first cut at local voxel cache

This commit is contained in:
Brad Hefta-Gaub 2014-01-09 12:05:09 -08:00
parent 03794f7218
commit c181d0a849
9 changed files with 416 additions and 344 deletions

View file

@ -86,6 +86,8 @@ const float MIRROR_FULLSCREEN_DISTANCE = 0.35f;
const float MIRROR_REARVIEW_DISTANCE = 0.65f;
const float MIRROR_REARVIEW_BODY_DISTANCE = 2.3f;
const char* LOCAL_VOXEL_CACHE = "/Users/brad/local_voxel_cache.svo";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString &message) {
fprintf(stdout, "%s", message.toLocal8Bit().constData());
@ -143,7 +145,8 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
_resetRecentMaxPacketsSoon(true),
_swatch(NULL),
_pasteMode(false),
_logger(new FileLogger())
_logger(new FileLogger()),
_persistThread(NULL)
{
_applicationStartupTime = startup_time;
@ -250,6 +253,14 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
// Set the sixense filtering
_sixenseManager.setFilter(Menu::getInstance()->isOptionChecked(MenuOption::FilterSixense));
_persistThread = new OctreePersistThread(_voxels.getTree(), LOCAL_VOXEL_CACHE);
if (_persistThread) {
_voxels.beginLoadingLocalVoxelCache(); // while local voxels are importing, don't do individual node VBO updates
connect(_persistThread, SIGNAL(loadCompleted()), &_voxels, SLOT(localVoxelCacheLoaded()));
_persistThread->initialize(true);
}
}
Application::~Application() {
@ -1436,6 +1447,8 @@ void Application::terminate() {
_voxelHideShowThread.terminate();
_voxelEditSender.terminate();
_particleEditSender.terminate();
_persistThread->terminate();
_persistThread = NULL;
}
static Avatar* processAvatarMessageHeader(unsigned char*& packetData, size_t& dataBytes) {
@ -2400,6 +2413,7 @@ void Application::updateThreads(float deltaTime) {
_voxelHideShowThread.threadRoutine();
_voxelEditSender.threadRoutine();
_particleEditSender.threadRoutine();
_persistThread->threadRoutine();
}
}
@ -4536,3 +4550,8 @@ void Application::toggleLogDialog() {
_logDialog->close();
}
}
void Application::initAvatarAndViewFrustum() {
updateAvatar(0.f);
}

