overte-thingvellir/interface/src/avatar/AvatarManager.h
2019-05-06 17:37:35 -07:00

316 lines
14 KiB
C++

//
// AvatarManager.h
// interface/src/avatar
//
// Created by Stephen Birarda on 1/23/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AvatarManager_h
#define hifi_AvatarManager_h
#include <set>
#include <QtCore/QHash>
#include <QtCore/QObject>
#include <QtCore/QSharedPointer>
#include <AvatarHashMap.h>
#include <PhysicsEngine.h>
#include <PIDController.h>
#include <SimpleMovingAverage.h>
#include <shared/RateCounter.h>
#include <avatars-renderer/ScriptAvatar.h>
#include <AudioInjectorManager.h>
#include <workload/Space.h>
#include <EntitySimulation.h> // for SetOfEntities
#include "AvatarMotionState.h"
#include "DetailedMotionState.h"
#include "MyAvatar.h"
#include "OtherAvatar.h"
using SortedAvatar = std::pair<float, std::shared_ptr<Avatar>>;
/**jsdoc
* The <code>AvatarManager</code> API provides information about avatars within the current domain. The avatars available are
* those that Interface has displayed and therefore knows about.
*
* <p><strong>Warning:</strong> This API is also provided to Interface, client entity, and avatar scripts as the synonym,
* "<code>AvatarList</code>". For assignment client scripts, see the separate {@link AvatarList} API.</p>
*
* @namespace AvatarManager
*
* @hifi-interface
* @hifi-client-entity
* @hifi-avatar
*
* @borrows AvatarList.getAvatar as getAvatar
* @comment AvatarList.getAvatarIdentifiers as getAvatarIdentifiers - Don't borrow because behavior is slightly different.
* @comment AvatarList.getAvatarsInRange as getAvatarsInRange - Don't borrow because behavior is slightly different.
* @borrows AvatarList.avatarAddedEvent as avatarAddedEvent
* @borrows AvatarList.avatarRemovedEvent as avatarRemovedEvent
* @borrows AvatarList.avatarSessionChangedEvent as avatarSessionChangedEvent
* @borrows AvatarList.isAvatarInRange as isAvatarInRange
* @borrows AvatarList.sessionUUIDChanged as sessionUUIDChanged
* @borrows AvatarList.processAvatarDataPacket as processAvatarDataPacket
* @borrows AvatarList.processAvatarIdentityPacket as processAvatarIdentityPacket
* @borrows AvatarList.processBulkAvatarTraits as processBulkAvatarTraits
* @borrows AvatarList.processKillAvatar as processKillAvatar
*/
class AvatarManager : public AvatarHashMap {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/**jsdoc
* Gets the IDs of all avatars known about in the domain.
* Your own avatar is included in the list as a <code>null</code> value.
* @function AvatarManager.getAvatarIdentifiers
* @returns {Uuid[]} The IDs of all known avatars in the domain.
* @example <caption>Report the IDS of all avatars within the domain.</caption>
* var avatars = AvatarManager.getAvatarIdentifiers();
* print("Avatars in the domain: " + JSON.stringify(avatars));
* // A null item is included for your avatar.
*/
/**jsdoc
* Gets the IDs of all avatars known about within a specified distance from a point.
* Your own avatar's ID is included in the list if it is in range.
* @function AvatarManager.getAvatarsInRange
* @param {Vec3} position - The point about which the search is performed.
* @param {number} range - The search radius.
* @returns {Uuid[]} The IDs of all known avatars within the search distance from the position.
* @example <caption>Report the IDs of all avatars within 10m of your avatar.</caption>
* var RANGE = 10;
* var avatars = AvatarManager.getAvatarsInRange(MyAvatar.position, RANGE);
* print("Nearby avatars: " + JSON.stringify(avatars));
* print("Own avatar: " + MyAvatar.sessionUUID);
*/
/// Registers the script types associated with the avatar manager.
static void registerMetaTypes(QScriptEngine* engine);
virtual ~AvatarManager();
void init();
void setSpace(workload::SpacePointer& space );
std::shared_ptr<MyAvatar> getMyAvatar() { return _myAvatar; }
glm::vec3 getMyAvatarPosition() const { return _myAvatar->getWorldPosition(); }
/**jsdoc
* @comment Uses the base class's JSDoc.
