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260 lines
12 KiB
C++
260 lines
12 KiB
C++
//
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// UpdateEntityOperator.cpp
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// libraries/entities/src
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//
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// Created by Brad Hefta-Gaub on 8/11/2014.
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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 "EntityItem.h"
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#include "EntityTree.h"
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#include "EntityTreeElement.h"
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#include "UpdateEntityOperator.h"
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UpdateEntityOperator::UpdateEntityOperator(EntityTree* tree,
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EntityTreeElement* containingElement,
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EntityItem* existingEntity,
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const EntityItemProperties& properties) :
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_tree(tree),
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_existingEntity(existingEntity),
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_containingElement(containingElement),
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_containingElementCube(containingElement->getAACube()),
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_properties(properties),
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_entityItemID(existingEntity->getEntityItemID()),
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_foundOld(false),
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_foundNew(false),
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_removeOld(false),
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_dontMove(false), // assume we'll be moving
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_changeTime(usecTimestampNow()),
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_oldEntityCube(),
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_newEntityCube()
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{
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// caller must have verified existence of containingElement and oldEntity
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assert(_containingElement && _existingEntity);
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_oldEntityCube = _existingEntity->getAACube();
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_oldEntityBox = _oldEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
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// If the new properties has position OR radius changes, but not both, we need to
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// get the old property value and set it in our properties in order for our bounds
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// calculations to work.
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if (_properties.containsPositionChange() && !_properties.containsRadiusChange()) {
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float oldRadiusInMeters = _existingEntity->getRadius() * (float)TREE_SCALE;
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_properties.setRadius(oldRadiusInMeters);
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}
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if (!_properties.containsPositionChange() && _properties.containsRadiusChange()) {
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glm::vec3 oldPositionInMeters = _existingEntity->getPosition() * (float)TREE_SCALE;
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_properties.setPosition(oldPositionInMeters);
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}
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// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
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// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
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// be the same for both parts of the update
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bool oldElementBestFit = _containingElement->bestFitBounds(_properties);
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// if we don't have bounds properties, then use our old clamped box to determine best fit
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if (!_properties.containsBoundsProperties()) {
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oldElementBestFit = _containingElement->bestFitBounds(_oldEntityBox);
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}
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// For some reason we've seen a case where the original containing element isn't a best fit for the old properties
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// in this case we want to move it, even if the properties haven't changed.
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if (!_properties.containsBoundsProperties() && !oldElementBestFit) {
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_newEntityCube = _oldEntityCube;
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_removeOld = true; // our properties are going to move us, so remember this for later processing
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} else if (!_properties.containsBoundsProperties() || oldElementBestFit) {
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_foundOld = true;
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_newEntityCube = _oldEntityCube;
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_dontMove = true;
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} else {
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_newEntityCube = _properties.getAACubeTreeUnits();
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_removeOld = true; // our properties are going to move us, so remember this for later processing
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}
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_newEntityBox = _newEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
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}
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UpdateEntityOperator::~UpdateEntityOperator() {
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}
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// does this entity tree element contain the old entity
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bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElement* element) {
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// We've found cases where the old entity might be placed in an element that is not actually the best fit
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// so when we're searching the tree for the old element, we use the known cube for the known containing element
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bool elementContainsOldBox = element->getAACube().contains(_containingElementCube);
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/*
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bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);
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qDebug() << "UpdateEntityOperator::subTreeContainsOldEntity()....";
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qDebug() << " element->getAACube()=" << element->getAACube();
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qDebug() << " _oldEntityCube=" << _oldEntityCube;
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qDebug() << " _oldEntityBox=" << _oldEntityBox;
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qDebug() << " elementContainsOldCube=" << elementContainsOldCube;
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qDebug() << " elementContainsOldBox=" << elementContainsOldBox;
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*/
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return elementContainsOldBox;
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}
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bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
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bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);
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/*
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bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);
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qDebug() << "UpdateEntityOperator::subTreeContainsNewEntity()....";
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qDebug() << " element->getAACube()=" << element->getAACube();
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qDebug() << " _newEntityCube=" << _newEntityCube;
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qDebug() << " _newEntityBox=" << _newEntityBox;
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qDebug() << " elementContainsNewCube=" << elementContainsNewCube;
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qDebug() << " elementContainsNewBox=" << elementContainsNewBox;
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*/
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return elementContainsNewBox;
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}
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bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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// path of the tree. For this operation, we want to recurse the branch of the tree if
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// and of the following are true:
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// * We have not yet found the old entity, and this branch contains our old entity
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// * We have not yet found the new entity, and this branch contains our new entity
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//
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// Note: it's often the case that the branch in question contains both the old entity
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// and the new entity.