View file

@ -10,7 +10,7 @@
#define __interface__Application__
#include <map>
#include <pthread.h>
#include <pthread.h>
#include <time.h>
#include <QApplication>
@ -108,14 +108,14 @@ public:
~Application();
void restoreSizeAndPosition();
void storeSizeAndPosition();
void storeSizeAndPosition();
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void keyPressEvent(QKeyEvent* event);
void keyReleaseEvent(QKeyEvent* event);
void mouseMoveEvent(QMouseEvent* event);
void mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event);
@ -123,27 +123,27 @@ public:
void touchBeginEvent(QTouchEvent* event);
void touchEndEvent(QTouchEvent* event);
void touchUpdateEvent(QTouchEvent* event);
void updateWindowTitle();
void wheelEvent(QWheelEvent* event);
void shootParticle(); // shoots a particle in the direction you're looking
ParticleEditHandle* newParticleEditHandle(uint32_t id = NEW_PARTICLE);
ParticleEditHandle* makeParticle(glm::vec3 position, float radius, xColor color, glm::vec3 velocity,
ParticleEditHandle* makeParticle(glm::vec3 position, float radius, xColor color, glm::vec3 velocity,
glm::vec3 gravity, float damping, bool inHand, QString updateScript);
void makeVoxel(glm::vec3 position,
float scale,
unsigned char red,
unsigned char green,
unsigned char blue,
bool isDestructive);
void removeVoxel(glm::vec3 position, float scale);
const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
QGLWidget* getGLWidget() { return _glWidget; }
MyAvatar* getAvatar() { return &_myAvatar; }
Audio* getAudio() { return &_audio; }
@ -166,24 +166,24 @@ public:
NodeToVoxelSceneStats* getOcteeSceneStats() { return &_octreeServerSceneStats; }
void lockVoxelSceneStats() { _voxelSceneStatsLock.lockForRead(); }
void unlockVoxelSceneStats() { _voxelSceneStatsLock.unlock(); }
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
GeometryCache* getGeometryCache() { return &_geometryCache; }
TextureCache* getTextureCache() { return &_textureCache; }
GlowEffect* getGlowEffect() { return &_glowEffect; }
Avatar* getLookatTargetAvatar() const { return _lookatTargetAvatar; }
Profile* getProfile() { return &_profile; }
void resetProfile(const QString& username);
static void controlledBroadcastToNodes(unsigned char* broadcastData, size_t dataBytes,
const char* nodeTypes, int numNodeTypes);
void setupWorldLight();
void displaySide(Camera& whichCamera, bool selfAvatarOnly = false);
/// Loads a view matrix that incorporates the specified model translation without the precision issues that can
/// result from matrix multiplication at high translation magnitudes.
void loadTranslatedViewMatrix(const glm::vec3& translation);
@ -197,9 +197,9 @@ public:
virtual void nodeAdded(Node* node);
virtual void nodeKilled(Node* node);
virtual void packetSentNotification(ssize_t length);
virtual void domainChanged(QString domain);
VoxelShader& getVoxelShader() { return _voxelShader; }
PointShader& getPointShader() { return _pointShader; }
FileLogger* getLogger() { return _logger; }
@ -208,7 +208,7 @@ public:
NodeToJurisdictionMap& getVoxelServerJurisdictions() { return _voxelServerJurisdictions; }
NodeToJurisdictionMap& getParticleServerJurisdictions() { return _particleServerJurisdictions; }
void pasteVoxelsToOctalCode(const unsigned char* octalCodeDestination);
/// set a voxel which is to be rendered with a highlight
void setHighlightVoxel(const VoxelDetail& highlightVoxel) { _highlightVoxel = highlightVoxel; }
void setIsHighlightVoxel(bool isHighlightVoxel) { _isHighlightVoxel = isHighlightVoxel; }
