moved EntityTree operator related classes to own files to match coding standard

This commit is contained in:
ZappoMan 2014-08-25 11:29:11 -07:00
parent 58759d344f
commit d0ceca1935
8 changed files with 750 additions and 703 deletions

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@ -0,0 +1,106 @@
//
// AddEntityOperator.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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
//
#include "EntityItem.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
#include "AddEntityOperator.h"
AddEntityOperator::AddEntityOperator(EntityTree* tree,
EntityItem* newEntity) :
_tree(tree),
_newEntity(newEntity),
_foundNew(false),
_changeTime(usecTimestampNow()),
_newEntityBox()
{
// caller must have verified existence of newEntity
assert(_newEntity);
_newEntityBox = _newEntity->getAACube().clamp(0.0f, 1.0f);
//qDebug() << "AddEntityOperator::AddEntityOperator() newEntity=" << newEntity;
//qDebug() << " _newEntityBox=" << _newEntityBox;
}
bool AddEntityOperator::PreRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
//qDebug() << "AddEntityOperator::PreRecursion() entityTreeElement=" << entityTreeElement;
//entityTreeElement->debugDump();
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the location for the new entity, and this branch contains the bounds of the new entity
bool keepSearching = false; // assume we don't need to search any more
// If we haven't yet found the new entity, and this subTreeContains our new
// entity, then we need to keep searching.
if (!_foundNew && element->getAACube().contains(_newEntityBox)) {
//qDebug() << "this element contains the _newEntityBox..." << _newEntityBox;
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityBox)) {
//qDebug() << "this element is the best fit for _newEntityBox..." << _newEntityBox;
//qDebug() << "calling entityTreeElement->addEntityItem(_newEntity);";
entityTreeElement->addEntityItem(_newEntity);
//qDebug() << "calling setContainingElement();";
_tree->setContainingElement(_newEntity->getEntityItemID(), entityTreeElement);
//qDebug() << "AddEntityOperator calling setContainingElement... new entityID=" << _newEntity->getEntityItemID();
//_tree->debugDumpMap();
_foundNew = true;
keepSearching = false;
} else {
keepSearching = true;
}
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool AddEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundNew;
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundNew && element->getAACube().contains(_newEntityBox))) {
element->markWithChangedTime();
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElement* AddEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// if the scale of our desired cube is smaller than our children, then consider making a child
if (_newEntityBox.getLargestDimension() <= childElementScale) {
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}

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@ -0,0 +1,32 @@
//
// AddEntityOperator.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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_AddEntityOperator_h
#define hifi_AddEntityOperator_h
class AddEntityOperator : public RecurseOctreeOperator {
public:
AddEntityOperator(EntityTree* tree, EntityItem* newEntity);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
private:
EntityTree* _tree;
EntityItem* _newEntity;
bool _foundNew;
quint64 _changeTime;
AABox _newEntityBox;
};
#endif // hifi_AddEntityOperator_h

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@ -0,0 +1,141 @@
//
// DeleteEntityOperator.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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
//
#include "EntityItem.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
#include "DeleteEntityOperator.h"
DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID) :
_tree(tree),
_changeTime(usecTimestampNow()),
_foundCount(0),
_lookingCount(0)
{
addEntityIDToDeleteList(searchEntityID);
}
DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree) :
_tree(tree),
_changeTime(usecTimestampNow()),
_foundCount(0),
_lookingCount(0)
{
}
void DeleteEntityOperator::addEntityIDToDeleteList(const EntityItemID& searchEntityID) {
// check our tree, to determine if this entity is known
EntityToDeleteDetails details;
details.containingElement = _tree->getContainingElement(searchEntityID);
if (details.containingElement) {
details.entity = details.containingElement->getEntityWithEntityItemID(searchEntityID);
if (!details.entity) {
//assert(false);
qDebug() << "that's UNEXPECTED, we got a _containingElement, but couldn't find the oldEntity!";
} else {
details.cube = details.containingElement->getAACube();
_entitiesToDelete << details;
_lookingCount++;
_tree->trackDeletedEntity(searchEntityID);
}
}
}
// does this entity tree element contain the old entity
bool DeleteEntityOperator::subTreeContainsSomeEntitiesToDelete(OctreeElement* element) {
bool containsEntity = false;
// If we don't have an old entity, then we don't contain the entity, otherwise
// check the bounds
if (_entitiesToDelete.size() > 0) {
AACube elementCube = element->getAACube();
foreach(const EntityToDeleteDetails& details, _entitiesToDelete) {
if (elementCube.contains(details.cube)) {
containsEntity = true;
break; // if it contains at least one, we're good to go
}
}
}
return containsEntity;
}
bool DeleteEntityOperator::PreRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the old entity, and this branch contains our old entity
// * We have not yet found the new entity, and this branch contains our new entity
//
// Note: it's often the case that the branch in question contains both the old entity
// and the new entity.
bool keepSearching = false; // assume we don't need to search any more
// If we haven't yet found all the entities, and this sub tree contains at least one of our
// entities, then we need to keep searching.
if ((_foundCount < _lookingCount) && subTreeContainsSomeEntitiesToDelete(element)) {
// check against each of our search entities
foreach(const EntityToDeleteDetails& details, _entitiesToDelete) {
// If this is the element we're looking for, then ask it to remove the old entity
// and we can stop searching.
if (entityTreeElement == details.containingElement) {
// This is a good place to delete it!!!
