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Merge pull request #5292 from sethalves/palm-rotation
action changes to allow "hold" action to track palm rotation
This commit is contained in:
commit
270ea7af9e
14 changed files with 347 additions and 115 deletions
assignment-client/src
examples
interface/src
libraries
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@ -17,8 +17,7 @@ EntityActionPointer assignmentActionFactory(EntityActionType type, const QUuid&
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}
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EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulation,
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EntityActionType type,
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EntityActionPointer AssignmentActionFactory::factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments) {
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@ -33,9 +32,7 @@ EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulatio
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}
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EntityActionPointer AssignmentActionFactory::factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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QByteArray data) {
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EntityActionPointer AssignmentActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
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QDataStream serializedActionDataStream(data);
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EntityActionType type;
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QUuid id;
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@ -19,14 +19,11 @@ class AssignmentActionFactory : public EntityActionFactoryInterface {
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public:
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AssignmentActionFactory() : EntityActionFactoryInterface() { }
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virtual ~AssignmentActionFactory() { }
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virtual EntityActionPointer factory(EntitySimulation* simulation,
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EntityActionType type,
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virtual EntityActionPointer factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments);
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virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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QByteArray data);
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virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data);
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};
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#endif // hifi_AssignmentActionFactory_h
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73
examples/stick-hydra.js
Normal file
73
examples/stick-hydra.js
Normal file
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@ -0,0 +1,73 @@
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// stick-hydra.js
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// examples
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//
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// Created by Seth Alves on 2015-7-9
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// Copyright 2015 High Fidelity, Inc.
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//
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// Allow avatar to hold a stick and control it with a hand-tracker
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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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var hand = "left";
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var nullActionID = "00000000-0000-0000-0000-000000000000";
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var controllerID;
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var controllerActive;
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var stickID = null;
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var actionID = nullActionID;
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var makingNewStick = false;
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function makeNewStick() {
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if (makingNewStick) {
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return;
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}
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makingNewStick = true;
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cleanUp();
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// sometimes if this is run immediately the stick doesn't get created? use a timer.
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Script.setTimeout(function() {
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stickID = Entities.addEntity({
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type: "Model",
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name: "stick",
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modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
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compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
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dimensions: {x: .11, y: .11, z: 1.0},
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position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
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rotation: MyAvatar.orientation,
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damping: .1,
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collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/67LCollision07.wav",
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restitution: 0.01,
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collisionsWillMove: true
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});
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actionID = Entities.addAction("hold", stickID,
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{relativePosition: {x: 0.0, y: 0.0, z: -0.5},
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relativeRotation: Quat.fromVec3Degrees({x: 0.0, y: 90.0, z: 0.0}),
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hand: hand,
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timeScale: 0.15});
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if (actionID == nullActionID) {
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cleanUp();
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}
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makingNewStick = false;
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}, 3000);
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}
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function cleanUp() {
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if (stickID) {
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Entities.deleteEntity(stickID);
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stickID = null;
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}
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}
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function initControls(){
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if (hand == "right") {
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controllerID = 3; // right handed
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} else {
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controllerID = 4; // left handed
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}
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}
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Script.scriptEnding.connect(cleanUp);
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makeNewStick();
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@ -35,8 +35,7 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
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}
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EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation,
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EntityActionType type,
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EntityActionPointer InterfaceActionFactory::factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments) {
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@ -51,9 +50,7 @@ EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation
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}
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EntityActionPointer InterfaceActionFactory::factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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QByteArray data) {
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EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
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QDataStream serializedArgumentStream(data);
