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628 lines
26 KiB
C++
628 lines
26 KiB
C++
//
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// AvatarManager.cpp
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// interface/src/avatar
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//
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// Created by Stephen Birarda on 1/23/2014.
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// Copyright 2014 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 <string>
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#include <QScriptEngine>
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wdouble-promotion"
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#endif
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#include <glm/gtx/string_cast.hpp>
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#if defined(__GNUC__) && !defined(__clang__)
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#pragma GCC diagnostic pop
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#endif
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#include <AvatarData.h>
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#include <PerfStat.h>
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#include <RegisteredMetaTypes.h>
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#include <Rig.h>
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#include <SettingHandle.h>
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#include <UsersScriptingInterface.h>
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#include <UUID.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "AvatarManager.h"
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#include "InterfaceLogging.h"
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#include "Menu.h"
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#include "MyAvatar.h"
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#include "SceneScriptingInterface.h"
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// 50 times per second - target is 45hz, but this helps account for any small deviations
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// in the update loop - this also results in ~30hz when in desktop mode which is essentially
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// what we want
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const int CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND = 50;
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static const quint64 MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS = USECS_PER_SECOND / CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND;
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// We add _myAvatar into the hash with all the other AvatarData, and we use the default NULL QUid as the key.
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const QUuid MY_AVATAR_KEY; // NULL key
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static QScriptValue localLightToScriptValue(QScriptEngine* engine, const AvatarManager::LocalLight& light) {
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QScriptValue object = engine->newObject();
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object.setProperty("direction", vec3toScriptValue(engine, light.direction));
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object.setProperty("color", vec3toScriptValue(engine, light.color));
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return object;
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}
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static void localLightFromScriptValue(const QScriptValue& value, AvatarManager::LocalLight& light) {
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vec3FromScriptValue(value.property("direction"), light.direction);
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vec3FromScriptValue(value.property("color"), light.color);
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}
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void AvatarManager::registerMetaTypes(QScriptEngine* engine) {
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qScriptRegisterMetaType(engine, localLightToScriptValue, localLightFromScriptValue);
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qScriptRegisterSequenceMetaType<QVector<AvatarManager::LocalLight> >(engine);
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}
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AvatarManager::AvatarManager(QObject* parent) :
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_avatarFades(),
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_myAvatar(std::make_shared<MyAvatar>(std::make_shared<Rig>()))
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{
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// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
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qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
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auto nodeList = DependencyManager::get<NodeList>();
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auto& packetReceiver = nodeList->getPacketReceiver();
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packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket");
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packetReceiver.registerListener(PacketType::KillAvatar, this, "processKillAvatar");
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packetReceiver.registerListener(PacketType::AvatarIdentity, this, "processAvatarIdentityPacket");
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packetReceiver.registerListener(PacketType::ExitingSpaceBubble, this, "processExitingSpaceBubble");
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// when we hear that the user has ignored an avatar by session UUID
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// immediately remove that avatar instead of waiting for the absence of packets from avatar mixer
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connect(nodeList.data(), &NodeList::ignoredNode, this, [=](const QUuid& nodeID, bool enabled) {
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if (enabled) {
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removeAvatar(nodeID);
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}
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});
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}
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AvatarManager::~AvatarManager() {
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}
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void AvatarManager::init() {
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_myAvatar->init();
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{
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QWriteLocker locker(&_hashLock);
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_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
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}
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connect(DependencyManager::get<SceneScriptingInterface>().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged,
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this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection);