@ -222,25 +222,26 @@ public slots:
void pasteVoxels();
void nudgeVoxels();
void deleteVoxels();
void setRenderVoxels(bool renderVoxels);
void doKillLocalVoxels();
void decreaseVoxelSize();
void increaseVoxelSize();
void loadScript();
void toggleLogDialog();
void initAvatarAndViewFrustum();
private slots:
void timer();
void idle();
void terminate();
void setFullscreen(bool fullscreen);
void renderThrustAtVoxel(const glm::vec3& thrust);
void renderLineToTouchedVoxel();
void renderCoverageMap();
void renderCoverageMapsRecursively(CoverageMap* map);
@ -250,7 +251,7 @@ private slots:
glm::vec2 getScaledScreenPoint(glm::vec2 projectedPoint);
void toggleFollowMode();
void closeMirrorView();
void restoreMirrorView();
void shrinkMirrorView();
@ -265,17 +266,17 @@ private:
static void processAvatarURLsMessage(unsigned char* packetData, size_t dataBytes);
static void processAvatarFaceVideoMessage(unsigned char* packetData, size_t dataBytes);
static void sendPingPackets();
void initDisplay();
void init();
void update(float deltaTime);
// Various helper functions called during update()
void updateMouseRay(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection);
void updateFaceshift();
void updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection);
void updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
void updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
float& distance, BoxFace& face);
void updateMouseVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
float& distance, BoxFace& face);
@ -298,32 +299,32 @@ private:
Avatar* findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
glm::vec3& eyePosition, QUuid &nodeUUID);
bool isLookingAtMyAvatar(Avatar* avatar);
void renderLookatIndicator(glm::vec3 pointOfInterest);
void renderFollowIndicator();
void renderHighlightVoxel(VoxelDetail voxel);
void updateAvatar(float deltaTime);
void updateAvatars(float deltaTime, glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection);
void queryOctree(NODE_TYPE serverType, PACKET_TYPE packetType, NodeToJurisdictionMap& jurisdictions);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
glm::vec3 getSunDirection();
void updateShadowMap();
void displayOverlay();
void displayStats();
void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
void renderViewFrustum(ViewFrustum& viewFrustum);
void checkBandwidthMeterClick();
bool maybeEditVoxelUnderCursor();
void deleteVoxelUnderCursor();
void eyedropperVoxelUnderCursor();
void setMenuShortcutsEnabled(bool enabled);
static void attachNewHeadToNode(Node *newNode);
static void* networkReceive(void* args); // network receive thread
@ -333,18 +334,18 @@ private:
QMainWindow* _window;
QGLWidget* _glWidget;
QAction* _followMode;
BandwidthMeter _bandwidthMeter;
SerialInterface _serialHeadSensor;
QNetworkAccessManager* _networkAccessManager;
QSettings* _settings;
bool _displayLevels;
glm::vec3 _gravity;
// Frame Rate Measurement
int _frameCount;
float _fps;
@ -354,55 +355,55 @@ private:
bool _justStarted;
Stars _stars;
Cloud _cloud;
VoxelSystem _voxels;
VoxelTree _clipboard; // if I copy/paste
VoxelImporter _voxelImporter;
VoxelSystem _sharedVoxelSystem;
ViewFrustum _sharedVoxelSystemViewFrustum;
ParticleTreeRenderer _particles;
ParticleCollisionSystem _particleCollisionSystem;
QByteArray _voxelsFilename;
bool _wantToKillLocalVoxels;
MetavoxelSystem _metavoxels;
ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
Oscilloscope _audioScope;
