avatarMap.begin();
|
||
while (itr != avatarMap.end()) {
|
||
const auto& avatar = std::static_pointer_cast<Avatar>(*itr);
|
||
// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
|
||
// DO NOT update or fade out uninitialized Avatars
|
||
if (avatar != _myAvatar && avatar->isInitialized()) {
|
||
sortedAvatars.push(SortableAvatar(avatar));
|
||
}
|
||
++itr;
|
||
}
|
||
|
||
// process in sorted order
|
||
uint64_t startTime = usecTimestampNow();
|
||
const uint64_t UPDATE_BUDGET = 2000; // usec
|
||
uint64_t updateExpiry = startTime + UPDATE_BUDGET;
|
||
int numAvatarsUpdated = 0;
|
||
int numAVatarsNotUpdated = 0;
|
||
bool physicsEnabled = qApp->isPhysicsEnabled();
|
||
|
||
render::Transaction transaction;
|
||
while (!sortedAvatars.empty()) {
|
||
const SortableAvatar& sortData = sortedAvatars.top();
|
||
const auto avatar = std::static_pointer_cast<Avatar>(sortData.getAvatar());
|
||
const auto otherAvatar = std::static_pointer_cast<OtherAvatar>(sortData.getAvatar());
|
||
|
||
// if the geometry is loaded then turn off the orb
|
||
if (avatar->getSkeletonModel()->isLoaded()) {
|
||
// remove the orb if it is there
|
||
otherAvatar->removeOrb();
|
||
} else {
|
||
otherAvatar->updateOrbPosition();
|
||
}
|
||
|
||
bool ignoring = DependencyManager::get<NodeList>()->isPersonalMutingNode(avatar->getID());
|
||
if (ignoring) {
|
||
sortedAvatars.pop();
|
||
continue;
|
||
}
|
||
|
||
// for ALL avatars...
|
||
if (_shouldRender) {
|
||
avatar->ensureInScene(avatar, qApp->getMain3DScene());
|
||
}
|
||
if (physicsEnabled && !avatar->isInPhysicsSimulation()) {
|
||
ShapeInfo shapeInfo;
|
||
avatar->computeShapeInfo(shapeInfo);
|
||
btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
|
||
if (shape) {
|
||
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
|
||
motionState->setMass(avatar->computeMass());
|
||
avatar->setPhysicsCallback([=] (uint32_t flags) { motionState->addDirtyFlags(flags); });
|
||
_motionStates.insert(avatar.get(), motionState);
|
||
_motionStatesToAddToPhysics.insert(motionState);
|
||
}
|
||
}
|
||
avatar->animateScaleChanges(deltaTime);
|
||
|
||
const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY;
|
||
uint64_t now = usecTimestampNow();
|
||
if (now < updateExpiry) {
|
||
// we're within budget
|
||
bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
|
||
if (inView && avatar->hasNewJointData()) {
|
||
numAvatarsUpdated++;
|
||
}
|
||
avatar->simulate(deltaTime, inView);
|
||
avatar->updateRenderItem(transaction);
|
||
avatar->setLastRenderUpdateTime(startTime);
|
||
} else {
|
||
// we've spent our full time budget --> bail on the rest of the avatar updates
|
||
// --> more avatars may freeze until their priority trickles up
|
||
// --> some scale or fade animations may glitch
|
||
// --> some avatar velocity measurements may be a little off
|
||
|
||
// no time simulate, but we take the time to count how many were tragically missed
|
||
bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
|
||
if (!inView) {
|
||
break;
|
||
}
|
||
if (inView && avatar->hasNewJointData()) {
|
||
numAVatarsNotUpdated++;
|
||
}
|
||
sortedAvatars.pop();
|
||
while (inView && !sortedAvatars.empty()) {
|
||
const SortableAvatar& newSortData = sortedAvatars.top();
|
||
const auto newAvatar = std::static_pointer_cast<Avatar>(newSortData.getAvatar());
|
||
inView = newSortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
|
||
if (inView && newAvatar->hasNewJointData()) {
|
||
numAVatarsNotUpdated++;
|
||
}
|
||
sortedAvatars.pop();
|
||
}
|
||
break;
|
||
}
|
||
sortedAvatars.pop();
|
||
}
|
||
|