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render::ScenePointer scene = qApp->getMain3DScene();
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render::PendingChanges pendingChanges;
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if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderAvatars()) {
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_myAvatar->addToScene(_myAvatar, scene, pendingChanges);
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}
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scene->enqueuePendingChanges(pendingChanges);
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}
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void AvatarManager::updateMyAvatar(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "AvatarManager::updateMyAvatar()");
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_myAvatar->update(deltaTime);
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quint64 now = usecTimestampNow();
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quint64 dt = now - _lastSendAvatarDataTime;
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if (dt > MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS) {
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// send head/hand data to the avatar mixer and voxel server
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PerformanceTimer perfTimer("send");
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_myAvatar->sendAvatarDataPacket();
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_lastSendAvatarDataTime = now;
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_myAvatarSendRate.increment();
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}
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}
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Q_LOGGING_CATEGORY(trace_simulation_avatar, "trace.simulation.avatar");
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float AvatarManager::getAvatarDataRate(const QUuid& sessionID, const QString& rateName) const {
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auto avatar = getAvatarBySessionID(sessionID);
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return avatar ? avatar->getDataRate(rateName) : 0.0f;
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}
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float AvatarManager::getAvatarUpdateRate(const QUuid& sessionID, const QString& rateName) const {
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auto avatar = getAvatarBySessionID(sessionID);
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return avatar ? avatar->getUpdateRate(rateName) : 0.0f;
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}
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float AvatarManager::getAvatarSimulationRate(const QUuid& sessionID, const QString& rateName) const {
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auto avatar = std::static_pointer_cast<Avatar>(getAvatarBySessionID(sessionID));
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return avatar ? avatar->getSimulationRate(rateName) : 0.0f;
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}
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void AvatarManager::updateOtherAvatars(float deltaTime) {
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// lock the hash for read to check the size
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QReadLocker lock(&_hashLock);
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if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) {
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return;
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}
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lock.unlock();
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PerformanceTimer perfTimer("otherAvatars");
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uint64_t startTime = usecTimestampNow();
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auto avatarMap = getHashCopy();
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QList<AvatarSharedPointer> avatarList = avatarMap.values();
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ViewFrustum cameraView;
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qApp->copyDisplayViewFrustum(cameraView);
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std::priority_queue<AvatarPriority> sortedAvatars = AvatarData::sortAvatars(
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avatarList, cameraView,
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[](AvatarSharedPointer avatar)->uint64_t{
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return std::static_pointer_cast<Avatar>(avatar)->getLastRenderUpdateTime();
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},
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[](AvatarSharedPointer avatar)->float{
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return std::static_pointer_cast<Avatar>(avatar)->getBoundingRadius();
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},
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[this](AvatarSharedPointer avatar)->bool{
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const auto& castedAvatar = std::static_pointer_cast<Avatar>(avatar);
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if (castedAvatar == _myAvatar || !castedAvatar->isInitialized()) {
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// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
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// DO NOT update or fade out uninitialized Avatars
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return true; // ignore it
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}
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if (avatar->shouldDie()) {
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removeAvatar(avatar->getID());
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return true; // ignore it
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}
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if (avatar->isDead()) {
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return true; // ignore it
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}
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return false;
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});
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render::PendingChanges pendingChanges;
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const uint64_t RENDER_UPDATE_BUDGET = 1500; // usec
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const uint64_t MAX_UPDATE_BUDGET = 2000; // usec
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uint64_t renderExpiry = startTime + RENDER_UPDATE_BUDGET;
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uint64_t maxExpiry = startTime + MAX_UPDATE_BUDGET;
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int numAvatarsUpdated = 0;
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int numAVatarsNotUpdated = 0;
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while (!sortedAvatars.empty()) {
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const AvatarPriority& sortData = sortedAvatars.top();
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const auto& avatar = std::static_pointer_cast<Avatar>(sortData.avatar);
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// for ALL avatars...