VoxelQuery _voxelQuery; // NodeData derived class for querying voxels from voxel server
MyAvatar _myAvatar; // The rendered avatar of oneself
Profile _profile; // The data-server linked profile for this user
Transmitter _myTransmitter; // Gets UDP data from transmitter app used to animate the avatar
Webcam _webcam; // The webcam interface
Faceshift _faceshift;
SixenseManager _sixenseManager;
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
Camera _mirrorCamera; // Cammera for mirror view
QRect _mirrorViewRect;
RearMirrorTools* _rearMirrorTools;
glm::mat4 _untranslatedViewMatrix;
glm::vec3 _viewMatrixTranslation;
glm::mat4 _shadowMatrix;
Environment _environment;
int _headMouseX, _headMouseY;
int _mouseX;
int _mouseY;
int _mouseDragStartedX;
@ -420,7 +421,7 @@ private:
bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
float _yawFromTouch;
float _pitchFromTouch;
VoxelDetail _mouseVoxelDragging;
bool _mousePressed; // true if mouse has been pressed (clear when finished)
@ -428,7 +429,7 @@ private:
bool _isHoverVoxel;
bool _isHoverVoxelSounding;
nodeColor _hoverVoxelOriginalColor;
VoxelDetail _mouseVoxel; // details of the voxel to be edited
float _mouseVoxelScale; // the scale for adding/removing voxels
bool _mouseVoxelScaleInitialized;
@ -437,7 +438,7 @@ private:
VoxelDetail _highlightVoxel;
bool _isHighlightVoxel;
VoxelDetail _nudgeVoxel; // details of the voxel to be nudged
bool _nudgeStarted;
bool _lookingAlongX;
@ -447,46 +448,46 @@ private:
Avatar* _lookatTargetAvatar;
glm::vec3 _lookatOtherPosition;
float _lookatIndicatorScale;
glm::vec3 _transmitterPickStart;
glm::vec3 _transmitterPickEnd;
bool _perfStatsOn; // Do we want to display perfStats?
ChatEntry _chatEntry; // chat entry field
bool _chatEntryOn; // Whether to show the chat entry
bool _perfStatsOn; // Do we want to display perfStats?
ChatEntry _chatEntry; // chat entry field
bool _chatEntryOn; // Whether to show the chat entry
GeometryCache _geometryCache;
TextureCache _textureCache;
GlowEffect _glowEffect;
AmbientOcclusionEffect _ambientOcclusionEffect;
VoxelShader _voxelShader;
PointShader _pointShader;
#ifndef _WIN32
Audio _audio;
#endif
bool _enableNetworkThread;
pthread_t _networkReceiveThread;
bool _stopNetworkReceiveThread;
bool _enableProcessVoxelsThread;
VoxelPacketProcessor _voxelProcessor;
VoxelHideShowThread _voxelHideShowThread;
VoxelEditPacketSender _voxelEditSender;
ParticleEditPacketSender _particleEditSender;
unsigned char _incomingPacket[MAX_PACKET_SIZE];
int _packetCount;
int _packetsPerSecond;
int _bytesPerSecond;
int _bytesCount;
int _recentMaxPackets; // recent max incoming voxel packets to process
bool _resetRecentMaxPacketsSoon;
StDev _idleLoopStdev;
float _idleLoopMeasuredJitter;
@ -496,22 +497,24 @@ private:
bool _pasteMode;
PieMenu _pieMenu;
int parseOctreeStats(unsigned char* messageData, ssize_t messageLength, const HifiSockAddr& senderAddress);
void trackIncomingVoxelPacket(unsigned char* messageData, ssize_t messageLength,
const HifiSockAddr& senderSockAddr, bool wasStatsPacket);
NodeToJurisdictionMap _voxelServerJurisdictions;
NodeToJurisdictionMap _particleServerJurisdictions;
NodeToVoxelSceneStats _octreeServerSceneStats;
QReadWriteLock _voxelSceneStatsLock;
std::vector<VoxelFade> _voxelFades;
std::vector<Avatar*> _avatarFades;
ControllerScriptingInterface _controllerScriptingInterface;
QPointer<LogDialog> _logDialog;
FileLogger* _logger;
OctreePersistThread* _persistThread;
};
#endif /* defined(__interface__Application__) */