EntityItemID entityItemID = details.entity->getEntityItemID();
//qDebug() << "DeleteEntityOperator::PreRecursion() BEFORE entityTreeElement->removeEntityWithEntityItemID(); element=" << entityTreeElement << "id=" << entityItemID;
entityTreeElement->removeEntityWithEntityItemID(entityItemID);
//qDebug() << "DeleteEntityOperator::PreRecursion() AFTER entityTreeElement->removeEntityWithEntityItemID(); element=" << entityTreeElement << "id=" << entityItemID;
_tree->setContainingElement(entityItemID, NULL);
//qDebug() << "DeleteEntityOperator calling setContainingElement(NULL)... entityID=" << entityItemID;
//_tree->debugDumpMap();
_foundCount++;
}
}
// if we haven't found all of our search for entities, then keep looking
keepSearching = (_foundCount < _lookingCount);
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool DeleteEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = (_foundCount < _lookingCount);
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((subTreeContainsSomeEntitiesToDelete(element))) {
element->markWithChangedTime();
}
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
bool somethingPruned = entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
bool wantDebug = false;
if (somethingPruned && wantDebug) {
qDebug() << "DeleteEntityOperator::PostRecursion() something pruned!!!";
}
return keepSearching; // if we haven't yet found it, keep looking
}

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@ -0,0 +1,46 @@
//
// DeleteEntityOperator.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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_DeleteEntityOperator_h
#define hifi_DeleteEntityOperator_h
class EntityToDeleteDetails {
public:
const EntityItem* entity;
AACube cube;
EntityTreeElement* containingElement;
};
inline uint qHash(const EntityToDeleteDetails& a, uint seed) {
return qHash(a.entity->getEntityItemID(), seed);
}
inline bool operator==(const EntityToDeleteDetails& a, const EntityToDeleteDetails& b) {
return a.entity->getEntityItemID() == b.entity->getEntityItemID();
}
class DeleteEntityOperator : public RecurseOctreeOperator {
public:
DeleteEntityOperator(EntityTree* tree);
DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID);
void addEntityIDToDeleteList(const EntityItemID& searchEntityID);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
private:
EntityTree* _tree;
QSet<EntityToDeleteDetails> _entitiesToDelete;
quint64 _changeTime;
int _foundCount;
int _lookingCount;
bool subTreeContainsSomeEntitiesToDelete(OctreeElement* element);
};
#endif // hifi_DeleteEntityOperator_h

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@ -11,7 +11,10 @@
#include "EntityTree.h"
#include "AddEntityOperator.h"
#include "DeleteEntityOperator.h"
#include "MovingEntitiesOperator.h"
#include "UpdateEntityOperator.h"
EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage) {
_rootElement = createNewElement();
@ -39,9 +42,6 @@ bool EntityTree::handlesEditPacketType(PacketType packetType) const {
}
}
/// Give an EntityItemID and EntityItemProperties, this will either find the correct entity that already exists
/// in the tree or it will create a new entity of the type specified by the properties and return that item.
/// In the case that it creates a new item, the item will be properly added to the tree and all appropriate lookup hashes.
@ -61,112 +61,6 @@ EntityItem* EntityTree::getOrCreateEntityItem(const EntityItemID& entityID, cons
return result;
}
class AddEntityOperator : public RecurseOctreeOperator {
public:
AddEntityOperator(EntityTree* tree, EntityItem* newEntity);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
private:
EntityTree* _tree;
EntityItem* _newEntity;
bool _foundNew;
quint64 _changeTime;
AABox _newEntityBox;
};
AddEntityOperator::AddEntityOperator(EntityTree* tree,
EntityItem* newEntity) :
_tree(tree),
_newEntity(newEntity),
_foundNew(false),
_changeTime(usecTimestampNow()),
_newEntityBox()
{
// caller must have verified existence of newEntity
assert(_newEntity);
_newEntityBox = _newEntity->getAACube().clamp(0.0f, 1.0f);
//qDebug() << "AddEntityOperator::AddEntityOperator() newEntity=" << newEntity;
//qDebug() << " _newEntityBox=" << _newEntityBox;
}
bool AddEntityOperator::PreRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
//qDebug() << "AddEntityOperator::PreRecursion() entityTreeElement=" << entityTreeElement;
//entityTreeElement->debugDump();
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the location for the new entity, and this branch contains the bounds of the new entity
bool keepSearching = false; // assume we don't need to search any more
// If we haven't yet found the new entity, and this subTreeContains our new
// entity, then we need to keep searching.