||
if (_shouldRender) {
|
||
qApp->getMain3DScene()->enqueueTransaction(transaction);
|
||
}
|
||
_numAvatarsUpdated = numAvatarsUpdated;
|
||
_numAvatarsNotUpdated = numAVatarsNotUpdated;
|
||
|
||
simulateAvatarFades(deltaTime);
|
||
|
||
// Check on avatars with pending identities:
|
||
steady_clock::time_point now = steady_clock::now();
|
||
QWriteLocker writeLock(&_hashLock);
|
||
for (auto pendingAvatar = _pendingAvatars.begin(); pendingAvatar != _pendingAvatars.end(); ++pendingAvatar) {
|
||
if (now - pendingAvatar->creationTime >= REQUEST_UNKNOWN_IDENTITY_DELAY) {
|
||
// Too long without an ID
|
||
sendIdentityRequest(pendingAvatar->avatar->getID());
|
||
if (++pendingAvatar->transmits >= REQUEST_UNKNOWN_IDENTITY_TRANSMITS) {
|
||
qCDebug(avatars) << "Requesting identity for unknown avatar (final request)" <<
|
||
pendingAvatar->avatar->getID().toString();
|
||
|
||
pendingAvatar = _pendingAvatars.erase(pendingAvatar);
|
||
if (pendingAvatar == _pendingAvatars.end()) {
|
||
break;
|
||
}
|
||
} else {
|
||
pendingAvatar->creationTime = now;
|
||
qCDebug(avatars) << "Requesting identity for unknown avatar" << pendingAvatar->avatar->getID().toString();
|
||
}
|
||
}
|
||
}
|
||
|
||
_avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC;
|
||
}
|
||
|
||
void AvatarManager::postUpdate(float deltaTime, const render::ScenePointer& scene) {
|
||
auto hashCopy = getHashCopy();
|
||
AvatarHash::iterator avatarIterator = hashCopy.begin();
|
||
for (avatarIterator = hashCopy.begin(); avatarIterator != hashCopy.end(); avatarIterator++) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
|
||
avatar->postUpdate(deltaTime, scene);
|
||
}
|
||
}
|
||
|
||
void AvatarManager::sendIdentityRequest(const QUuid& avatarID) const {
|
||
auto nodeList = DependencyManager::get<NodeList>();
|
||
QWeakPointer<NodeList> nodeListWeak = nodeList;
|
||
nodeList->eachMatchingNode(
|
||
[](const SharedNodePointer& node)->bool {
|
||
return node->getType() == NodeType::AvatarMixer && node->getActiveSocket();
|
||
},
|
||
[this, avatarID, nodeListWeak](const SharedNodePointer& node) {
|
||
auto nodeList = nodeListWeak.lock();
|
||
if (nodeList) {
|
||
auto packet = NLPacket::create(PacketType::AvatarIdentityRequest, NUM_BYTES_RFC4122_UUID, true);
|
||
packet->write(avatarID.toRfc4122());
|
||
nodeList->sendPacket(std::move(packet), *node);
|
||
++_identityRequestsSent;
|
||
}
|
||
}
|
||
);
|
||
}
|
||
|
||
void AvatarManager::simulateAvatarFades(float deltaTime) {
|
||
if (_avatarsToFade.empty()) {
|
||
return;
|
||
}
|
||
|
||
QReadLocker locker(&_hashLock);
|
||
QVector<AvatarSharedPointer>::iterator avatarItr = _avatarsToFade.begin();
|
||
const render::ScenePointer& scene = qApp->getMain3DScene();
|
||
while (avatarItr != _avatarsToFade.end()) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(*avatarItr);
|
||
avatar->updateFadingStatus(scene);
|
||
if (!avatar->isFading()) {
|
||
// fading to zero is such a rare event we push a unique transaction for each
|
||
if (avatar->isInScene()) {
|
||
render::Transaction transaction;
|
||
avatar->removeFromScene(*avatarItr, scene, transaction);
|
||
scene->enqueueTransaction(transaction);
|
||
}
|
||
avatarItr = _avatarsToFade.erase(avatarItr);
|
||
} else {
|
||
++avatarItr;
|
||
}
|
||
}
|
||
}
|
||
|
||
AvatarSharedPointer AvatarManager::newSharedAvatar() {
|
||
return AvatarSharedPointer(new OtherAvatar(qApp->thread()), [](OtherAvatar* ptr) { ptr->deleteLater(); });
|
||
}
|
||
|
||
void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) {
|
||
AvatarHashMap::handleRemovedAvatar(removedAvatar, removalReason);