View file

@ -35,12 +35,12 @@ bool VoxelHideShowThread::process() {
if (showExtraDebugging && elapsed > USECS_PER_FRAME) {
qDebug() << "VoxelHideShowThread::process()... checkForCulling took " << elapsed << "\n";
}
if (isStillRunning()) {
if (elapsed < USECS_PER_FRAME) {
uint64_t sleepFor = USECS_PER_FRAME - elapsed;
usleep(sleepFor);
}
}
}
return isStillRunning(); // keep running till they terminate us
}

File diff suppressed because it is too large Load diff

View file

@ -18,6 +18,7 @@
#include <NodeData.h>
#include <ViewFrustum.h>
#include <VoxelTree.h>
#include <OctreePersistThread.h>
#include "Camera.h"
#include "Util.h"
@ -36,7 +37,7 @@ struct VoxelShaderVBOData
};
class VoxelSystem : public NodeData, public OctreeElementDeleteHook, public OctreeElementUpdateHook,
class VoxelSystem : public NodeData, public OctreeElementDeleteHook, public OctreeElementUpdateHook,
public NodeListHook, public DomainChangeListener {
Q_OBJECT
@ -48,9 +49,9 @@ public:
void setDataSourceUUID(const QUuid& dataSourceUUID) { _dataSourceUUID = dataSourceUUID; }
const QUuid& getDataSourceUUID() const { return _dataSourceUUID; }
int parseData(unsigned char* sourceBuffer, int numBytes);
virtual void init();
void simulate(float deltaTime) { }
void render(bool texture);
@ -85,19 +86,19 @@ public:
virtual void hideOutOfView(bool forceFullFrustum = false);
bool hasViewChanged();
bool isViewChanging();
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
VoxelDetail& detail, float& distance, BoxFace& face);
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration);
bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration);
void deleteVoxelAt(float x, float y, float z, float s);
VoxelTreeElement* getVoxelAt(float x, float y, float z, float s) const;
void createVoxel(float x, float y, float z, float s,
void createVoxel(float x, float y, float z, float s,
unsigned char red, unsigned char green, unsigned char blue, bool destructive = false);
void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
creationMode mode, bool destructive = false, bool debug = false);
void copySubTreeIntoNewTree(VoxelTreeElement* startNode, VoxelSystem* destinationTree, bool rebaseToRoot);
@ -114,18 +115,18 @@ public:
virtual void nodeAdded(Node* node);
virtual void nodeKilled(Node* node);
virtual void domainChanged(QString domain);
bool treeIsBusy() const { return _treeIsBusy; }
VoxelTreeElement* getVoxelEnclosing(const glm::vec3& point);
signals:
void importSize(float x, float y, float z);
void importProgress(int progress);
public slots:
void collectStatsForTreesAndVBOs();
// Methods that recurse tree
void showAllLocalVoxels();
void randomizeVoxelColors();
@ -141,24 +142,27 @@ public slots:
void clearAllNodesBufferIndex();
void cancelImport();
void setDisableFastVoxelPipeline(bool disableFastVoxelPipeline);
void setUseVoxelShader(bool useVoxelShader);
void setVoxelsAsPoints(bool voxelsAsPoints);
void localVoxelCacheLoaded();
void beginLoadingLocalVoxelCache();
protected:
float _treeScale;
int _maxVoxels;
float _treeScale;
int _maxVoxels;
VoxelTree* _tree;
void setupNewVoxelsForDrawing();
static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
void checkForCulling();
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
virtual void updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
float voxelScale, const nodeColor& color);
virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
@ -170,7 +174,7 @@ private:
// disallow copying of VoxelSystem objects
VoxelSystem(const VoxelSystem&);
VoxelSystem& operator= (const VoxelSystem&);
bool _initialized;
int _callsToTreesToArrays;
OctreeElementBag _removedVoxels;
@ -223,10 +227,10 @@ private:
unsigned long _voxelsInReadArrays;
unsigned long _voxelsInWriteArrays;
unsigned long _abandonedVBOSlots;
bool _writeRenderFullVBO;
bool _readRenderFullVBO;
int _setupNewVoxelsForDrawingLastElapsed;
uint64_t _setupNewVoxelsForDrawingLastFinished;
uint64_t _lastViewCulling;
@ -234,7 +238,7 @@ private:
uint64_t _lastAudit;
int _lastViewCullingElapsed;
bool _hasRecentlyChanged;
void initVoxelMemory();
void cleanupVoxelMemory();
@ -246,7 +250,7 @@ private:
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
VoxelShaderVBOData* _writeVoxelShaderData;
VoxelShaderVBOData* _readVoxelShaderData;
GLuint _vboVerticesID;
GLuint _vboColorsID;
@ -269,11 +273,11 @@ private:
void setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]);
int newTreeToArrays(VoxelTreeElement *currentNode);
int newTreeToArrays(VoxelTreeElement* currentNode);
void cleanupRemovedVoxels();
void copyWrittenDataToReadArrays(bool fullVBOs);
void updateFullVBOs(); // all voxels in the VBO
void updatePartialVBOs(); // multiple segments, only dirty voxels
@ -281,7 +285,7 @@ private:
static ProgramObject _perlinModulateProgram;
static ProgramObject _shadowMapProgram;
int _hookID;
std::vector<glBufferIndex> _freeIndexes;
pthread_mutex_t _freeIndexLock;
@ -289,22 +293,22 @@ private:
void freeBufferIndex(glBufferIndex index);
void clearFreeBufferIndexes();
glBufferIndex getNextBufferIndex();
bool _falseColorizeBySource;
QUuid _dataSourceUUID;
int _voxelServerCount;
unsigned long _memoryUsageRAM;
unsigned long _memoryUsageVBO;
unsigned long _initialMemoryUsageGPU;
bool _hasMemoryUsageGPU;
bool _inSetupNewVoxelsForDrawing;
bool _useFastVoxelPipeline;
bool _inhideOutOfView;
bool _treeIsBusy; // is the tree mutex locked? if so, it's busy, and if you can avoid it, don't access the tree
void lockTree();
void unlockTree();
};