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EntityActionType type;
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QUuid id;
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@ -18,13 +18,11 @@ class InterfaceActionFactory : public EntityActionFactoryInterface {
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public:
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InterfaceActionFactory() : EntityActionFactoryInterface() { }
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virtual ~InterfaceActionFactory() { }
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virtual EntityActionPointer factory(EntitySimulation* simulation,
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EntityActionType type,
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virtual EntityActionPointer factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments);
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virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
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QByteArray data);
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};
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@ -52,16 +52,18 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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}
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = myAvatar->getRightPalmPosition();
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palmRotation = myAvatar->getRightPalmRotation();
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} else {
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palmPosition = myAvatar->getLeftPalmPosition();
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palmRotation = myAvatar->getLeftPalmRotation();
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}
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auto rotation = myAvatar->getWorldAlignedOrientation();
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auto rotation = palmRotation * _relativeRotation;
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auto offset = rotation * _relativePosition;
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auto position = palmPosition + offset;
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rotation *= _relativeRotation;
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unlock();
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if (!tryLockForWrite()) {
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@ -83,6 +85,13 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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return;
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}
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if (_positionalTarget != position || _rotationalTarget != rotation) {
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auto ownerEntity = _ownerEntity.lock();
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if (ownerEntity) {
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ownerEntity->setActionDataDirty(true);
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}
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}
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_positionalTarget = position;
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_rotationalTarget = rotation;
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unlock();
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@ -371,6 +371,12 @@ glm::vec3 MyAvatar::getLeftPalmPosition() {
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return leftHandPosition;
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}
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glm::quat MyAvatar::getLeftPalmRotation() {
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glm::quat leftRotation;
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getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
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return leftRotation;
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}
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glm::vec3 MyAvatar::getRightPalmPosition() {
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glm::vec3 rightHandPosition;
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getSkeletonModel().getRightHandPosition(rightHandPosition);
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@ -380,6 +386,12 @@ glm::vec3 MyAvatar::getRightPalmPosition() {
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return rightHandPosition;
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}
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glm::quat MyAvatar::getRightPalmRotation() {
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glm::quat rightRotation;
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getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
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return rightRotation;
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}
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void MyAvatar::clearReferential() {
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changeReferential(NULL);
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}
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@ -195,10 +195,12 @@ public slots:
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
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void updateMotionBehavior();
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glm::vec3 getLeftPalmPosition();
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glm::quat getLeftPalmRotation();
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glm::vec3 getRightPalmPosition();
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glm::quat getRightPalmRotation();
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void clearReferential();
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bool setModelReferential(const QUuid& id);
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bool setJointReferential(const QUuid& id, int jointIndex);
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@ -23,13 +23,11 @@ class EntityActionFactoryInterface : public QObject, public Dependency {
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public:
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EntityActionFactoryInterface() { }
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virtual ~EntityActionFactoryInterface() { }
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virtual EntityActionPointer factory(EntitySimulation* simulation,
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EntityActionType type,
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virtual EntityActionPointer factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments) { assert(false); return nullptr; }
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virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
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QByteArray data) { assert(false); return nullptr; }
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};
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@ -1489,20 +1489,22 @@ void EntityItem::clearSimulationOwnership() {
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}
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bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
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lockForWrite();
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checkWaitingToRemove(simulation);
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if (!checkWaitingActionData(simulation)) {
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return false;
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}
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bool result = addActionInternal(simulation, action);
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if (!result) {
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removeAction(simulation, action->getID());
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}
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unlock();
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return result;
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}
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bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) {
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assertLocked();
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assert(action);
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assert(simulation);
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auto actionOwnerEntity = action->getOwnerEntity().lock();
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@ -1523,36 +1525,37 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
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}
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bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
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lockForWrite();
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checkWaitingToRemove(simulation);