|
||
|
||
// remove from physics
|
||
auto avatar = std::static_pointer_cast<Avatar>(removedAvatar);
|
||
avatar->setPhysicsCallback(nullptr);
|
||
AvatarMotionStateMap::iterator itr = _motionStates.find(avatar.get());
|
||
if (itr != _motionStates.end()) {
|
||
AvatarMotionState* motionState = *itr;
|
||
_motionStatesToAddToPhysics.remove(motionState);
|
||
_motionStatesToRemoveFromPhysics.push_back(motionState);
|
||
_motionStates.erase(itr);
|
||
}
|
||
|
||
if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) {
|
||
emit DependencyManager::get<UsersScriptingInterface>()->enteredIgnoreRadius();
|
||
} else if (removalReason == KillAvatarReason::AvatarDisconnected) {
|
||
// remove from node sets, if present
|
||
DependencyManager::get<NodeList>()->removeFromIgnoreMuteSets(avatar->getSessionUUID());
|
||
DependencyManager::get<UsersScriptingInterface>()->avatarDisconnected(avatar->getSessionUUID());
|
||
avatar->fadeOut(qApp->getMain3DScene(), removalReason);
|
||
}
|
||
_avatarsToFade.push_back(removedAvatar);
|
||
}
|
||
|
||
void AvatarManager::clearOtherAvatars() {
|
||
// Remove other avatars from the world but don't actually remove them from _avatarHash
|
||
// each will either be removed on timeout or will re-added to the world on receipt of update.
|
||
const render::ScenePointer& scene = qApp->getMain3DScene();
|
||
render::Transaction transaction;
|
||
|
||
QReadLocker locker(&_hashLock);
|
||
AvatarHash::iterator avatarIterator = _avatarHash.begin();
|
||
while (avatarIterator != _avatarHash.end()) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
|
||
if (avatar != _myAvatar) {
|
||
handleRemovedAvatar(avatar);
|
||
avatarIterator = _avatarHash.erase(avatarIterator);
|
||
} else {
|
||
++avatarIterator;
|
||
}
|
||
}
|
||
assert(scene);
|
||
scene->enqueueTransaction(transaction);
|
||
_myAvatar->clearLookAtTargetAvatar();
|
||
}
|
||
|
||
void AvatarManager::deleteAllAvatars() {
|
||
assert(_motionStates.empty()); // should have called clearOtherAvatars() before getting here
|
||
deleteMotionStates();
|
||
|
||
QReadLocker locker(&_hashLock);
|
||
AvatarHash::iterator avatarIterator = _avatarHash.begin();
|
||
while (avatarIterator != _avatarHash.end()) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
|
||
avatarIterator = _avatarHash.erase(avatarIterator);
|
||
avatar->die();
|
||
}
|
||
}
|
||
|
||
void AvatarManager::deleteMotionStates() {
|
||
// delete motionstates that were removed from physics last frame
|
||
for (auto state : _motionStatesToDelete) {
|
||
delete state;
|
||
}
|
||
_motionStatesToDelete.clear();
|
||
}
|
||
|
||
void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
|
||
deleteMotionStates();
|
||
result = _motionStatesToRemoveFromPhysics;
|
||
_motionStatesToDelete.swap(_motionStatesToRemoveFromPhysics);
|
||
}
|
||
|
||
void AvatarManager::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
|
||
result.clear();
|
||
for (auto motionState : _motionStatesToAddToPhysics) {
|
||
result.push_back(motionState);
|
||
}
|
||
_motionStatesToAddToPhysics.clear();
|
||
}
|
||
|
||
void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
|
||
result.clear();
|
||
AvatarMotionStateMap::iterator motionStateItr = _motionStates.begin();
|
||
while (motionStateItr != _motionStates.end()) {
|
||
if ((*motionStateItr)->getIncomingDirtyFlags() != 0) {
|
||
result.push_back(*motionStateItr);
|
||
}
|
||
++motionStateItr;
|
||
}
|
||
}
|
||
|
||
void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
|
||
// TODO: extract the MyAvatar results once we use a MotionState for it.