*/
// Null/Default-constructed QUuids will return MyAvatar
Q_INVOKABLE virtual ScriptAvatarData* getAvatar(QUuid avatarID) override { return new ScriptAvatar(getAvatarBySessionID(avatarID)); }
AvatarSharedPointer getAvatarBySessionID(const QUuid& sessionID) const override;
int getNumAvatarsUpdated() const { return _numAvatarsUpdated; }
int getNumAvatarsNotUpdated() const { return _numAvatarsNotUpdated; }
int getNumHeroAvatars() const { return _numHeroAvatars; }
int getNumHeroAvatarsUpdated() const { return _numHeroAvatarsUpdated; }
float getAvatarSimulationTime() const { return _avatarSimulationTime; }
void updateMyAvatar(float deltaTime);
void updateOtherAvatars(float deltaTime);
void setMyAvatarDataPacketsPaused(bool puase);
void postUpdate(float deltaTime, const render::ScenePointer& scene);
void clearOtherAvatars() override;
void deleteAllAvatars();
void getObjectsToRemoveFromPhysics(VectorOfMotionStates& motionStates);
void getObjectsToAddToPhysics(VectorOfMotionStates& motionStates);
void getObjectsToChange(VectorOfMotionStates& motionStates);
void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
/**jsdoc
* Gets the amount of avatar mixer data being generated by an avatar other than your own.
* @function AvatarManager.getAvatarDataRate
* @param {Uuid} sessionID - The ID of the avatar whose data rate you're retrieving.
* @param {AvatarDataRate} [rateName=""] - The type of avatar mixer data to get the data rate of.
* @returns {number} The data rate in kbps; <code>0</code> if the avatar is your own.
*/
Q_INVOKABLE float getAvatarDataRate(const QUuid& sessionID, const QString& rateName = QString("")) const;
/**jsdoc
* Gets the update rate of avatar mixer data being generated by an avatar other than your own.
* @function AvatarManager.getAvatarUpdateRate
* @param {Uuid} sessionID - The ID of the avatar whose update rate you're retrieving.
* @param {AvatarUpdateRate} [rateName=""] - The type of avatar mixer data to get the update rate of.
* @returns {number} The update rate in Hz; <code>0</code> if the avatar is your own.
*/
Q_INVOKABLE float getAvatarUpdateRate(const QUuid& sessionID, const QString& rateName = QString("")) const;
/**jsdoc
* Gets the simulation rate of an avatar other than your own.
* @function AvatarManager.getAvatarSimulationRate
* @param {Uuid} sessionID - The ID of the avatar whose simulation you're retrieving.
* @param {AvatarSimulationRate} [rateName=""] - The type of avatar data to get the simulation rate of.
* @returns {number} The simulation rate in Hz; <code>0</code> if the avatar is your own.
*/
Q_INVOKABLE float getAvatarSimulationRate(const QUuid& sessionID, const QString& rateName = QString("")) const;
/**jsdoc
* Find the first avatar intersected by a {@link PickRay}.
* @function AvatarManager.findRayIntersection
* @param {PickRay} ray - The ray to use for finding avatars.
* @param {Uuid[]} [avatarsToInclude=[]] - If not empty then search is restricted to these avatars.
* @param {Uuid[]} [avatarsToDiscard=[]] - Avatars to ignore in the search.
* @param {boolean} [pickAgainstMesh=true] - If <code>true</code> then the exact intersection with the avatar mesh is
* calculated, if <code>false</code> then the intersection is approximate.
* @returns {RayToAvatarIntersectionResult} The result of the search for the first intersected avatar.
* @example <caption>Find the first avatar directly in front of you.</caption>
* var pickRay = {
* origin: MyAvatar.position,
* direction: Quat.getFront(MyAvatar.orientation)
* };
*
* var intersection = AvatarManager.findRayIntersection(pickRay);
* if (intersection.intersects) {
* print("Avatar found: " + JSON.stringify(intersection));
* } else {
* print("No avatar found.");
* }
*/
Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersection(const PickRay& ray,
const QScriptValue& avatarIdsToInclude = QScriptValue(),
const QScriptValue& avatarIdsToDiscard = QScriptValue(),
bool pickAgainstMesh = true);
/**jsdoc
* @function AvatarManager.findRayIntersectionVector
* @param {PickRay} ray - Ray.
* @param {Uuid[]} avatarsToInclude - Avatars to include.
* @param {Uuid[]} avatarsToDiscard - Avatars to discard.
* @param {boolean} pickAgainstMesh - Pick against mesh.
* @returns {RayToAvatarIntersectionResult} Intersection result.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersectionVector(const PickRay& ray,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard,
bool pickAgainstMesh);
/**jsdoc
* @function AvatarManager.findParabolaIntersectionVector
* @param {PickParabola} pick - Pick.