if (!_foundNew && element->getAACube().contains(_newEntityBox)) {
//qDebug() << "this element contains the _newEntityBox..." << _newEntityBox;
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityBox)) {
//qDebug() << "this element is the best fit for _newEntityBox..." << _newEntityBox;
//qDebug() << "calling entityTreeElement->addEntityItem(_newEntity);";
entityTreeElement->addEntityItem(_newEntity);
//qDebug() << "calling setContainingElement();";
_tree->setContainingElement(_newEntity->getEntityItemID(), entityTreeElement);
//qDebug() << "AddEntityOperator calling setContainingElement... new entityID=" << _newEntity->getEntityItemID();
//_tree->debugDumpMap();
_foundNew = true;
keepSearching = false;
} else {
keepSearching = true;
}
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool AddEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundNew;
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundNew && element->getAACube().contains(_newEntityBox))) {
element->markWithChangedTime();
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElement* AddEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// if the scale of our desired cube is smaller than our children, then consider making a child
if (_newEntityBox.getLargestDimension() <= childElementScale) {
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}
/// Adds a new entity item to the tree
void EntityTree::addEntityItem(EntityItem* entityItem) {
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
@ -175,14 +69,8 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
assert(containingElement == NULL); // don't call addEntityItem() on existing entity items
// Recurse the tree and store the entity in the correct tree element
//qDebug() << "about to call recurseTreeWithOperator(AddEntityOperator)...";
AddEntityOperator theOperator(this, entityItem);
recurseTreeWithOperator(&theOperator);
//qDebug() << "AFTER... about to call recurseTreeWithOperator(AddEntityOperator)...";
//debugDumpMap();
qDebug() << "EntityTree::addEntityItem() AFTER ADDING ENTITY...";
debugDumpMap();
// check to see if we need to simulate this entity..
changeEntityState(entityItem, EntityItem::Static, entityItem->getSimulationState());
@ -190,333 +78,12 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
_isDirty = true;
}
class UpdateEntityOperator : public RecurseOctreeOperator {
public:
UpdateEntityOperator(EntityTree* tree, EntityTreeElement* containingElement,
EntityItem* existingEntity, const EntityItemProperties& properties);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
private:
EntityTree* _tree;
EntityItem* _existingEntity;
EntityTreeElement* _containingElement;
EntityItemProperties _properties;
EntityItemID _entityItemID;
bool _foundOld;
bool _foundNew;
bool _removeOld;
quint64 _changeTime;
AACube _oldEntityCube;
AACube _newEntityCube;
AABox _oldEntityBox;
AABox _newEntityBox;
bool subTreeContainsOldEntity(OctreeElement* element);
bool subTreeContainsNewEntity(OctreeElement* element);
};
UpdateEntityOperator::UpdateEntityOperator(EntityTree* tree,
EntityTreeElement* containingElement,
EntityItem* existingEntity,
const EntityItemProperties& properties) :
_tree(tree),
_existingEntity(existingEntity),
_containingElement(containingElement),
_properties(properties),
_entityItemID(existingEntity->getEntityItemID()),
_foundOld(false),
_foundNew(false),
_removeOld(false),
_changeTime(usecTimestampNow()),
_oldEntityCube(),
_newEntityCube()
{
bool wantDebug = false;
// caller must have verified existence of containingElement and oldEntity
assert(_containingElement && _existingEntity);
_oldEntityCube = _existingEntity->getAACube();
_oldEntityBox = _oldEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
if (wantDebug) {
qDebug() << "UpdateEntityOperator....";
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " _existingEntity->getPosition()=" << _existingEntity->getPosition() * (float)TREE_SCALE << "in meters";
qDebug() << " _existingEntity->getRadius()=" << _existingEntity->getRadius() * (float)TREE_SCALE << "in meters";
}
// If the new properties has position OR radius changes, but not both, we need to
// get the old property value and set it in our properties in order for our bounds
// calculations to work.