|
||
}
|
||
|
||
void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) {
|
||
for (Collision collision : collisionEvents) {
|
||
// TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other
|
||
// people's avatars will have an id that doesn't match any entities, and one's own avatar will have
|
||
// an id of null. Thus this code handles any collision in which one of the participating objects is
|
||
// my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.)
|
||
if (collision.idA.isNull() || collision.idB.isNull()) {
|
||
auto myAvatar = getMyAvatar();
|
||
auto collisionSound = myAvatar->getCollisionSound();
|
||
if (collisionSound) {
|
||
const auto characterController = myAvatar->getCharacterController();
|
||
const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f);
|
||
const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange;
|
||
const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed
|
||
const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION);
|
||
|
||
if (!isSound) {
|
||
return; // No sense iterating for others. We only have one avatar.
|
||
}
|
||
// Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for.
|
||
const float energy = velocityChange * velocityChange;
|
||
const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f;
|
||
const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME);
|
||
|
||
// For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object,
|
||
// but most avatars are roughly the same size, so let's not be so fancy yet.
|
||
const float AVATAR_STRETCH_FACTOR = 1.0f;
|
||
|
||
_collisionInjectors.remove_if([](const AudioInjectorPointer& injector) {
|
||
return !injector || injector->isFinished();
|
||
});
|
||
|
||
static const int MAX_INJECTOR_COUNT = 3;
|
||
if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) {
|
||
auto injector = AudioInjector::playSound(collisionSound, energyFactorOfFull, AVATAR_STRETCH_FACTOR,
|
||
myAvatar->getWorldPosition());
|
||
_collisionInjectors.emplace_back(injector);
|
||
}
|
||
myAvatar->collisionWithEntity(collision);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) {
|
||
_shouldRender = shouldRenderAvatars;
|
||
const render::ScenePointer& scene = qApp->getMain3DScene();
|
||
render::Transaction transaction;
|
||
auto avatarHashCopy = getHashCopy();
|
||
if (_shouldRender) {
|
||
for (auto avatarData : avatarHashCopy) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
avatar->addToScene(avatar, scene, transaction);
|
||
}
|
||
} else {
|
||
for (auto avatarData : avatarHashCopy) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
avatar->removeFromScene(avatar, scene, transaction);
|
||
}
|
||
}
|
||
scene->enqueueTransaction(transaction);
|
||
}
|
||
|
||
AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID) const {
|
||
if (sessionID == AVATAR_SELF_ID || sessionID == _myAvatar->getSessionUUID()) {
|
||
return _myAvatar;
|
||
}
|
||
|
||
return findAvatar(sessionID);
|
||
}
|
||
|
||
RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay& ray,
|
||
const QScriptValue& avatarIdsToInclude,
|
||
const QScriptValue& avatarIdsToDiscard) {
|
||
QVector<EntityItemID> avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude);
|
||
QVector<EntityItemID> avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard);
|
||
|
||
return findRayIntersectionVector(ray, avatarsToInclude, avatarsToDiscard);
|
||
}
|
||
|
||
RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const PickRay& ray,
|
||
const QVector<EntityItemID>& avatarsToInclude,
|
||
const QVector<EntityItemID>& avatarsToDiscard) {
|
||
RayToAvatarIntersectionResult result;
|
||
if (QThread::currentThread() != thread()) {
|
||
BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findRayIntersectionVector",
|
||
Q_RETURN_ARG(RayToAvatarIntersectionResult, result),
|
||
Q_ARG(const PickRay&, ray),
|
||
Q_ARG(const QVector<EntityItemID>&, avatarsToInclude),
|
||
Q_ARG(const QVector<EntityItemID>&, avatarsToDiscard));
|
||
return result;
|
||
}
|
||
|
||
// It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to
|
||
// do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code
|
||
// intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking
|
||
// against the avatar is sort-of right, but you likely wont be able to pick against the arms.