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avatar->ensureInScene(avatar);
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if (!avatar->getMotionState()) {
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ShapeInfo shapeInfo;
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avatar->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = const_cast<btCollisionShape*>(ObjectMotionState::getShapeManager()->getShape(shapeInfo));
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if (shape) {
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// don't add to the simulation now, instead put it on a list to be added later
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AvatarMotionState* motionState = new AvatarMotionState(avatar.get(), shape);
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avatar->setMotionState(motionState);
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_motionStatesToAddToPhysics.insert(motionState);
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_motionStatesThatMightUpdate.insert(motionState);
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}
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}
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avatar->animateScaleChanges(deltaTime);
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const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY;
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uint64_t now = usecTimestampNow();
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if (now < renderExpiry) {
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// we're within budget
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (inView && avatar->hasNewJointData()) {
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numAvatarsUpdated++;
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}
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avatar->simulate(deltaTime, inView);
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avatar->updateRenderItem(pendingChanges);
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avatar->setLastRenderUpdateTime(startTime);
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} else if (now < maxExpiry) {
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// we've spent most of our time budget, but we still simulate() the avatar as it if were out of view
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// --> some avatars may freeze until their priority trickles up
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (inView && avatar->hasNewJointData()) {
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numAVatarsNotUpdated++;
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}
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avatar->simulate(deltaTime, false);
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} else {
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// we've spent ALL of our time budget --> bail on the rest of the avatar updates
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// --> more avatars may freeze until their priority trickles up
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// --> some scale or fade animations may glitch
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// --> some avatar velocity measurements may be a little off
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// HACK: no time simulate, but we will take the time to count how many were tragically missed
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (!inView) {
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break;
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}
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if (inView && avatar->hasNewJointData()) {
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numAVatarsNotUpdated++;
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}
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sortedAvatars.pop();
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while (inView && !sortedAvatars.empty()) {
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const AvatarPriority& newSortData = sortedAvatars.top();
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const auto& newAvatar = std::static_pointer_cast<Avatar>(newSortData.avatar);
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inView = newSortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (inView && newAvatar->hasNewJointData()) {
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numAVatarsNotUpdated++;
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}
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sortedAvatars.pop();
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}
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break;
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}
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sortedAvatars.pop();
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}
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_avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC;
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_numAvatarsUpdated = numAvatarsUpdated;
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_numAvatarsNotUpdated = numAVatarsNotUpdated;
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qApp->getMain3DScene()->enqueuePendingChanges(pendingChanges);
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simulateAvatarFades(deltaTime);
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}
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void AvatarManager::postUpdate(float deltaTime) {
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auto hashCopy = getHashCopy();
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AvatarHash::iterator avatarIterator = hashCopy.begin();
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for (avatarIterator = hashCopy.begin(); avatarIterator != hashCopy.end(); avatarIterator++) {
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auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
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avatar->postUpdate(deltaTime);
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}
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}
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void AvatarManager::simulateAvatarFades(float deltaTime) {
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QVector<AvatarSharedPointer>::iterator fadingIterator = _avatarFades.begin();
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const float SHRINK_RATE = 0.15f;
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const float MIN_FADE_SCALE = MIN_AVATAR_SCALE;
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render::ScenePointer scene = qApp->getMain3DScene();
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render::PendingChanges pendingChanges;
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while (fadingIterator != _avatarFades.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
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avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
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avatar->animateScaleChanges(deltaTime);
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if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
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avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
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// only remove from _avatarFades if we're sure its motionState has been removed from PhysicsEngine
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if (_motionStatesToRemoveFromPhysics.empty()) {
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fadingIterator = _avatarFades.erase(fadingIterator);
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} else {
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++fadingIterator;
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}
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} else {
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const bool inView = true; // HACK
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avatar->simulate(deltaTime, inView);
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++fadingIterator;
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}
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}
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scene->enqueuePendingChanges(pendingChanges);
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar() {
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return std::make_shared<Avatar>(std::make_shared<Rig>());
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}
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AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
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auto newAvatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
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auto rawRenderableAvatar = std::static_pointer_cast<Avatar>(newAvatar);
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rawRenderableAvatar->addToScene(rawRenderableAvatar);
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return newAvatar;
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}
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// virtual
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void AvatarManager::removeAvatar(const QUuid& sessionUUID, KillAvatarReason removalReason) {
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QWriteLocker locker(&_hashLock);
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auto removedAvatar = _avatarHash.take(sessionUUID);
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if (removedAvatar) {
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handleRemovedAvatar(removedAvatar, removalReason);
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}
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}
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void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) {
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AvatarHashMap::handleRemovedAvatar(removedAvatar);
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// removedAvatar is a shared pointer to an AvatarData but we need to get to the derived Avatar
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// class in this context so we can call methods that don't exist at the base class.