if (_properties.containsPositionChange() && !_properties.containsRadiusChange()) {
float oldRadiusInMeters = _existingEntity->getRadius() * (float)TREE_SCALE;
_properties.setRadius(oldRadiusInMeters);
}
if (!_properties.containsPositionChange() && _properties.containsRadiusChange()) {
glm::vec3 oldPositionInMeters = _existingEntity->getPosition() * (float)TREE_SCALE;
_properties.setPosition(oldPositionInMeters);
}
// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
// be the same for both parts of the update
bool oldElementBestFit = _containingElement->bestFitBounds(_properties);
if (wantDebug) {
qDebug() << " oldElementBestFit=" << oldElementBestFit;
}
if (!_properties.containsBoundsProperties() || oldElementBestFit) {
_foundOld = true;
_newEntityCube = _oldEntityCube;
if (wantDebug) {
qDebug() << " old element is best element <<<<<";
}
} else {
_newEntityCube = _properties.getAACubeTreeUnits();
_removeOld = true; // our properties are going to move us, so remember this for later processing
if (wantDebug) {
qDebug() << " we need new element <<<<<";
}
}
_newEntityBox = _newEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
if (wantDebug) {
qDebug() << " _properties.getPosition()=" << _properties.getPosition() << "in meters";
qDebug() << " _properties.getRadius()=" << _properties.getRadius() << "in meters";
qDebug() << " _removeOld=" << _removeOld;
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " _removeOld=" << _removeOld;
}
}
// does this entity tree element contain the old entity
bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElement* element) {
bool elementContainsOldBox = element->getAACube().contains(_oldEntityBox);
/*
bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);
qDebug() << "UpdateEntityOperator::subTreeContainsOldEntity()....";
qDebug() << " element->getAACube()=" << element->getAACube();
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " elementContainsOldCube=" << elementContainsOldCube;
qDebug() << " elementContainsOldBox=" << elementContainsOldBox;
*/
return elementContainsOldBox;
}
bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);
/*
bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);
qDebug() << "UpdateEntityOperator::subTreeContainsNewEntity()....";
qDebug() << " element->getAACube()=" << element->getAACube();
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " elementContainsNewCube=" << elementContainsNewCube;
qDebug() << " elementContainsNewBox=" << elementContainsNewBox;
*/
return elementContainsNewBox;
}
bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
bool wantDebug = false;
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the old entity, and this branch contains our old entity
// * We have not yet found the new entity, and this branch contains our new entity
//
// Note: it's often the case that the branch in question contains both the old entity
// and the new entity.
bool keepSearching = false; // assume we don't need to search any more
bool subtreeContainsOld = subTreeContainsOldEntity(element);
bool subtreeContainsNew = subTreeContainsNewEntity(element);
if (wantDebug) {
qDebug() << "UpdateEntityOperator::PreRecursion()....";
qDebug() << " _containingElement=" << _containingElement;
qDebug() << " _containingElement->getAACube()=" << _containingElement->getAACube();
qDebug() << " _foundOld=" << _foundOld;
qDebug() << " _foundNew=" << _foundNew;
qDebug() << " entityTreeElement=" << entityTreeElement;
qDebug() << " entityTreeElement->getAACube()=" << entityTreeElement->getAACube();
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " subtreeContainsOld=" << subtreeContainsOld;
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " subtreeContainsNew=" << subtreeContainsNew;
}
// If we haven't yet found the old entity, and this subTreeContains our old
// entity, then we need to keep searching.
if (!_foundOld && subtreeContainsOld) {
if (wantDebug) {
qDebug() << " OLD BRANCH....";
}
// If this is the element we're looking for, then ask it to remove the old entity
// and we can stop searching.
if (entityTreeElement == _containingElement) {
if (wantDebug) {
qDebug() << " OLD BRANCH.... CONTAINING ELEMENT";
}
// If the containgElement IS NOT the best fit for the new entity properties
// then we need to remove it, and the updateEntity below will store it in the
// correct element.
if (_removeOld) {
entityTreeElement->removeEntityItem(_existingEntity); // NOTE: only removes the entity, doesn't delete it
if (wantDebug) {
qDebug() << " OLD BRANCH.... REMOVE ENTITY.... entityTreeElement->removeEntityItem(_existingEntity);";
}
// If we haven't yet found the new location, then we need to
// make sure to remove our entity to element map, because for
// now we're not in that map
if (!_foundNew) {
_tree->setContainingElement(_entityItemID, NULL);
if (wantDebug) {
qDebug() << " OLD BRANCH.... CLEAR CONTAINING ELEMENT... _tree->setContainingElement(_entityItemID, NULL);";
}
}
}
_foundOld = true;
} else {
// if this isn't the element we're looking for, then keep searching
keepSearching = true;
}
}
// If we haven't yet found the new entity, and this subTreeContains our new
// entity, then we need to keep searching.
if (!_foundNew && subtreeContainsNew) {
if (wantDebug) {
qDebug() << " NEW BRANCH....";
}
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityCube)) {
if (wantDebug) {
qDebug() << " NEW BRANCH.... BEST FIT";
}
// if we are the existing containing element, then we can just do the update of the entity properties
if (entityTreeElement == _containingElement) {
assert(!_removeOld); // We shouldn't be in a remove old case and also be the new best fit
// set the entity properties and mark our element as changed.