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if (!checkWaitingActionData(simulation)) {
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return false;
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}
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if (!_objectActions.contains(actionID)) {
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unlock();
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return false;
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}
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EntityActionPointer action = _objectActions[actionID];
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bool success = action->updateArguments(arguments);
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bool success = action->updateArguments(arguments);
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if (success) {
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_allActionsDataCache = serializeActions(success);
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} else {
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qDebug() << "EntityItem::updateAction failed";
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}
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unlock();
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return success;
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}
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bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
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lockForWrite();
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checkWaitingToRemove(simulation);
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if (!checkWaitingActionData(simulation)) {
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return false;;
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}
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return removeActionInternal(actionID);
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bool success = removeActionInternal(actionID);
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unlock();
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return success;
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}
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bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) {
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assertWriteLocked();
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if (_objectActions.contains(actionID)) {
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if (!simulation) {
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EntityTree* entityTree = _element ? _element->getTree() : nullptr;
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|
@ -1575,7 +1578,7 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
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}
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bool EntityItem::clearActions(EntitySimulation* simulation) {
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_waitingActionData.clear();
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lockForWrite();
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QHash<QUuid, EntityActionPointer>::iterator i = _objectActions.begin();
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while (i != _objectActions.end()) {
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const QUuid id = i.key();
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|
@ -1584,85 +1587,84 @@ bool EntityItem::clearActions(EntitySimulation* simulation) {
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action->setOwnerEntity(nullptr);
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action->removeFromSimulation(simulation);
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}
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// empty _serializedActions means no actions for the EntityItem
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_actionsToRemove.clear();
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_allActionsDataCache.clear();
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unlock();
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return true;
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}
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|
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bool EntityItem::deserializeActions(QByteArray allActionsData, EntitySimulation* simulation) const {
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bool success = true;
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QVector<QByteArray> serializedActions;
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if (allActionsData.size() > 0) {
|
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QDataStream serializedActionsStream(allActionsData);
|
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serializedActionsStream >> serializedActions;
|
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|
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void EntityItem::deserializeActions() {
|
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assertUnlocked();
|
||||
lockForWrite();
|
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deserializeActionsInternal();
|
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unlock();
|
||||
}
|
||||
|
||||
|
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void EntityItem::deserializeActionsInternal() {
|
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assertWriteLocked();
|
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|
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if (!_element) {
|
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return;
|
||||
}
|
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|
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// Keep track of which actions got added or updated by the new actionData
|
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QSet<QUuid> updated;
|
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|
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EntityTree* entityTree = _element ? _element->getTree() : nullptr;
|
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if (!simulation) {
|
||||
simulation = entityTree ? entityTree->getSimulation() : nullptr;
|
||||
assert(entityTree);
|
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EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
|
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assert(simulation);
|
||||
|
||||
QVector<QByteArray> serializedActions;
|
||||
if (_allActionsDataCache.size() > 0) {
|
||||
QDataStream serializedActionsStream(_allActionsDataCache);
|
||||
serializedActionsStream >> serializedActions;
|
||||
}
|
||||
|
||||
if (simulation && entityTree) {
|
||||
foreach(QByteArray serializedAction, serializedActions) {
|
||||
QDataStream serializedActionStream(serializedAction);
|
||||
EntityActionType actionType;
|
||||
QUuid actionID;
|
||||
serializedActionStream >> actionType;
|
||||
serializedActionStream >> actionID;
|
||||
updated << actionID;
|
||||
QSet<QUuid> updated;
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
// TODO: make sure types match? there isn't currently a way to
|
||||
// change the type of an existing action.
|
||||
action->deserialize(serializedAction);
|
||||
} else {
|
||||
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
|
||||
if (simulation) {
|
||||
EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id);
|
||||
EntityActionPointer action = actionFactory->factoryBA(simulation, entity, serializedAction);
|
||||
if (action) {
|
||||
entity->addActionInternal(simulation, action);
|
||||
}
|
||||
} else {
|
||||
// we can't yet add the action. This method will be called later.
|
||||
success = false;
|
||||
}
|
||||
foreach(QByteArray serializedAction, serializedActions) {
|
||||
QDataStream serializedActionStream(serializedAction);
|
||||
EntityActionType actionType;
|
||||
QUuid actionID;
|
||||
serializedActionStream >> actionType;
|
||||
serializedActionStream >> actionID;
|
||||
updated << actionID;
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
// TODO: make sure types match? there isn't currently a way to
|
||||
// change the type of an existing action.
|
||||
action->deserialize(serializedAction);
|
||||
} else {
|
||||
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
|
||||
|
||||
// EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id, false);
|
||||
EntityItemPointer entity = shared_from_this();
|
||||
EntityActionPointer action = actionFactory->factoryBA(entity, serializedAction);
|
||||
if (action) {
|
||||
entity->addActionInternal(simulation, action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// remove any actions that weren't included in the new data.
|
||||
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
|
||||
while (i != _objectActions.end()) {
|
||||
const QUuid id = i.key();
|
||||
if (!updated.contains(id)) {
|
||||
_actionsToRemove << id;
|
||||
}
|
||||
i++;
|
||||
// remove any actions that weren't included in the new data.