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Avatar* avatar = static_cast<Avatar*>(removedAvatar.get());
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avatar->die();
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AvatarMotionState* motionState = avatar->getMotionState();
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if (motionState) {
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_motionStatesThatMightUpdate.remove(motionState);
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_motionStatesToAddToPhysics.remove(motionState);
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_motionStatesToRemoveFromPhysics.push_back(motionState);
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}
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if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) {
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emit DependencyManager::get<UsersScriptingInterface>()->enteredIgnoreRadius();
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}
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if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble || removalReason == YourAvatarEnteredTheirBubble) {
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DependencyManager::get<NodeList>()->radiusIgnoreNodeBySessionID(avatar->getSessionUUID(), true);
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} else if (removalReason == KillAvatarReason::AvatarDisconnected) {
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// remove from node sets, if present
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DependencyManager::get<NodeList>()->removeFromIgnoreMuteSets(avatar->getSessionUUID());
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DependencyManager::get<UsersScriptingInterface>()->avatarDisconnected(avatar->getSessionUUID());
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}
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_avatarFades.push_back(removedAvatar);
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}
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void AvatarManager::clearOtherAvatars() {
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// clear any avatars that came from an avatar-mixer
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QWriteLocker locker(&_hashLock);
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AvatarHash::iterator avatarIterator = _avatarHash.begin();
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while (avatarIterator != _avatarHash.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
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if (avatar == _myAvatar || !avatar->isInitialized()) {
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// don't remove myAvatar or uninitialized avatars from the list
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++avatarIterator;
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} else {
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auto removedAvatar = avatarIterator.value();
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avatarIterator = _avatarHash.erase(avatarIterator);
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handleRemovedAvatar(removedAvatar);
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}
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}
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_myAvatar->clearLookAtTargetAvatar();
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}
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void AvatarManager::clearAllAvatars() {
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clearOtherAvatars();
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QWriteLocker locker(&_hashLock);
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handleRemovedAvatar(_myAvatar);
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}
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void AvatarManager::setLocalLights(const QVector<AvatarManager::LocalLight>& localLights) {
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "setLocalLights", Q_ARG(const QVector<AvatarManager::LocalLight>&, localLights));
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return;
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}
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_localLights = localLights;
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}
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QVector<AvatarManager::LocalLight> AvatarManager::getLocalLights() const {
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if (QThread::currentThread() != thread()) {
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QVector<AvatarManager::LocalLight> result;
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QMetaObject::invokeMethod(const_cast<AvatarManager*>(this), "getLocalLights", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(QVector<AvatarManager::LocalLight>, result));
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return result;
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}
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return _localLights;
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}
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void AvatarManager::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
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result.clear();
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result.swap(_motionStatesToRemoveFromPhysics);
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}
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void AvatarManager::getObjectsToAddToPhysics(VectorOfMotionStates& result) {
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result.clear();
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for (auto motionState : _motionStatesToAddToPhysics) {
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result.push_back(motionState);
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}
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_motionStatesToAddToPhysics.clear();
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}
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void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
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result.clear();
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for (auto state : _motionStatesThatMightUpdate) {
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if (state->_dirtyFlags > 0) {
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result.push_back(state);
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}
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}
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}
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void AvatarManager::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
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// TODO: extract the MyAvatar results once we use a MotionState for it.
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}
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void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) {
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for (Collision collision : collisionEvents) {
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// TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other
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// people's avatars will have an id that doesn't match any entities, and one's own avatar will have
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// an id of null. Thus this code handles any collision in which one of the participating objects is
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// my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.)
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if (collision.idA.isNull() || collision.idB.isNull()) {
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auto myAvatar = getMyAvatar();
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auto collisionSound = myAvatar->getCollisionSound();
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if (collisionSound) {
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const auto characterController = myAvatar->getCharacterController();
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const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f);
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const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange;
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const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed
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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([](QPointer<AudioInjector>& 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->getPosition());
|
||
_collisionInjectors.emplace_back(injector);
|
||
}
|
||
myAvatar->collisionWithEntity(collision);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) {
|
||
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderAvatars()) {
|
||
for (auto avatarData : _avatarHash) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
render::ScenePointer scene = qApp->getMain3DScene();
|
||
render::PendingChanges pendingChanges;
|
||
avatar->addToScene(avatar, scene, pendingChanges);
|
||
scene->enqueuePendingChanges(pendingChanges);
|
||
}
|
||
} else {
|
||
for (auto avatarData : _avatarHash) {
|
||
auto avatar = std::static_pointer_cast<Avatar>(avatarData);
|
||
render::ScenePointer scene = qApp->getMain3DScene();
|
||
render::PendingChanges pendingChanges;
|
||
avatar->removeFromScene(avatar, scene, pendingChanges);
|
||
scene->enqueuePendingChanges(pendingChanges);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
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) {
|
||
RayToAvatarIntersectionResult result;
|
||
if (QThread::currentThread() != thread()) {
|
||
QMetaObject::invokeMethod(const_cast<AvatarManager*>(this), "findRayIntersection", Qt::BlockingQueuedConnection,
|
||
Q_RETURN_ARG(RayToAvatarIntersectionResult, result),
|
||
Q_ARG(const PickRay&, ray),
|
||
Q_ARG(const QScriptValue&, avatarIdsToInclude),
|
||
Q_ARG(const QScriptValue&, avatarIdsToDiscard));
|
||
return result;
|
||
}
|
||
|
||
QVector<EntityItemID> avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude);
|
||
QVector<EntityItemID> avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard);
|
||
|
||
glm::vec3 normDirection = glm::normalize(ray.direction);
|
||
|
||
for (auto avatarData : _avatarHash) {
|
||
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;
|
||
BoxFace face;
|
||
glm::vec3 surfaceNormal;
|
||
|
||
SkeletonModelPointer avatarModel = avatar->getSkeletonModel();
|
||
|
||
// 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.
|
||
|
||
// if we weren't picking against the capsule, we would want to pick against the avatarBounds...
|
||
// AABox avatarBounds = avatarModel->getRenderableMeshBound();
|
||
// if (!avatarBounds.findRayIntersection(ray.origin, normDirection, distance, face, surfaceNormal)) {
|
||
// // ray doesn't intersect avatar's bounding-box
|
||
// continue;
|
||
// }
|
||
|
||
glm::vec3 start;
|
||
glm::vec3 end;
|
||
float radius;
|
||
avatar->getCapsule(start, end, radius);
|
||
bool intersects = findRayCapsuleIntersection(ray.origin, normDirection, start, end, radius, distance);
|
||
if (!intersects) {
|
||
// ray doesn't intersect avatar's capsule
|
||
continue;
|
||
}
|
||
|
||
QString extraInfo;
|
||
intersects = avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, normDirection,
|
||
distance, face, surfaceNormal, extraInfo, true);
|
||
|
||
if (intersects && (!result.intersects || distance < result.distance)) {
|
||
result.intersects = true;
|
||
result.avatarID = avatar->getID();
|
||
result.distance = distance;
|
||
}
|
||
}
|
||
|
||
if (result.intersects) {
|
||
result.intersection = ray.origin + normDirection * result.distance;
|
||
}
|
||
|
||
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);
|
||
}
|
||
}
|