_existingEntity->setProperties(_properties);
if (wantDebug) {
qDebug() << " NEW BRANCH.... BEST FIT AND CONTAINING.... NEW=OLD CASE";
}
} else {
// otherwise, this is an add case.
entityTreeElement->addEntityItem(_existingEntity);
_existingEntity->setProperties(_properties); // still need to update the properties!
_tree->setContainingElement(_entityItemID, entityTreeElement);
if (wantDebug) {
qDebug() << " NEW BRANCH.... ADD ENTITY";
qDebug() << " NEW BRANCH.... SET CONTAINING";
}
}
_foundNew = true; // we found the new item!
} else {
keepSearching = true;
}
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundOld || !_foundNew;
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundOld && subTreeContainsOldEntity(element)) ||
(_foundNew && subTreeContainsNewEntity(element))) {
element->markWithChangedTime();
}
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
bool somethingPruned = entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
bool wantDebug = false;
if (somethingPruned && wantDebug) {
qDebug() << "UpdateEntityOperator::PostRecursion() something pruned!!!";
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElement* UpdateEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// if the scale of our desired cube is smaller than our children, then consider making a child
if (_newEntityCube.getScale() <= childElementScale) {
//qDebug() << "UpdateEntityOperator::PossiblyCreateChildAt().... calling element->getMyChildContaining(_newEntityCube);";
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityCube);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}
bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
EntityTreeElement* containingElement = getContainingElement(entityID);
if (!containingElement) {
//assert(containingElement); // don't call updateEntity() on entity items that don't exist
qDebug() << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID;
return false;
}
@ -576,74 +143,6 @@ EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItem
}
class EntityToDeleteDetails {
public:
const EntityItem* entity;
AACube cube;
EntityTreeElement* containingElement;
};
inline uint qHash(const EntityToDeleteDetails& a, uint seed) {
return qHash(a.entity->getEntityItemID(), seed);
}
inline bool operator==(const EntityToDeleteDetails& a, const EntityToDeleteDetails& b) {
return a.entity->getEntityItemID() == b.entity->getEntityItemID();
}
class DeleteEntityOperator : public RecurseOctreeOperator {
public:
DeleteEntityOperator(EntityTree* tree);
DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID);
void addEntityIDToDeleteList(const EntityItemID& searchEntityID);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
private:
EntityTree* _tree;
QSet<EntityToDeleteDetails> _entitiesToDelete;
quint64 _changeTime;
int _foundCount;
int _lookingCount;
bool subTreeContainsSomeEntitiesToDelete(OctreeElement* element);
};
DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree, const EntityItemID& searchEntityID) :
_tree(tree),
_changeTime(usecTimestampNow()),
_foundCount(0),
_lookingCount(0)
{
addEntityIDToDeleteList(searchEntityID);
}
DeleteEntityOperator::DeleteEntityOperator(EntityTree* tree) :
_tree(tree),
_changeTime(usecTimestampNow()),
_foundCount(0),
_lookingCount(0)
{
}
void DeleteEntityOperator::addEntityIDToDeleteList(const EntityItemID& searchEntityID) {
// check our tree, to determine if this entity is known
EntityToDeleteDetails details;
details.containingElement = _tree->getContainingElement(searchEntityID);
if (details.containingElement) {
details.entity = details.containingElement->getEntityWithEntityItemID(searchEntityID);
if (!details.entity) {
//assert(false);
qDebug() << "that's UNEXPECTED, we got a _containingElement, but couldn't find the oldEntity!";
} else {
details.cube = details.containingElement->getAACube();
_entitiesToDelete << details;
_lookingCount++;
_tree->trackDeletedEntity(searchEntityID);
}
}
}
void EntityTree::trackDeletedEntity(const EntityItemID& entityID) {
// this is only needed on the server to send delete messages for recently deleted entities to the viewers
if (getIsServer()) {
@ -655,98 +154,8 @@ void EntityTree::trackDeletedEntity(const EntityItemID& entityID) {
}
}
// does this entity tree element contain the old entity
bool DeleteEntityOperator::subTreeContainsSomeEntitiesToDelete(OctreeElement* element) {
bool containsEntity = false;
// If we don't have an old entity, then we don't contain the entity, otherwise
// check the bounds
if (_entitiesToDelete.size() > 0) {
AACube elementCube = element->getAACube();
foreach(const EntityToDeleteDetails& details, _entitiesToDelete) {
if (elementCube.contains(details.cube)) {
containsEntity = true;
break; // if it contains at least one, we're good to go
}
}
}
return containsEntity;
}
bool DeleteEntityOperator::PreRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the old entity, and this branch contains our old entity
// * We have not yet found the new entity, and this branch contains our new entity
//
// Note: it's often the case that the branch in question contains both the old entity
// and the new entity.
bool keepSearching = false; // assume we don't need to search any more
// If we haven't yet found all the entities, and this sub tree contains at least one of our
// entities, then we need to keep searching.
if ((_foundCount < _lookingCount) && subTreeContainsSomeEntitiesToDelete(element)) {
// check against each of our search entities
foreach(const EntityToDeleteDetails& details, _entitiesToDelete) {
// If this is the element we're looking for, then ask it to remove the old entity
// and we can stop searching.
if (entityTreeElement == details.containingElement) {
// This is a good place to delete it!!!
EntityItemID entityItemID = details.entity->getEntityItemID();
//qDebug() << "DeleteEntityOperator::PreRecursion() BEFORE entityTreeElement->removeEntityWithEntityItemID(); element=" << entityTreeElement << "id=" << entityItemID;
entityTreeElement->removeEntityWithEntityItemID(entityItemID);
//qDebug() << "DeleteEntityOperator::PreRecursion() AFTER entityTreeElement->removeEntityWithEntityItemID(); element=" << entityTreeElement << "id=" << entityItemID;
_tree->setContainingElement(entityItemID, NULL);
//qDebug() << "DeleteEntityOperator calling setContainingElement(NULL)... entityID=" << entityItemID;
//_tree->debugDumpMap();
_foundCount++;
}
}
// if we haven't found all of our search for entities, then keep looking
keepSearching = (_foundCount < _lookingCount);
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool DeleteEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = (_foundCount < _lookingCount);
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((subTreeContainsSomeEntitiesToDelete(element))) {
element->markWithChangedTime();
}
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
bool somethingPruned = entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
bool wantDebug = false;
if (somethingPruned && wantDebug) {
qDebug() << "DeleteEntityOperator::PostRecursion() something pruned!!!";
}
return keepSearching; // if we haven't yet found it, keep looking
}
void EntityTree::deleteEntity(const EntityItemID& entityID) {
// NOTE: callers must lock the tree before using this method
EntityTreeElement* containingElement = getContainingElement(entityID);
qDebug() << "EntityTree::deleteEntity().... BEFORE DELETE... containingElement=" << containingElement;
debugDumpMap();
// First, look for the existing entity in the tree..
DeleteEntityOperator theOperator(this, entityID);
@ -885,7 +294,6 @@ void EntityTree::handleAddEntityResponse(const QByteArray& packet) {
if (wantDebug) {
qDebug() << " FOUND VIEWED VERSION, removing entity, resetting containing element";
}
}
}
@ -906,7 +314,6 @@ void EntityTree::handleAddEntityResponse(const QByteArray& packet) {
if (wantDebug) {
qDebug() << " FOUND CREATOR VERSION, updating entity ID and resetting containing element";
}
}
}
@ -1073,26 +480,25 @@ EntityItemID EntityTree::assignEntityID(const EntityItemID& entityItemID) {
int EntityTree::processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
const unsigned char* editData, int maxLength, const SharedNodePointer& senderNode) {
//qDebug() << "EntityTree::processEditPacketData().... ******************";
assert(getIsServer()); // NOTE: this only operates on an server tree.
int processedBytes = 0;
// we handle these types of "edit" packets
switch (packetType) {
case PacketTypeEntityErase: {
qDebug() << "EntityTree::processEditPacketData().... ";
qDebug() << " PacketTypeEntityErase ******";
qDebug() << " packetLength=" << packetLength;
qDebug() << " maxLength=" << maxLength;
const bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTree::processEditPacketData().... ";
qDebug() << " PacketTypeEntityErase ******";
qDebug() << " packetLength=" << packetLength;
qDebug() << " maxLength=" << maxLength;
QDebug debug = qDebug();
debug << " edit data contents:";
outputBufferBits(editData, maxLength, &debug);
QDebug debug = qDebug();
debug << " edit data contents:";
outputBufferBits(editData, maxLength, &debug);
}
QByteArray dataByteArray((const char*)editData, maxLength);
processedBytes = processEraseMessageDetails(dataByteArray, senderNode);
break;
}
@ -1200,32 +606,31 @@ void EntityTree::changeEntityState(EntityItem* const entity, EntityItem::Simuati
qDebug() << " _movingEntities:" << _movingEntities;
}
//if (oldState != newState) {
switch (oldState) {
case EntityItem::Changing:
_changingEntities.removeAll(entity);
break;
// TODO: can we short circuit this if the state isn't changing?
switch (oldState) {
case EntityItem::Changing:
_changingEntities.removeAll(entity);
break;
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
default:
break;
}
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
default:
break;
}
switch (newState) {
case EntityItem::Changing:
_changingEntities.push_back(entity);
break;
switch (newState) {
case EntityItem::Changing:
_changingEntities.push_back(entity);
break;
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
default:
break;
}
//}
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
default:
break;
}
if (wantDebug) {
@ -1240,22 +645,14 @@ void EntityTree::update() {
bool wantDebug = false;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// NEW CODE!!!!
//
// our new strategy should be to segregate entities into three classes:
// 1) stationary things that are not changing - most models
// 2) stationary things that are animating - they can be touched linearly and they don't change the tree
// 3) moving things - these need to scan the tree and update accordingly
// our new strategy should be to segregate entities into three classes:
// 1) stationary things that are not changing - most models
// 2) stationary things that are animating - they can be touched linearly and they don't change the tree
// 3) moving things - these need to scan the tree and update accordingly
lockForWrite();
quint64 now = usecTimestampNow();
//_movingEntities; // entities that are moving as part of update
//_changingEntities; // entities that are changing (like animating), but not moving
for (int i = 0; i < _changingEntities.size(); i++) {
EntityItem* thisEntity = _changingEntities[i];
thisEntity->update(now);
@ -1300,49 +697,6 @@ void EntityTree::update() {
}
unlock();
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// OLD CODE!!!!
//
// The old update code scanned the entire tree... this is very expensive, since not all entities are getting simulated
//
// // XXXBHG: replace storeEntity with new API!!
// //qDebug() << "EntityTree::update().... NOT YET IMPLEMENTED!!!";
// #if 0 //////////////////////////////////////////////////////
//
// lockForWrite();
// _isDirty = true;
//
// // TODO: could we manage this by iterating the known entities map/hash? Would that be faster?
// EntityTreeUpdateArgs args;
// recurseTreeWithOperation(updateOperation, &args);
//
// // now add back any of the particles that moved elements....
// int movingEntities = args._movingEntities.size();
//
// for (int i = 0; i < movingEntities; i++) {
//
// bool shouldDie = args._movingEntities[i]->getShouldBeDeleted();
//
// // if the particle is still inside our total bounds, then re-add it
// AACube treeBounds = getRoot()->getAACube();
//
// if (!shouldDie && treeBounds.contains(args._movingEntities[i]->getPosition())) {
// storeEntity(*args._movingEntities[i]);
// } else {
// uint32_t entityItemID = args._movingEntities[i]->getID();
// quint64 deletedAt = usecTimestampNow();
// _recentlyDeletedEntitiesLock.lockForWrite();
// _recentlyDeletedEntityItemIDs.insert(deletedAt, entityItemID);
// _recentlyDeletedEntitiesLock.unlock();
// }
// }
//
//
// #endif // 0 //////////////////////////////////////////////////////
//
//
}
@ -1368,8 +722,6 @@ bool EntityTree::hasEntitiesDeletedSince(quint64 sinceTime) {
bool EntityTree::encodeEntitiesDeletedSince(OCTREE_PACKET_SEQUENCE sequenceNumber, quint64& sinceTime, unsigned char* outputBuffer,
size_t maxLength, size_t& outputLength) {
qDebug() << "EntityTree::encodeEntitiesDeletedSince()";
bool hasMoreToSend = true;
unsigned char* copyAt = outputBuffer;
@ -1476,8 +828,13 @@ void EntityTree::forgetEntitiesDeletedBefore(quint64 sinceTime) {
}
// TODO: consider consolidating processEraseMessageDetails() and processEraseMessage()
int EntityTree::processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
qDebug() << "EntityTree::processEraseMessage()...";
const bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessage()...";
}
const unsigned char* packetData = (const unsigned char*)dataByteArray.constData();
const unsigned char* dataAt = packetData;
@ -1496,16 +853,17 @@ int EntityTree::processEraseMessage(const QByteArray& dataByteArray, const Share
dataAt += sizeof(numberOfIds);
processedBytes += sizeof(numberOfIds);
qDebug() << "EntityTree::processEraseMessage().... numberOfIds=" << numberOfIds;
qDebug() << "EntityTree::processEraseMessage().... processedBytes=" << processedBytes;
qDebug() << "EntityTree::processEraseMessage().... packetLength=" << packetLength;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessage().... numberOfIds=" << numberOfIds;
qDebug() << "EntityTree::processEraseMessage().... processedBytes=" << processedBytes;
qDebug() << "EntityTree::processEraseMessage().... packetLength=" << packetLength;
}
if (numberOfIds > 0) {
QSet<EntityItemID> entityItemIDsToDelete;
for (size_t i = 0; i < numberOfIds; i++) {
if (processedBytes + NUM_BYTES_RFC4122_UUID > packetLength) {
qDebug() << "EntityTree::processEraseMessage().... bailing because not enough bytes in buffer";
break; // bail to prevent buffer overflow
@ -1518,17 +876,25 @@ int EntityTree::processEraseMessage(const QByteArray& dataByteArray, const Share
EntityItemID entityItemID(entityID);
entityItemIDsToDelete << entityItemID;
qDebug() << "EntityTree::processEraseMessage()... entityItemIDsToDelete << entityItemID=" << entityItemID;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessage()... entityItemIDsToDelete << entityItemID=" << entityItemID;
}
}