|
||||
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
|
||||
while (i != _objectActions.end()) {
|
||||
QUuid id = i.key();
|
||||
if (!updated.contains(id)) {
|
||||
_actionsToRemove << id;
|
||||
}
|
||||
} else {
|
||||
// no simulation
|
||||
success = false;
|
||||
i++;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
bool EntityItem::checkWaitingActionData(EntitySimulation* simulation) const {
|
||||
if (_waitingActionData.size() == 0) {
|
||||
return true;
|
||||
}
|
||||
bool success = deserializeActions(_waitingActionData, simulation);
|
||||
if (success) {
|
||||
_waitingActionData.clear();
|
||||
}
|
||||
return success;
|
||||
return;
|
||||
}
|
||||
|
||||
void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
|
||||
assertLocked();
|
||||
foreach(QUuid actionID, _actionsToRemove) {
|
||||
removeActionInternal(actionID, simulation);
|
||||
}
|
||||
|
@ -1670,21 +1672,22 @@ void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
|
|||
}
|
||||
|
||||
void EntityItem::setActionData(QByteArray actionData) {
|
||||
assertUnlocked();
|
||||
lockForWrite();
|
||||
setActionDataInternal(actionData);
|
||||
unlock();
|
||||
}
|
||||
|
||||
void EntityItem::setActionDataInternal(QByteArray actionData) {
|
||||
assertWriteLocked();
|
||||
checkWaitingToRemove();
|
||||
bool success = deserializeActions(actionData);
|
||||
_allActionsDataCache = actionData;
|
||||
if (success) {
|
||||
_waitingActionData.clear();
|
||||
} else {
|
||||
_waitingActionData = actionData;
|
||||
}
|
||||
deserializeActionsInternal();
|
||||
}
|
||||
|
||||
QByteArray EntityItem::serializeActions(bool& success) const {
|
||||
assertLocked();
|
||||
QByteArray result;
|
||||
if (!checkWaitingActionData()) {
|
||||
return _waitingActionData;
|
||||
}
|
||||
|
||||
if (_objectActions.size() == 0) {
|
||||
success = true;
|
||||
|
@ -1713,21 +1716,132 @@ QByteArray EntityItem::serializeActions(bool& success) const {
|
|||
return result;
|
||||
}
|
||||
|
||||
const QByteArray EntityItem::getActionData() const {
|
||||
const QByteArray EntityItem::getActionDataInternal() const {
|
||||
if (_actionDataDirty) {
|
||||
bool success;
|
||||
QByteArray newDataCache = serializeActions(success);
|
||||
if (success) {
|
||||
_allActionsDataCache = newDataCache;
|
||||
}
|
||||
_actionDataDirty = false;
|
||||
}
|
||||
return _allActionsDataCache;
|
||||
}
|
||||
|
||||
const QByteArray EntityItem::getActionData() const {
|
||||
assertUnlocked();
|
||||
lockForRead();
|
||||
auto result = getActionDataInternal();
|
||||
unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
QVariantMap EntityItem::getActionArguments(const QUuid& actionID) const {
|
||||
QVariantMap result;
|
||||
|
||||
if (!checkWaitingActionData()) {
|
||||
return result;
|
||||
}
|
||||
lockForRead();
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
result = action->getArguments();
|
||||
result["type"] = EntityActionInterface::actionTypeToString(action->getType());
|
||||
}
|
||||
unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#define ENABLE_LOCKING 1
|
||||
|
||||
#ifdef ENABLE_LOCKING
|
||||
void EntityItem::lockForRead() const {
|
||||
_lock.lockForRead();
|
||||
}
|
||||
|
||||
bool EntityItem::tryLockForRead() const {
|
||||
return _lock.tryLockForRead();
|
||||
}
|
||||
|
||||
void EntityItem::lockForWrite() const {
|
||||
_lock.lockForWrite();
|
||||
}
|
||||
|
||||
bool EntityItem::tryLockForWrite() const {
|
||||
return _lock.tryLockForWrite();
|
||||
}
|
||||
|
||||
void EntityItem::unlock() const {
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
bool EntityItem::isLocked() const {
|
||||
bool readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
}
|
||||
bool writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
}
|
||||
if (readSuccess && writeSuccess) {
|
||||
return false; // if we can take both kinds of lock, there was no previous lock
|
||||
}
|
||||
return true; // either read or write failed, so there is some lock in place.
|
||||
}
|
||||
|
||||
|
||||
bool EntityItem::isWriteLocked() const {
|
||||
bool readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
return false;
|
||||
}
|
||||
bool writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
return false;
|
||||
}
|
||||
return true; // either read or write failed, so there is some lock in place.
|
||||
}
|
||||
|
||||
|
||||
bool EntityItem::isUnlocked() const {
|
||||
// this can't be sure -- this may get unlucky and hit locks from other threads. what we're actually trying
|
||||
// to discover is if *this* thread hasn't locked the EntityItem. Try repeatedly to take both kinds of lock.