|
||
|
||
// TODO -- find a way to extract transformed avatar mesh data from the rendering engine.
|
||
|
||
std::vector<SortedAvatar> sortedAvatars;
|
||
auto avatarHashCopy = getHashCopy();
|
||
for (auto avatarData : avatarHashCopy) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) ||
|
||
(avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) {
|
||
continue;
|
||
}
|
||
|
||
float distance = FLT_MAX;
|
||
#if 0
|
||
// if we weren't picking against the capsule, we would want to pick against the avatarBounds...
|
||
SkeletonModelPointer avatarModel = avatar->getSkeletonModel();
|
||
AABox avatarBounds = avatarModel->getRenderableMeshBound();
|
||
if (avatarBounds.contains(ray.origin)) {
|
||
distance = 0.0f;
|
||
} else {
|
||
float boundDistance = FLT_MAX;
|
||
BoxFace face;
|
||
glm::vec3 surfaceNormal;
|
||
if (avatarBounds.findRayIntersection(ray.origin, ray.direction, boundDistance, face, surfaceNormal)) {
|
||
distance = boundDistance;
|
||
}
|
||
}
|
||
#else
|
||
glm::vec3 start;
|
||
glm::vec3 end;
|
||
float radius;
|
||
avatar->getCapsule(start, end, radius);
|
||
findRayCapsuleIntersection(ray.origin, ray.direction, start, end, radius, distance);
|
||
#endif
|
||
|
||
if (distance < FLT_MAX) {
|
||
sortedAvatars.emplace_back(distance, avatar);
|
||
}
|
||
}
|
||
|
||
if (sortedAvatars.size() > 1) {
|
||
static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first > right.first; };
|
||
std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator);
|
||
}
|
||
|
||
for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) {
|
||
const SortedAvatar& sortedAvatar = *it;
|
||
// We can exit once avatarCapsuleDistance > bestDistance
|
||
if (sortedAvatar.first > result.distance) {
|
||
break;
|
||
}
|
||
|
||
float distance = FLT_MAX;
|
||
BoxFace face;
|
||
glm::vec3 surfaceNormal;
|
||
QVariantMap extraInfo;
|
||
SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel();
|
||
if (avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, ray.direction, distance, face, surfaceNormal, extraInfo, true)) {
|
||
if (distance < result.distance) {
|
||
result.intersects = true;
|
||
result.avatarID = sortedAvatar.second->getID();
|
||
result.distance = distance;
|
||
result.face = face;
|
||
result.surfaceNormal = surfaceNormal;
|
||
result.extraInfo = extraInfo;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (result.intersects) {
|
||
result.intersection = ray.origin + ray.direction * result.distance;
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
ParabolaToAvatarIntersectionResult AvatarManager::findParabolaIntersectionVector(const PickParabola& pick,
|
||
const QVector<EntityItemID>& avatarsToInclude,
|
||
const QVector<EntityItemID>& avatarsToDiscard) {
|
||
ParabolaToAvatarIntersectionResult result;
|
||
if (QThread::currentThread() != thread()) {
|
||
BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findParabolaIntersectionVector",
|
||
Q_RETURN_ARG(ParabolaToAvatarIntersectionResult, result),
|
||
Q_ARG(const PickParabola&, pick),
|
||
Q_ARG(const QVector<EntityItemID>&, avatarsToInclude),
|
||
Q_ARG(const QVector<EntityItemID>&, avatarsToDiscard));
|
||
return result;
|
||
}
|
||
|
||
// It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to
|
||
// do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code
|
||
// intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking
|
||
// against the avatar is sort-of right, but you likely wont be able to pick against the arms.