View file

@ -13,7 +13,6 @@
#include <SharedUtil.h>
#include "OctreePersistThread.h"
#include "OctreeServer.h"
OctreePersistThread::OctreePersistThread(Octree* tree, const char* filename, int persistInterval) :
_tree(tree),
@ -41,41 +40,45 @@ bool OctreePersistThread::process() {
_loadCompleted = time(0);
uint64_t loadDone = usecTimestampNow();
_loadTimeUSecs = loadDone - loadStarted;
_tree->clearDirtyBit(); // the tree is clean since we just loaded it
qDebug("DONE loading Octrees from file... fileRead=%s\n", debug::valueOf(persistantFileRead));
unsigned long nodeCount = OctreeElement::getNodeCount();
unsigned long internalNodeCount = OctreeElement::getInternalNodeCount();
unsigned long leafNodeCount = OctreeElement::getLeafNodeCount();
qDebug("Nodes after loading scene %lu nodes %lu internal %lu leaves\n", nodeCount, internalNodeCount, leafNodeCount);
double usecPerGet = (double)OctreeElement::getGetChildAtIndexTime() / (double)OctreeElement::getGetChildAtIndexCalls();
qDebug() << "getChildAtIndexCalls=" << OctreeElement::getGetChildAtIndexCalls()
qDebug() << "getChildAtIndexCalls=" << OctreeElement::getGetChildAtIndexCalls()
<< " getChildAtIndexTime=" << OctreeElement::getGetChildAtIndexTime() << " perGet=" << usecPerGet << " \n";
double usecPerSet = (double)OctreeElement::getSetChildAtIndexTime() / (double)OctreeElement::getSetChildAtIndexCalls();
qDebug() << "setChildAtIndexCalls=" << OctreeElement::getSetChildAtIndexCalls()
qDebug() << "setChildAtIndexCalls=" << OctreeElement::getSetChildAtIndexCalls()
<< " setChildAtIndexTime=" << OctreeElement::getSetChildAtIndexTime() << " perset=" << usecPerSet << " \n";
_initialLoadComplete = true;
_lastCheck = usecTimestampNow(); // we just loaded, no need to save again
qDebug() << "about to emit loadCompleted();\n";
emit loadCompleted();
qDebug() << "after emit loadCompleted();\n";
}
if (isStillRunning()) {
uint64_t MSECS_TO_USECS = 1000;
uint64_t USECS_TO_SLEEP = 10 * MSECS_TO_USECS; // every 10ms
usleep(USECS_TO_SLEEP);
// do our updates then check to save...
_tree->lockForWrite();
_tree->update();
_tree->unlock();
uint64_t now = usecTimestampNow();
uint64_t sinceLastSave = now - _lastCheck;
uint64_t intervalToCheck = _persistInterval * MSECS_TO_USECS;
if (sinceLastSave > intervalToCheck) {
// check the dirty bit and persist here...
_lastCheck = usecTimestampNow();
@ -86,6 +89,6 @@ bool OctreePersistThread::process() {
qDebug("DONE saving Octrees to file...\n");
}
}
}
}
return isStillRunning(); // keep running till they terminate us
}