|
||||
bool readSuccess = false;
|
||||
for (int i=0; i<80; i++) {
|
||||
readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
break;
|
||||
}
|
||||
QThread::usleep(200);
|
||||
}
|
||||
|
||||
bool writeSuccess = false;
|
||||
if (readSuccess) {
|
||||
for (int i=0; i<80; i++) {
|
||||
writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
break;
|
||||
}
|
||||
QThread::usleep(300);
|
||||
}
|
||||
}
|
||||
|
||||
if (readSuccess && writeSuccess) {
|
||||
return true; // if we can take both kinds of lock, there was no previous lock
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
void EntityItem::lockForRead() const { }
|
||||
bool EntityItem::tryLockForRead() const { return true; }
|
||||
void EntityItem::lockForWrite() const { }
|
||||
bool EntityItem::tryLockForWrite() const { return true; }
|
||||
void EntityItem::unlock() const { }
|
||||
bool EntityItem::isLocked() const { return true; }
|
||||
bool EntityItem::isWriteLocked() const { return true; }
|
||||
bool EntityItem::isUnlocked() const { return true; }
|
||||
#endif
|
||||
|
|
|
@ -68,10 +68,28 @@ const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.03f;
|
|||
#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
|
||||
#define debugTreeVector(V) V << "[" << V << " in meters ]"
|
||||
|
||||
#if DEBUG
|
||||
#define assertLocked() assert(isLocked())
|
||||
#else
|
||||
#define assertLocked()
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
#define assertWriteLocked() assert(isWriteLocked())
|
||||
#else
|
||||
#define assertWriteLocked()
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
#define assertUnlocked() assert(isUnlocked())
|
||||
#else
|
||||
#define assertUnlocked()
|
||||
#endif
|
||||
|
||||
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
|
||||
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
|
||||
/// one directly, instead you must only construct one of it's derived classes with additional features.
|
||||
class EntityItem {
|
||||
class EntityItem : public std::enable_shared_from_this<EntityItem> {
|
||||
// These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted.
|
||||
// To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by
|
||||
// the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to
|
||||
|
@ -395,9 +413,14 @@ public:
|
|||
bool hasActions() { return !_objectActions.empty(); }
|
||||
QList<QUuid> getActionIDs() { return _objectActions.keys(); }
|
||||
QVariantMap getActionArguments(const QUuid& actionID) const;
|
||||
void deserializeActions();
|
||||
void setActionDataDirty(bool value) const { _actionDataDirty = value; }
|
||||
|
||||
protected:
|
||||
|
||||
const QByteArray getActionDataInternal() const;
|
||||
void setActionDataInternal(QByteArray actionData);
|
||||
|
||||
static bool _sendPhysicsUpdates;
|
||||
EntityTypes::EntityType _type;
|
||||
QUuid _id;
|
||||
|
@ -470,18 +493,28 @@ protected:
|
|||
|
||||
bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action);
|
||||
bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr);
|
||||
bool deserializeActions(QByteArray allActionsData, EntitySimulation* simulation = nullptr) const;
|
||||
void deserializeActionsInternal();
|
||||
QByteArray serializeActions(bool& success) const;
|
||||
QHash<QUuid, EntityActionPointer> _objectActions;
|
||||
|
||||
static int _maxActionsDataSize;
|
||||
mutable QByteArray _allActionsDataCache;
|
||||
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
|
||||
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
|
||||
// are used to keep track of and work around this situation.
|
||||
bool checkWaitingActionData(EntitySimulation* simulation = nullptr) const;
|
||||
void checkWaitingToRemove(EntitySimulation* simulation = nullptr);
|
||||
mutable QByteArray _waitingActionData;
|
||||
mutable QSet<QUuid> _actionsToRemove;
|
||||
mutable bool _actionDataDirty = false;
|
||||
|
||||
mutable QReadWriteLock _lock;
|
||||
void lockForRead() const;
|
||||
bool tryLockForRead() const;
|
||||
void lockForWrite() const;
|
||||
bool tryLockForWrite() const;
|
||||
void unlock() const;
|
||||
bool isLocked() const;
|
||||
bool isWriteLocked() const;
|
||||
bool isUnlocked() const;
|
||||
};
|
||||
|
||||
#endif // hifi_EntityItem_h
|
||||
|
|
|
@ -574,7 +574,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
|
|||
if (actionType == ACTION_TYPE_NONE) {
|
||||
return false;
|
||||
}
|
||||
EntityActionPointer action = actionFactory->factory(simulation, actionType, actionID, entity, arguments);
|
||||
EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);
|
||||
if (action) {
|
||||
entity->addAction(simulation, action);
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
|
|
|
@ -146,6 +146,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
|
|||
|
||||
void EntitySimulation::addEntity(EntityItemPointer entity) {
|
||||
assert(entity);
|
||||
entity->deserializeActions();
|
||||
if (entity->isMortal()) {
|
||||
_mortalEntities.insert(entity);
|
||||
quint64 expiry = entity->getExpiry();
|
||||
|
|
|
@ -287,6 +287,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
}
|
||||
|
||||
if (_serverActionData != _entity->getActionData()) {
|
||||
setOutgoingPriority(SCRIPT_EDIT_SIMULATION_PRIORITY);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue