overte-JulianGro/libraries/particles/src/ParticleTreeElement.cpp
2013-12-19 15:16:43 -08:00

237 lines
8.6 KiB
C++

//
// ParticleTreeElement.cpp
// hifi
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <QtCore/QDebug>
#include <GeometryUtil.h>
#include "ParticleTree.h"
#include "ParticleTreeElement.h"
ParticleTreeElement::ParticleTreeElement(unsigned char* octalCode) : OctreeElement() {
init(octalCode);
};
ParticleTreeElement::~ParticleTreeElement() {
_voxelMemoryUsage -= sizeof(ParticleTreeElement);
}
// This will be called primarily on addChildAt(), which means we're adding a child of our
// own type to our own tree. This means we should initialize that child with any tree and type
// specific settings that our children must have. One example is out VoxelSystem, which
// we know must match ours.
OctreeElement* ParticleTreeElement::createNewElement(unsigned char* octalCode) const {
ParticleTreeElement* newChild = new ParticleTreeElement(octalCode);
newChild->setTree(_myTree);
return newChild;
}
void ParticleTreeElement::init(unsigned char* octalCode) {
OctreeElement::init(octalCode);
_voxelMemoryUsage += sizeof(ParticleTreeElement);
}
ParticleTreeElement* ParticleTreeElement::addChildAtIndex(int index) {
ParticleTreeElement* newElement = (ParticleTreeElement*)OctreeElement::addChildAtIndex(index);
newElement->setTree(_myTree);
return newElement;
}
bool ParticleTreeElement::appendElementData(OctreePacketData* packetData) const {
bool success = true; // assume the best...
// write our particles out...
uint16_t numberOfParticles = _particles.size();
success = packetData->appendValue(numberOfParticles);
if (success) {
for (uint16_t i = 0; i < numberOfParticles; i++) {
const Particle& particle = _particles[i];
success = particle.appendParticleData(packetData);
if (!success) {
break;
}
}
}
return success;
}
void ParticleTreeElement::update(ParticleTreeUpdateArgs& args) {
markWithChangedTime();
// update our contained particles
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
_particles[i].update();
// If the particle wants to die, or if it's left our bounding box, then move it
// into the arguments moving particles. These will be added back or deleted completely
if (_particles[i].getShouldDie() || !_box.contains(_particles[i].getPosition())) {
args._movingParticles.push_back(_particles[i]);
// erase this particle
_particles.erase(_particles.begin()+i);
// reduce our index since we just removed this item
i--;
numberOfParticles--;
}
}
}
bool ParticleTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const {
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
glm::vec3 particleCenter = _particles[i].getPosition();
float particleRadius = _particles[i].getRadius();
// don't penetrate yourself
if (particleCenter == center && particleRadius == radius) {
return false;
}
// We've considered making "inHand" particles not collide, if we want to do that,
// we should change this setting... but now, we do allow inHand particles to collide
const bool IN_HAND_PARTICLES_DONT_COLLIDE = false;
if (IN_HAND_PARTICLES_DONT_COLLIDE) {
// don't penetrate if the particle is "inHand" -- they don't collide
if (_particles[i].getInHand()) {
return false;
}
}
if (findSphereSpherePenetration(center, radius, particleCenter, particleRadius, penetration)) {
*penetratedObject = (void*)&_particles[i];
return true;
}
}
return false;
}
bool ParticleTreeElement::containsParticle(const Particle& particle) const {
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
if (_particles[i].getID() == particle.getID()) {
return true;
}
}
return false;
}
bool ParticleTreeElement::updateParticle(const Particle& particle) {
const bool wantDebug = false;
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
if (_particles[i].getID() == particle.getID()) {
int difference = _particles[i].getLastUpdated() - particle.getLastUpdated();
bool changedOnServer = _particles[i].getLastEdited() < particle.getLastEdited();
bool localOlder = _particles[i].getLastUpdated() < particle.getLastUpdated();
if (changedOnServer || localOlder) {
if (wantDebug) {
printf("local particle [id:%d] %s and %s than server particle by %d, particle.isNewlyCreated()=%s\n",
particle.getID(), (changedOnServer ? "CHANGED" : "same"),
(localOlder ? "OLDER" : "NEWER"),
difference, debug::valueOf(particle.isNewlyCreated()) );
}
_particles[i].copyChangedProperties(particle);
} else {
if (wantDebug) {
printf(">>> IGNORING SERVER!!! Would've caused jutter! <<< "
"local particle [id:%d] %s and %s than server particle by %d, particle.isNewlyCreated()=%s\n",
particle.getID(), (changedOnServer ? "CHANGED" : "same"),
(localOlder ? "OLDER" : "NEWER"),
difference, debug::valueOf(particle.isNewlyCreated()) );
}
}
return true;
}
}
return false;
}
const Particle* ParticleTreeElement::getClosestParticle(glm::vec3 position) const {
const Particle* closestParticle = NULL;
float closestParticleDistance = FLT_MAX;
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
float distanceToParticle = glm::distance(position, _particles[i].getPosition());
if (distanceToParticle < closestParticleDistance) {
closestParticle = &_particles[i];
}
}
return closestParticle;
}
const Particle* ParticleTreeElement::getParticleWithID(uint32_t id) const {
const Particle* foundParticle = NULL;
uint16_t numberOfParticles = _particles.size();
for (uint16_t i = 0; i < numberOfParticles; i++) {
if (_particles[i].getID() == id) {
foundParticle = &_particles[i];
break;
}
}
return foundParticle;
}
int ParticleTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args) {
const unsigned char* dataAt = data;
int bytesRead = 0;
uint16_t numberOfParticles = 0;
int expectedBytesPerParticle = Particle::expectedBytes();
if (bytesLeftToRead >= sizeof(numberOfParticles)) {
// read our particles in....
numberOfParticles = *(uint16_t*)dataAt;
dataAt += sizeof(numberOfParticles);
bytesLeftToRead -= sizeof(numberOfParticles);
bytesRead += sizeof(numberOfParticles);
if (bytesLeftToRead >= (numberOfParticles * expectedBytesPerParticle)) {
for (uint16_t i = 0; i < numberOfParticles; i++) {
Particle tempParticle;
int bytesForThisParticle = tempParticle.readParticleDataFromBuffer(dataAt, bytesLeftToRead, args);
_myTree->storeParticle(tempParticle);
dataAt += bytesForThisParticle;
bytesLeftToRead -= bytesForThisParticle;
bytesRead += bytesForThisParticle;
}
}
}
return bytesRead;
}
// will average a "common reduced LOD view" from the the child elements...
void ParticleTreeElement::calculateAverageFromChildren() {
// nothing to do here yet...
}
// will detect if children are leaves AND collapsable into the parent node
// and in that case will collapse children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool ParticleTreeElement::collapseChildren() {
// nothing to do here yet...
return false;
}
void ParticleTreeElement::storeParticle(const Particle& particle, Node* senderNode) {
_particles.push_back(particle);
markWithChangedTime();
}