mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 03:53:52 +02:00
Merge branch 'team-teaching' of https://github.com/highfidelity/hifi into simple_program
This commit is contained in:
commit
9561086d0d
2 changed files with 211 additions and 69 deletions
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@ -12,25 +12,58 @@
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using namespace render;
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void Scene::PendingChanges::resetItem(ID id, PayloadPointer& payload) {
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void ItemBucketMap::insert(const ItemID& id, const ItemKey& key) {
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// Insert the itemID in every bucket where it filters true
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for (auto& bucket : (*this)) {
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if (key.filterTest(bucket.first)) {
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bucket.second.insert(id);
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}
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}
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}
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void ItemBucketMap::erase(const ItemID& id, const ItemKey& key) {
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// Remove the itemID in every bucket where it filters true
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for (auto& bucket : (*this)) {
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if (key.filterTest(bucket.first)) {
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bucket.second.erase(id);
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}
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}
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}
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void ItemBucketMap::reset(const ItemID& id, const ItemKey& oldKey, const ItemKey& newKey) {
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// Reset the itemID in every bucket,
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// Remove from the buckets where oldKey filters true AND newKey filters false
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// Insert into the buckets where newKey filters true
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for (auto& bucket : (*this)) {
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if (oldKey.filterTest(bucket.first)) {
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if (!newKey.filterTest(bucket.first)) {
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bucket.second.erase(id);
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}
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} else if (newKey.filterTest(bucket.first)) {
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bucket.second.insert(id);
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}
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}
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}
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void Scene::PendingChanges::resetItem(ItemID id, PayloadPointer& payload) {
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_resetItems.push_back(id);
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_resetPayloads.push_back(payload);
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}
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void Scene::PendingChanges::removeItem(ID id) {
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void Scene::PendingChanges::removeItem(ItemID id) {
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_removedItems.push_back(id);
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}
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void Scene::PendingChanges::moveItem(ID id) {
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void Scene::PendingChanges::moveItem(ItemID id) {
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_movedItems.push_back(id);
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}
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void Scene::PendingChanges::mergeBatch(PendingChanges& newBatch) {
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_resetItems.insert(_resetItems.end(), newBatch._resetItems.begin(), newBatch._resetItems.end());
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_resetPayloads.insert(_resetPayloads.end(), newBatch._resetPayloads.begin(), newBatch._resetPayloads.end());
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_removedItems.insert(_removedItems.end(), newBatch._removedItems.begin(), newBatch._removedItems.end());
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_movedItems.insert(_movedItems.end(), newBatch._movedItems.begin(), newBatch._movedItems.end());
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void Scene::PendingChanges::merge(PendingChanges& changes) {
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_resetItems.insert(_resetItems.end(), changes._resetItems.begin(), changes._resetItems.end());
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_resetPayloads.insert(_resetPayloads.end(), changes._resetPayloads.begin(), changes._resetPayloads.end());
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_removedItems.insert(_removedItems.end(), changes._removedItems.begin(), changes._removedItems.end());
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_movedItems.insert(_movedItems.end(), changes._movedItems.begin(), changes._movedItems.end());
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}
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Scene::Scene() :
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@ -38,7 +71,7 @@ Scene::Scene() :
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{
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}
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Item::ID Scene::allocateID() {
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ItemID Scene::allocateID() {
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// Just increment and return the proevious value initialized at 0
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return _IDAllocator.fetch_add(1);
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}
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@ -53,7 +86,7 @@ void Scene::enqueuePendingChanges(const PendingChanges& pendingChanges) {
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void consolidateChangeQueue(Scene::PendingChangesQueue& queue, Scene::PendingChanges& singleBatch) {
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while (!queue.empty()) {
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auto pendingChanges = queue.front();
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singleBatch.mergeBatch(pendingChanges);
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singleBatch.merge(pendingChanges);
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queue.pop();
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};
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}
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@ -65,9 +98,9 @@ void Scene::processPendingChangesQueue() {
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_changeQueueMutex.unlock();
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_itemsMutex.lock();
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// Here we should be able to check the value of last ID allocated
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// Here we should be able to check the value of last ItemID allocated
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// and allocate new items accordingly
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ID maxID = _IDAllocator.load();
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ItemID maxID = _IDAllocator.load();
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if (maxID > _items.size()) {
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_items.resize(maxID + 100); // allocate the maxId and more
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}
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@ -85,12 +118,18 @@ void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
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auto resetID = ids.begin();
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auto resetPayload = payloads.begin();
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for (;resetID != ids.end(); resetID++, resetPayload++) {
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_items[(*resetID)].resetPayload(*resetPayload);
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auto item = _items[(*resetID)];
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auto oldKey = item.getKey();
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item.resetPayload(*resetPayload);
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_buckets.reset((*resetID), oldKey, item.getKey());
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}
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}
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void Scene::removeItems(const ItemIDs& ids) {
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for (auto removedID :ids) {
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_buckets.erase(removedID, _items[removedID].getKey());
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_items[removedID].kill();
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}
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}
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@ -15,6 +15,7 @@
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#include <bitset>
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#include <memory>
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#include <vector>
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#include <set>
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#include <map>
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#include <AABox.h>
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#include <atomic>
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@ -25,16 +26,9 @@ namespace render {
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class Context;
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class Item {
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// Key is the KEY to filter Items and create specialized lists
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class ItemKey {
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public:
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typedef std::vector<Item> Vector;
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typedef unsigned int ID;
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// State is the KEY to filter Items and create specialized lists
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enum FlagBit {
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TYPE_SHAPE = 0, // Item is a Shape
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TYPE_LIGHT, // Item is a Light
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@ -46,9 +40,77 @@ public:
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SHADOW_CASTER, // Item cast shadows
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PICKABLE, // Item can be picked/selected
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INVERT_FLAG, // If true then the meaning of the other flags is inverted
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NUM_FLAGS, // Not a valid flag
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};
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typedef std::bitset<NUM_FLAGS> State;
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typedef std::bitset<NUM_FLAGS> Flags;
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// THe key is the Flags
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Flags _flags;
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ItemKey() : _flags(0) {}
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ItemKey(const Flags& flags) : _flags(flags) {}
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class Builder {
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Flags _flags;
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public:
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Builder() {}
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const ItemKey& build() const { return ItemKey(_flags); }
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Builder& withTypeShape() { _flags.set(TYPE_SHAPE); return (*this); }
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Builder& withTypeLight() { _flags.set(TYPE_LIGHT); return (*this); }
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Builder& withTranslucent() { _flags.set(TRANSLUCENT); return (*this); }
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Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
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Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
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Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
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Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
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Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
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Builder& withPickable() { _flags.set(PICKABLE); return (*this); }
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};
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bool isOpaque() const { return !_flags[TRANSLUCENT]; }
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bool isTranslucent() const { return _flags[TRANSLUCENT]; }
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bool isWorldSpace() const { return !_flags[VIEW_SPACE]; }
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bool isViewSpace() const { return _flags[VIEW_SPACE]; }
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bool isStatic() const { return !_flags[DYNAMIC]; }
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bool isDynamic() const { return _flags[DYNAMIC]; }
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bool isRigid() const { return !_flags[DEFORMED]; }
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bool isDeformed() const { return _flags[DEFORMED]; }
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bool isVisible() const { return !_flags[INVISIBLE]; }
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bool isUnvisible() const { return _flags[INVISIBLE]; }
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bool isShadowCaster() const { return _flags[SHADOW_CASTER]; }
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bool isPickable() const { return _flags[PICKABLE]; }
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// Item Key operator testing if a key pass a filter test
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// the filter can have several flags on and the test is true if
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// (key AND filter) == filter
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// IF the filter has the INVERT_FLAGS On then we need to use the
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// !key value instead of key
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bool filterTest(const ItemKey& filter) const {
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if (filter._flags[INVERT_FLAG]) {
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return (filter._flags & ~_flags) == filter._flags;
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} else {
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return (filter._flags & _flags) == filter._flags;
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}
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}
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};
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class RenderArgs;
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class Item {
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public:
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typedef std::vector<Item> Vector;
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typedef unsigned int ID;
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// Bound is the AABBox fully containing this item
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typedef AABox Bound;
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// Payload is whatever is in this Item and implement the Payload Interface
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class PayloadInterface {
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public:
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virtual const State getState() const = 0;
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virtual const ItemKey getKey() const = 0;
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virtual const Bound getBound() const = 0;
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virtual void render(Context& context) = 0;
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virtual void render(RenderArgs* args) = 0;
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~PayloadInterface() {}
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protected:
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@ -83,66 +145,106 @@ public:
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void kill();
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void move();
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// Check heuristic flags of the state
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const State& getState() const { return _state; }
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// Check heuristic key
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const ItemKey& getKey() const { return _key; }
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bool isOpaque() const { return !_state[TRANSLUCENT]; }
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bool isTranslucent() const { return _state[TRANSLUCENT]; }
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bool isWorldSpace() const { return !_state[VIEW_SPACE]; }
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bool isViewSpace() const { return _state[VIEW_SPACE]; }
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bool isStatic() const { return !_state[DYNAMIC]; }
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bool isDynamic() const { return _state[DYNAMIC]; }
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bool isDeformed() const { return _state[DEFORMED]; }
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bool isVisible() const { return !_state[INVISIBLE]; }
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bool isUnvisible() const { return _state[INVISIBLE]; }
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bool isShadowCaster() const { return _state[SHADOW_CASTER]; }
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bool isPickable() const { return _state[PICKABLE]; }
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// Payload Interface
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const Bound getBound() const { return _payload->getBound(); }
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void render(Context& context) { _payload->render(context); }
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void render(RenderArgs* args) { _payload->render(args); }
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protected:
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PayloadPointer _payload;
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State _state = 0;
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ItemKey _key;
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friend class Scene;
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};
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template <class T> const Item::State payloadGetState(const T* payload) { return Item::State(); }
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template <class T> const Item::Bound payloadGetBound(const T* payload) { return Item::Bound(); }
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template <class T> void payloadRender(const T* payload) { }
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// THe Payload class is the real Payload to be used
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// THis allow anything to be turned into a Payload as long as the required interface functions are available
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// When creating a new kind of payload from a new "stuff" class then you need to create specialized version for "stuff"