|
||
|
||
// TODO -- find a way to extract transformed avatar mesh data from the rendering engine.
|
||
|
||
std::vector<SortedAvatar> sortedAvatars;
|
||
auto avatarHashCopy = getHashCopy();
|
||
for (auto avatarData : avatarHashCopy) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) ||
|
||
(avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) {
|
||
continue;
|
||
}
|
||
|
||
float distance = FLT_MAX;
|
||
#if 0
|
||
// if we weren't picking against the capsule, we would want to pick against the avatarBounds...
|
||
SkeletonModelPointer avatarModel = avatar->getSkeletonModel();
|
||
AABox avatarBounds = avatarModel->getRenderableMeshBound();
|
||
if (avatarBounds.contains(pick.origin)) {
|
||
distance = 0.0f;
|
||
} else {
|
||
float boundDistance = FLT_MAX;
|
||
BoxFace face;
|
||
glm::vec3 surfaceNormal;
|
||
if (avatarBounds.findParabolaIntersection(pick.origin, pick.velocity, pick.acceleration, boundDistance, face, surfaceNormal)) {
|
||
distance = boundDistance;
|
||
}
|
||
}
|
||
#else
|
||
glm::vec3 start;
|
||
glm::vec3 end;
|
||
float radius;
|
||
avatar->getCapsule(start, end, radius);
|
||
findParabolaCapsuleIntersection(pick.origin, pick.velocity, pick.acceleration, start, end, radius, avatar->getWorldOrientation(), distance);
|
||
#endif
|
||
|
||
if (distance < FLT_MAX) {
|
||
sortedAvatars.emplace_back(distance, avatar);
|
||
}
|
||
}
|
||
|
||
if (sortedAvatars.size() > 1) {
|
||
static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first > right.first; };
|
||
std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator);
|
||
}
|
||
|
||
for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) {
|
||
const SortedAvatar& sortedAvatar = *it;
|
||
// We can exit once avatarCapsuleDistance > bestDistance
|
||
if (sortedAvatar.first > result.parabolicDistance) {
|
||
break;
|
||
}
|
||
|
||
float parabolicDistance = FLT_MAX;
|
||
BoxFace face;
|
||
glm::vec3 surfaceNormal;
|
||
QVariantMap extraInfo;
|
||
SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel();
|
||
if (avatarModel->findParabolaIntersectionAgainstSubMeshes(pick.origin, pick.velocity, pick.acceleration, parabolicDistance, face, surfaceNormal, extraInfo, true)) {
|
||
if (parabolicDistance < result.parabolicDistance) {
|
||
result.intersects = true;
|
||
result.avatarID = sortedAvatar.second->getID();
|
||
result.parabolicDistance = parabolicDistance;
|
||
result.face = face;
|
||
result.surfaceNormal = surfaceNormal;
|
||
result.extraInfo = extraInfo;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (result.intersects) {
|
||
result.intersection = pick.origin + pick.velocity * result.parabolicDistance + 0.5f * pick.acceleration * result.parabolicDistance * result.parabolicDistance;
|
||
result.distance = glm::distance(pick.origin, result.intersection);
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
// HACK
|
||
float AvatarManager::getAvatarSortCoefficient(const QString& name) {
|
||
if (name == "size") {
|
||
return AvatarData::_avatarSortCoefficientSize;
|
||
} else if (name == "center") {
|
||
return AvatarData::_avatarSortCoefficientCenter;
|
||
} else if (name == "age") {