* @param {Uuid[]} avatarsToInclude - Avatars to include.
* @param {Uuid[]} avatarsToDiscard - Avatars to discard.
* @returns {ParabolaToAvatarIntersectionResult} Intersection result.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE ParabolaToAvatarIntersectionResult findParabolaIntersectionVector(const PickParabola& pick,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard);
/**jsdoc
* @function AvatarManager.getAvatarSortCoefficient
* @param {string} name - Name.
* @returns {number} Value.
* @deprecated This function is deprecated and will be removed.
*/
// TODO: remove this HACK once we settle on optimal default sort coefficients
Q_INVOKABLE float getAvatarSortCoefficient(const QString& name);
/**jsdoc
* @function AvatarManager.setAvatarSortCoefficient
* @param {string} name - Name
* @param {number} value - Value.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void setAvatarSortCoefficient(const QString& name, const QScriptValue& value);
/**jsdoc
* Gets PAL (People Access List) data for one or more avatars. Using this method is faster than iterating over each avatar
* and obtaining data about each individually.
* @function AvatarManager.getPalData
* @param {string[]} [avatarIDs=[]] - The IDs of the avatars to get the PAL data for. If empty, then PAL data is obtained
* for all avatars.
* @returns {object<"data", AvatarManager.PalData[]>} An array of objects, each object being the PAL data for an avatar.
* @example <caption>Report the PAL data for an avatar nearby.</caption>
* var palData = AvatarManager.getPalData();
* print("PAL data for one avatar: " + JSON.stringify(palData.data[0]));
*/
Q_INVOKABLE QVariantMap getPalData(const QStringList& specificAvatarIdentifiers = QStringList());
float getMyAvatarSendRate() const { return _myAvatarSendRate.rate(); }
void queuePhysicsChange(const OtherAvatarPointer& avatar);
void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction);
void handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction);
void removeDeadAvatarEntities(const SetOfEntities& deadEntities);
void accumulateGrabPositions(std::map<QUuid, GrabLocationAccumulator>& grabAccumulators);
public slots:
/**jsdoc
* @function AvatarManager.updateAvatarRenderStatus
* @param {boolean} shouldRenderAvatars - Should render avatars.
* @deprecated This function is deprecated and will be removed.
*/
void updateAvatarRenderStatus(bool shouldRenderAvatars);
/**jsdoc
* Displays other avatars skeletons debug graphics.
* @function AvatarManager.setEnableDebugDrawOtherSkeletons
* @param {boolean} enabled - <code>true</code> to show the debug graphics, <code>false</code> to hide.
*/
void setEnableDebugDrawOtherSkeletons(bool isEnabled) {
_drawOtherAvatarSkeletons = isEnabled;
}
protected:
AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) override;
DetailedMotionState* createDetailedMotionState(OtherAvatarPointer avatar, int32_t jointIndex);
void rebuildAvatarPhysics(PhysicsEngine::Transaction& transaction, OtherAvatarPointer avatar);
private:
explicit AvatarManager(QObject* parent = 0);
explicit AvatarManager(const AvatarManager& other);
AvatarSharedPointer newSharedAvatar(const QUuid& sessionUUID) override;
// called only from the AvatarHashMap thread - cannot be called while this thread holds the
// hash lock, since handleRemovedAvatar needs a write lock on the entity tree and the entity tree
// frequently grabs a read lock on the hash to get a given avatar by ID
void handleRemovedAvatar(const AvatarSharedPointer& removedAvatar,
KillAvatarReason removalReason = KillAvatarReason::NoReason) override;
void handleTransitAnimations(AvatarTransit::Status status);
using SetOfOtherAvatars = std::set<OtherAvatarPointer>;
SetOfOtherAvatars _otherAvatarsToChangeInPhysics;
std::shared_ptr<MyAvatar> _myAvatar;
quint64 _lastSendAvatarDataTime = 0; // Controls MyAvatar send data rate.
std::list<QWeakPointer<AudioInjector>> _collisionInjectors;
RateCounter<> _myAvatarSendRate;
int _numAvatarsUpdated { 0 };
int _numAvatarsNotUpdated { 0 };
int _numHeroAvatars{ 0 };
int _numHeroAvatarsUpdated{ 0 };
float _avatarSimulationTime { 0.0f };
bool _shouldRender { true };
bool _myAvatarDataPacketsPaused { false };
mutable std::mutex _spaceLock;
workload::SpacePointer _space;
AvatarTransit::TransitConfig _transitConfig;
bool _drawOtherAvatarSkeletons { false };
};
#endif // hifi_AvatarManager_h