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// of the Payload interface
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template <class T> const ItemKey payloadGetKey(const std::shared_ptr<T>& payloadData) { return ItemKey(); }
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template <class T> const Item::Bound payloadGetBound(const std::shared_ptr<T>& payloadData) { return Item::Bound(); }
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template <class T> void payloadRender(const std::shared_ptr<T>& payloadData, RenderArgs* args) { }
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template <class T> class ItemPayload : public Item::PayloadInterface {
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template <class T> class Payload : public Item::PayloadInterface {
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public:
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virtual const Item::State getState() const { return payloadGetState<T>(_pointee); }
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virtual const Item::Bound getBound() const { return payloadGetBound<T>(_pointee); }
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virtual void render(Context& context) { payloadRender<T>(_pointee, context); }
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typedef std::shared_ptr<T> DataPointer;
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virtual const ItemKey getKey() const { return payloadGetKey<T>(_data); }
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virtual const Item::Bound getBound() const { return payloadGetBound<T>(_data); }
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virtual void render(RenderArgs* args) { payloadRender<T>(_data, args); }
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ItemPayload(std::shared_ptr<T>& pointee) : _pointee(pointee) {}
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Payload(DataPointer& data) : _data(data) {}
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protected:
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std::shared_ptr<T> _pointee;
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DataPointer _data;
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};
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typedef Item::PayloadInterface Payload;
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// Let's show how to make a simple FooPayload example:
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/*
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class Foo {
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public:
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mutable ItemKey _myownKey;
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void makeMywnKey() const {
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_myownKey = ItemKey::Builder().withTypeShape().build();
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}
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const Item::Bound evaluateMyBound() {
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// Do stuff here to get your final Bound
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return Item::Bound();
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}
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};
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typedef Payload<Foo> FooPayload;
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typedef std::shared_ptr<Foo> FooPointer;
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// In a Source file, not a header, implement the Payload interface function specialized for Foo:
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template <> const ItemKey payloadGetKey(const FooPointer& foo) {
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// Foo's way of provinding its Key
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foo->makeMyKey();
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return foo->_myownKey;
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}
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template <> const Item::Bound payloadGetBound(const FooPointer& foo) {
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// evaluate Foo's own bound
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return foo->evaluateMyBound();
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}
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// In this example, do not specialize the payloadRender call which means the compiler will use the default version which does nothing
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*/
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// End of the example
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typedef Item::PayloadPointer PayloadPointer;
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typedef std::vector< PayloadPointer > Payloads;
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// A few typedefs for standard containers of ItemIDs
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typedef Item::ID ItemID;
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typedef std::vector<ItemID> ItemIDs;
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typedef std::set<ItemID> ItemIDSet;
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// A map of ItemIDSets allowing to create bucket lists of items which are filtering correctly
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class ItemBucketMap : public std::map<ItemKey, ItemIDSet> {
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public:
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ItemBucketMap() {}
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void insert(const ItemID& id, const ItemKey& key);
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void erase(const ItemID& id, const ItemKey& key);
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void reset(const ItemID& id, const ItemKey& oldKey, const ItemKey& newKey);
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};
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class Engine;
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class Observer;
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// Scene is a container for Items
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// Items are introduced, modified or erased in the scene through PendingChanges
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// Once per Frame, the PendingChanges are all flushed
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// During the flush the standard buckets are updated
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// Items are notified accordingly on any update message happening
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class Scene {
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public:
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typedef Item::Vector Items;
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typedef Item::ID ID;
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typedef std::vector<Item::ID> ItemIDs;
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typedef std::map<Item::State, ItemIDs> ItemLists;
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class Observer {
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public:
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Observer(Scene* scene) {
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@ -177,11 +279,11 @@ public:
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PendingChanges() {}
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~PendingChanges();
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void resetItem(ID id, PayloadPointer& payload);
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void removeItem(ID id);
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void moveItem(ID id);
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void resetItem(ItemID id, PayloadPointer& payload);
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void removeItem(ItemID id);
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void moveItem(ItemID id);
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void mergeBatch(PendingChanges& newBatch);
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void merge(PendingChanges& changes);
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Payloads _resetPayloads;
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ItemIDs _resetItems;
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|
@ -196,7 +298,7 @@ public:
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~Scene() {}
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/// This call is thread safe, can be called from anywhere to allocate a new ID
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ID allocateID();
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ItemID allocateID();
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/// Enqueue change batch to the scene
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void enqueuePendingChanges(const PendingChanges& pendingChanges);
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@ -214,14 +316,15 @@ protected:
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// The actual database
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// database of items is protected for editing by a mutex
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std::mutex _itemsMutex;
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Items _items;
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ItemLists _buckets;
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Item::Vector _items;
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ItemBucketMap _buckets;
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void processPendingChangesQueue();
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void resetItems(const ItemIDs& ids, Payloads& payloads);
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void removeItems(const ItemIDs& ids);
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void moveItems(const ItemIDs& ids);
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// The scene context listening for any change to the database
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Observers _observers;
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|
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