|
||
return AvatarData::_avatarSortCoefficientAge;
|
||
}
|
||
return 0.0f;
|
||
}
|
||
|
||
// HACK
|
||
void AvatarManager::setAvatarSortCoefficient(const QString& name, const QScriptValue& value) {
|
||
bool somethingChanged = false;
|
||
if (value.isNumber()) {
|
||
float numericalValue = (float)value.toNumber();
|
||
if (name == "size") {
|
||
AvatarData::_avatarSortCoefficientSize = numericalValue;
|
||
somethingChanged = true;
|
||
} else if (name == "center") {
|
||
AvatarData::_avatarSortCoefficientCenter = numericalValue;
|
||
somethingChanged = true;
|
||
} else if (name == "age") {
|
||
AvatarData::_avatarSortCoefficientAge = numericalValue;
|
||
somethingChanged = true;
|
||
}
|
||
}
|
||
if (somethingChanged) {
|
||
size_t packetSize = sizeof(AvatarData::_avatarSortCoefficientSize) +
|
||
sizeof(AvatarData::_avatarSortCoefficientCenter) +
|
||
sizeof(AvatarData::_avatarSortCoefficientAge);
|
||
|
||
auto packet = NLPacket::create(PacketType::AdjustAvatarSorting, packetSize);
|
||
packet->writePrimitive(AvatarData::_avatarSortCoefficientSize);
|
||
packet->writePrimitive(AvatarData::_avatarSortCoefficientCenter);
|
||
packet->writePrimitive(AvatarData::_avatarSortCoefficientAge);
|
||
DependencyManager::get<NodeList>()->broadcastToNodes(std::move(packet), NodeSet() << NodeType::AvatarMixer);
|
||
}
|
||
}
|
||
|
||
QVariantMap AvatarManager::getPalData(const QList<QString> specificAvatarIdentifiers) {
|
||
QJsonArray palData;
|
||
|
||
auto avatarMap = getHashCopy();
|
||
AvatarHash::iterator itr = avatarMap.begin();
|
||
while (itr != avatarMap.end()) {
|
||
std::shared_ptr<Avatar> avatar = std::static_pointer_cast<Avatar>(*itr);
|
||
QString currentSessionUUID = avatar->getSessionUUID().toString();
|
||
if (specificAvatarIdentifiers.isEmpty() || specificAvatarIdentifiers.contains(currentSessionUUID)) {
|
||
QJsonObject thisAvatarPalData;
|
||
|
||
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
|
||
|
||
if (currentSessionUUID == myAvatar->getSessionUUID().toString()) {
|
||
currentSessionUUID = "";
|
||
}
|
||
|
||
thisAvatarPalData.insert("sessionUUID", currentSessionUUID);
|
||
thisAvatarPalData.insert("sessionDisplayName", avatar->getSessionDisplayName());
|
||
thisAvatarPalData.insert("audioLoudness", avatar->getAudioLoudness());
|
||
thisAvatarPalData.insert("isReplicated", avatar->getIsReplicated());
|
||
|
||
glm::vec3 position = avatar->getWorldPosition();
|
||
QJsonObject jsonPosition;
|
||
jsonPosition.insert("x", position.x);
|
||
jsonPosition.insert("y", position.y);
|
||
jsonPosition.insert("z", position.z);
|
||
thisAvatarPalData.insert("position", jsonPosition);
|
||
|
||
float palOrbOffset = 0.2f;
|
||
int headIndex = avatar->getJointIndex("Head");
|
||
if (headIndex > 0) {
|
||
glm::vec3 jointTranslation = avatar->getAbsoluteJointTranslationInObjectFrame(headIndex);
|
||
palOrbOffset = jointTranslation.y / 2;
|
||
}
|
||
thisAvatarPalData.insert("palOrbOffset", palOrbOffset);
|
||
|
||
palData.append(thisAvatarPalData);
|
||
}
|
||
++itr;
|
||
}
|
||
QJsonObject doc;
|
||
doc.insert("data", palData);
|
||
return doc.toVariantMap();
|
||
}
|