diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.cpp b/libraries/entities-renderer/src/EntityTreeRenderer.cpp index 4078e24076..edc7f7d754 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.cpp +++ b/libraries/entities-renderer/src/EntityTreeRenderer.cpp @@ -159,14 +159,15 @@ void EntityTreeRenderer::update() { } bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(const glm::vec3& avatarPosition, QVector* entitiesContainingAvatar) { - PerformanceTimer perfTimer("findBestZone"); bool didUpdate = false; - float radius = 1.0f; // for now, assume 1 meter radius + float radius = 0.01f; // for now, assume 0.01 meter radius, because we actually check the point inside later QVector foundEntities; // find the entities near us // don't let someone else change our tree while we search _tree->withReadLock([&] { + + // FIXME - if EntityTree had a findEntitiesContainingPoint() this could theoretically be a little faster std::static_pointer_cast(_tree)->findEntities(avatarPosition, radius, foundEntities); // Whenever you're in an intersection between zones, we will always choose the smallest zone. @@ -175,36 +176,37 @@ bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(const glm::vec3& _bestZoneVolume = std::numeric_limits::max(); // create a list of entities that actually contain the avatar's position - foreach(EntityItemPointer entity, foundEntities) { - if (entity->contains(avatarPosition)) { - if (entitiesContainingAvatar) { - *entitiesContainingAvatar << entity->getEntityItemID(); - } + for (auto& entity : foundEntities) { + auto isZone = entity->getType() == EntityTypes::Zone; + auto hasScript = !entity->getScript().isEmpty(); - // if this entity is a zone, use this time to determine the bestZone - if (entity->getType() == EntityTypes::Zone) { - if (!entity->getVisible()) { - #ifdef WANT_DEBUG - qCDebug(entitiesrenderer) << "not visible"; - #endif - } else { + // only consider entities that are zones or have scripts, all other entities can + // be ignored because they can have events fired on them. + // FIXME - this could be optimized further by determining if the script is loaded + // and if it has either an enterEntity or leaveEntity method + if (isZone || hasScript) { + // now check to see if the point contains our entity, this can be expensive if + // the entity has a collision hull + if (entity->contains(avatarPosition)) { + if (entitiesContainingAvatar) { + *entitiesContainingAvatar << entity->getEntityItemID(); + } + + // if this entity is a zone and visible, determine if it is the bestZone + if (isZone && entity->getVisible()) { float entityVolumeEstimate = entity->getVolumeEstimate(); if (entityVolumeEstimate < _bestZoneVolume) { _bestZoneVolume = entityVolumeEstimate; _bestZone = std::dynamic_pointer_cast(entity); - } - else if (entityVolumeEstimate == _bestZoneVolume) { + } else if (entityVolumeEstimate == _bestZoneVolume) { + // in the case of the volume being equal, we will use the + // EntityItemID to deterministically pick one entity over the other if (!_bestZone) { _bestZoneVolume = entityVolumeEstimate; _bestZone = std::dynamic_pointer_cast(entity); - } - else { - // in the case of the volume being equal, we will use the - // EntityItemID to deterministically pick one entity over the other - if (entity->getEntityItemID() < _bestZone->getEntityItemID()) { - _bestZoneVolume = entityVolumeEstimate; - _bestZone = std::dynamic_pointer_cast(entity); - } + } else if (entity->getEntityItemID() < _bestZone->getEntityItemID()) { + _bestZoneVolume = entityVolumeEstimate; + _bestZone = std::dynamic_pointer_cast(entity); } } } @@ -219,6 +221,7 @@ bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(const glm::vec3& }); return didUpdate; } + bool EntityTreeRenderer::checkEnterLeaveEntities() { PerformanceTimer perfTimer("checkEnterLeaveEntities"); auto now = usecTimestampNow(); @@ -227,8 +230,15 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() { if (_tree && !_shuttingDown) { glm::vec3 avatarPosition = _viewState->getAvatarPosition(); - // If we've moved "enough" check to see our enter/leave state - if (glm::distance(avatarPosition, _lastAvatarPosition) > ZONE_CHECK_DISTANCE) { + // we want to check our enter/leave state if we've moved a significant amount, or + // if some amount of time has elapsed since we last checked. We check the time + // elapsed because zones or entities might have been created "around us" while we've + // been stationary + auto movedEnough = glm::distance(avatarPosition, _lastAvatarPosition) > ZONE_CHECK_DISTANCE; + auto enoughTimeElapsed = (now - _lastZoneCheck) > ZONE_CHECK_INTERVAL; + + if (movedEnough || enoughTimeElapsed) { + _lastZoneCheck = now; QVector entitiesContainingAvatar; didUpdate = findBestZoneAndMaybeContainingEntities(avatarPosition, &entitiesContainingAvatar); @@ -253,9 +263,6 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() { } _currentEntitiesInside = entitiesContainingAvatar; _lastAvatarPosition = avatarPosition; - } else if ((now - _lastZoneCheck) > ZONE_CHECK_INTERVAL) { // if it's been a while since checking zone state - _lastZoneCheck = now; - didUpdate = findBestZoneAndMaybeContainingEntities(avatarPosition, nullptr); } } return didUpdate;