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bool keepSearching = false; // assume we don't need to search any more
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bool subtreeContainsOld = subTreeContainsOldEntity(element);
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bool subtreeContainsNew = subTreeContainsNewEntity(element);
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// If we haven't yet found the old entity, and this subTreeContains our old
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// entity, then we need to keep searching.
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if (!_foundOld && subtreeContainsOld) {
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// If this is the element we're looking for, then ask it to remove the old entity
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// and we can stop searching.
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if (entityTreeElement == _containingElement) {
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// If the containgElement IS NOT the best fit for the new entity properties
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// then we need to remove it, and the updateEntity below will store it in the
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// correct element.
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if (_removeOld) {
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entityTreeElement->removeEntityItem(_existingEntity); // NOTE: only removes the entity, doesn't delete it
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// If we haven't yet found the new location, then we need to
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// make sure to remove our entity to element map, because for
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// now we're not in that map
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if (!_foundNew) {
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_tree->setContainingElement(_entityItemID, NULL);
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}
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}
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_foundOld = true;
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} else {
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// if this isn't the element we're looking for, then keep searching
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keepSearching = true;
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}
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}
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// If we haven't yet found the new entity, and this subTreeContains our new
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// entity, then we need to keep searching.
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if (!_foundNew && subtreeContainsNew) {
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// If this element is the best fit for the new entity properties, then add/or update it
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if (entityTreeElement->bestFitBounds(_newEntityBox)) {
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// if we are the existing containing element, then we can just do the update of the entity properties
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if (entityTreeElement == _containingElement) {
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// TODO: We shouldn't be in a remove old case and also be the new best fit. This indicates that
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// we have some kind of a logic error in this operator. But, it can handle it properly by setting
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// the new properties for the entity and moving on. Still going to output a warning that if we
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// see consistently we will want to address this.
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if (_removeOld) {
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qDebug() << "UNEXPECTED - UpdateEntityOperator - "
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"we thought we needed to removeOld, but the old entity is our best fit.";
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_removeOld = false;
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}
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// set the entity properties and mark our element as changed.
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_existingEntity->setProperties(_properties);
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} else {
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// otherwise, this is an add case.
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entityTreeElement->addEntityItem(_existingEntity);
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_existingEntity->setProperties(_properties); // still need to update the properties!
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_tree->setContainingElement(_entityItemID, entityTreeElement);
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}
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_foundNew = true; // we found the new item!
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} else {
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keepSearching = true;
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}
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool UpdateEntityOperator::postRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old entity and one for the new entity.
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bool keepSearching = !_foundOld || !_foundNew;
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bool subtreeContainsOld = subTreeContainsOldEntity(element);
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bool subtreeContainsNew = subTreeContainsNewEntity(element);
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// As we unwind, if we're in either of these two paths, we mark our element
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// as dirty.
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if ((_foundOld && subtreeContainsOld) ||
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(_foundNew && subtreeContainsNew)) {
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element->markWithChangedTime();
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}
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// It's not OK to prune if we have the potential of deleting the original containig element.
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// because if we prune the containing element then new might end up reallocating the same memory later
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// and that will confuse our logic.
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//
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// it's ok to prune if:
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// 1) we're not removing the old
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// 2) we are removing the old, but this subtree doesn't contain the old
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// 3) we are removing the old, this subtree contains the old, but this element isn't a direct parent of _containingElement
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if (!_removeOld || !subtreeContainsOld || !element->isParentOf(_containingElement)) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* UpdateEntityOperator::possiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new entity location.
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// Check to see if
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if (!_foundNew) {
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float childElementScale = element->getScale() / 2.0f; // all of our children will be half our scale
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// Note: because the entity's bounds might have been clamped to the domain. We want to check if the
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// bounds of the clamped box would fit in our child elements. It may be the case that the actual
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// bounds of the element would hang outside of the child elements cells.
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bool entityWouldFitInChild = _newEntityBox.getLargestDimension() <= childElementScale;
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// if the scale of our desired cube is smaller than our children, then consider making a child
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if (entityWouldFitInChild) {
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int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);
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if (childIndex == indexOfChildContainingNewEntity) {
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return element->addChildAtIndex(childIndex);;
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}
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}
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}
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return NULL;
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}
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