View file

@ -12,20 +12,24 @@
#define __Octree_server__OctreePersistThread__
#include <GenericThread.h>
#include <Octree.h>
#include "Octree.h"
/// Generalized threaded processor for handling received inbound packets.
class OctreePersistThread : public virtual GenericThread {
/// Generalized threaded processor for handling received inbound packets.
class OctreePersistThread : public GenericThread {
Q_OBJECT
public:
static const int DEFAULT_PERSIST_INTERVAL = 1000 * 30; // every 30 seconds
OctreePersistThread(Octree* tree, const char* filename, int persistInterval = DEFAULT_PERSIST_INTERVAL);
bool isInitialLoadComplete() const { return _initialLoadComplete; }
time_t* getLoadCompleted() { return &_loadCompleted; }
uint64_t getLoadElapsedTime() const { return _loadTimeUSecs; }
signals:
void loadCompleted();
protected:
/// Implements generic processing behavior for this thread.
virtual bool process();

View file

@ -11,22 +11,25 @@
#ifndef __shared__GenericThread__
#define __shared__GenericThread__
#include <QtCore/QObject>
#include <pthread.h>
/// A basic generic "thread" class. Handles a single thread of control within the application. Can operate in non-threaded
/// mode but caller must regularly call threadRoutine() method.
class GenericThread {
class GenericThread : public QObject {
Q_OBJECT
public:
GenericThread();
virtual ~GenericThread();
/// Call to start the thread.
/// Call to start the thread.
/// \param bool isThreaded true by default. false for non-threaded mode and caller must call threadRoutine() regularly.
void initialize(bool isThreaded = true);
/// Call to stop the thread
void terminate();
/// If you're running in non-threaded mode, you must call this regularly
void* threadRoutine();
@ -42,7 +45,7 @@ protected:
/// Unlocks all the resources of the thread.
void unlock() { pthread_mutex_unlock(&_mutex); }
bool isStillRunning() const { return !_stopThread; }
private:

View file

@ -14,7 +14,7 @@
#include "VoxelTreeElement.h"
#include "VoxelTree.h"
VoxelTreeElement::VoxelTreeElement(unsigned char* octalCode) : OctreeElement() {
VoxelTreeElement::VoxelTreeElement(unsigned char* octalCode) : OctreeElement() {
init(octalCode);
};
@ -23,7 +23,7 @@ VoxelTreeElement::~VoxelTreeElement() {
}
// This will be called primarily on addChildAt(), which means we're adding a child of our
// own type to our own tree. This means we should initialize that child with any tree and type
// own type to our own tree. This means we should initialize that child with any tree and type
// specific settings that our children must have. One example is out VoxelSystem, which
// we know must match ours.
OctreeElement* VoxelTreeElement::createNewElement(unsigned char* octalCode) const {
@ -63,10 +63,10 @@ bool VoxelTreeElement::appendElementData(OctreePacketData* packetData) const {
}
int VoxelTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args) {
const int BYTES_PER_COLOR = 3;
int VoxelTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args) {
const int BYTES_PER_COLOR = 3;
// pull the color for this child
nodeColor newColor = { 128, 128, 128, 1};
if (args.includeColor) {
@ -82,11 +82,11 @@ uint8_t VoxelTreeElement::_nextIndex = INDEX_FOR_NULL + 1; // start at 1, 0 is r
std::map<VoxelSystem*, uint8_t> VoxelTreeElement::_mapVoxelSystemPointersToIndex;
std::map<uint8_t, VoxelSystem*> VoxelTreeElement::_mapIndexToVoxelSystemPointers;
VoxelSystem* VoxelTreeElement::getVoxelSystem() const {
VoxelSystem* VoxelTreeElement::getVoxelSystem() const {
if (_voxelSystemIndex > INDEX_FOR_NULL) {
if (_mapIndexToVoxelSystemPointers.end() != _mapIndexToVoxelSystemPointers.find(_voxelSystemIndex)) {
VoxelSystem* voxelSystem = _mapIndexToVoxelSystemPointers[_voxelSystemIndex];
VoxelSystem* voxelSystem = _mapIndexToVoxelSystemPointers[_voxelSystemIndex];
return voxelSystem;
}
}
@ -129,7 +129,7 @@ void VoxelTreeElement::setFalseColored(bool isFalseColored) {
if (_falseColored && !isFalseColored) {
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
}
_falseColored = isFalseColored;
_falseColored = isFalseColored;
_isDirty = true;
_density = 1.0f; // If color set, assume leaf, re-averaging will update density if needed.
markWithChangedTime();
@ -167,7 +167,7 @@ void VoxelTreeElement::calculateAverageFromChildren() {
density += childAt->getDensity();
}
}
density /= (float) NUMBER_OF_CHILDREN;
density /= (float) NUMBER_OF_CHILDREN;
//
// The VISIBLE_ABOVE_DENSITY sets the density of matter above which an averaged color voxel will
// be set. It is an important physical constant in our universe. A number below 0.5 will cause
@ -175,9 +175,9 @@ void VoxelTreeElement::calculateAverageFromChildren() {
// less data, which is (probably) going to be preferable because it gives a sense that there is
// something out there to go investigate. A number above 0.5 would cause the world to become
// more 'empty' at a distance. Exactly 0.5 would match the physical world, at least for materials
// that are not shiny and have equivalent ambient reflectance.
// that are not shiny and have equivalent ambient reflectance.
//
const float VISIBLE_ABOVE_DENSITY = 0.10f;
const float VISIBLE_ABOVE_DENSITY = 0.10f;
nodeColor newColor = { 0, 0, 0, 0};
if (density > VISIBLE_ABOVE_DENSITY) {
// The density of material in the space of the voxel sets whether it is actually colored
@ -188,14 +188,14 @@ void VoxelTreeElement::calculateAverageFromChildren() {
// set the alpha to 1 to indicate that this isn't transparent
newColor[3] = 1;
}
// Set the color from the average of the child colors, and update the density
// Set the color from the average of the child colors, and update the density
setColor(newColor);
setDensity(density);
}
// will detect if children are leaves AND the same color
// and in that case will delete the children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool VoxelTreeElement::collapseChildren() {
// scan children, verify that they are ALL present and accounted for
@ -213,15 +213,15 @@ bool VoxelTreeElement::collapseChildren() {
red = childAt->getColor()[0];
green = childAt->getColor()[1];
blue = childAt->getColor()[2];
} else if (red != childAt->getColor()[0] ||
} else if (red != childAt->getColor()[0] ||
green != childAt->getColor()[1] || blue != childAt->getColor()[2]) {
allChildrenMatch=false;
break;
}
}
}
if (allChildrenMatch) {
//qDebug("allChildrenMatch: pruning tree\n");
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
@ -230,9 +230,9 @@ bool VoxelTreeElement::collapseChildren() {
setChildAtIndex(i, NULL); // set it to NULL
}
nodeColor collapsedColor;
collapsedColor[0]=red;
collapsedColor[1]=green;
collapsedColor[2]=blue;
collapsedColor[0]=red;
collapsedColor[1]=green;
collapsedColor[2]=blue;
collapsedColor[3]=1; // color is set
setColor(collapsedColor);
}
@ -240,7 +240,7 @@ bool VoxelTreeElement::collapseChildren() {
}
bool VoxelTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
bool VoxelTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const {
if (_box.findSpherePenetration(center, radius, penetration)) {
@ -254,7 +254,7 @@ bool VoxelTreeElement::findSpherePenetration(const glm::vec3& center, float radi
voxelDetails->red = getTrueColor()[RED_INDEX];
voxelDetails->green = getTrueColor()[GREEN_INDEX];
voxelDetails->blue = getTrueColor()[BLUE_INDEX];
*penetratedObject = (void*)voxelDetails;
}
return true;