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessage()... deleteEntities(entityItemIDsToDelete)";
}
qDebug() << "EntityTree::processEraseMessage()... deleteEntities(entityItemIDsToDelete)";
deleteEntities(entityItemIDsToDelete);
}
return processedBytes;
}
// This version skips over the header
// TODO: consider consolidating processEraseMessageDetails() and processEraseMessage()
int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
qDebug() << "EntityTree::processEraseMessageDetails()...";
const bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessageDetails()...";
}
const unsigned char* packetData = (const unsigned char*)dataByteArray.constData();
const unsigned char* dataAt = packetData;
@ -1540,9 +906,11 @@ int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, cons
dataAt += sizeof(numberOfIds);
processedBytes += sizeof(numberOfIds);
qDebug() << "EntityTree::processEraseMessageDetails().... numberOfIds=" << numberOfIds;
qDebug() << "EntityTree::processEraseMessageDetails().... processedBytes=" << processedBytes;
qDebug() << "EntityTree::processEraseMessageDetails().... packetLength=" << packetLength;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessageDetails().... numberOfIds=" << numberOfIds;
qDebug() << "EntityTree::processEraseMessageDetails().... processedBytes=" << processedBytes;
qDebug() << "EntityTree::processEraseMessageDetails().... packetLength=" << packetLength;
}
if (numberOfIds > 0) {
QSet<EntityItemID> entityItemIDsToDelete;
@ -1562,9 +930,13 @@ int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, cons
EntityItemID entityItemID(entityID);
entityItemIDsToDelete << entityItemID;
qDebug() << "EntityTree::processEraseMessageDetails()... entityItemIDsToDelete << entityItemID=" << entityItemID;
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessageDetails() entityItemIDsToDelete << entityItemID=" << entityItemID;
}
}
if (wantDebug) {
qDebug() << "EntityTree::processEraseMessageDetails()... deleteEntities(entityItemIDsToDelete)";
}
qDebug() << "EntityTree::processEraseMessageDetails()... deleteEntities(entityItemIDsToDelete)";
deleteEntities(entityItemIDsToDelete);
}
@ -1573,8 +945,6 @@ int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, cons
EntityTreeElement* EntityTree::getContainingElement(const EntityItemID& entityItemID) /*const*/ {
//qDebug() << "_entityToElementMap=" << _entityToElementMap;
bool wantDebug = false;
if (wantDebug) {
@ -1587,7 +957,6 @@ EntityTreeElement* EntityTree::getContainingElement(const EntityItemID& entityIt
return _entityToElementMap.value(entityItemID);
} else if (entityItemID.creatorTokenID != UNKNOWN_ENTITY_TOKEN){
// check the creator token version too...
if (wantDebug) {
qDebug() << "EntityTree::getContainingElement() checking the creator token...";
}

View file

@ -9,6 +9,9 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_MovingEntitiesOperator_h
#define hifi_MovingEntitiesOperator_h
class EntityToMoveDetails {
public:
EntityItem* entity;
@ -42,4 +45,6 @@ private:
int _foundNewCount;
int _lookingCount;
bool shouldRecurseSubTree(OctreeElement* element);
};
};
#endif // hifi_MovingEntitiesOperator_h

View file

@ -0,0 +1,304 @@
//
// UpdateEntityOperator.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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
//
#include "EntityItem.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
#include "UpdateEntityOperator.h"
UpdateEntityOperator::UpdateEntityOperator(EntityTree* tree,
EntityTreeElement* containingElement,
EntityItem* existingEntity,
const EntityItemProperties& properties) :
_tree(tree),
_existingEntity(existingEntity),
_containingElement(containingElement),
_properties(properties),
_entityItemID(existingEntity->getEntityItemID()),
_foundOld(false),
_foundNew(false),
_removeOld(false),
_changeTime(usecTimestampNow()),
_oldEntityCube(),
_newEntityCube()
{
bool wantDebug = false;
// caller must have verified existence of containingElement and oldEntity
assert(_containingElement && _existingEntity);
_oldEntityCube = _existingEntity->getAACube();
_oldEntityBox = _oldEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
if (wantDebug) {
qDebug() << "UpdateEntityOperator....";
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " _existingEntity->getPosition()=" << _existingEntity->getPosition() * (float)TREE_SCALE << "in meters";
qDebug() << " _existingEntity->getRadius()=" << _existingEntity->getRadius() * (float)TREE_SCALE << "in meters";
}
// If the new properties has position OR radius changes, but not both, we need to
// get the old property value and set it in our properties in order for our bounds
// calculations to work.
if (_properties.containsPositionChange() && !_properties.containsRadiusChange()) {
float oldRadiusInMeters = _existingEntity->getRadius() * (float)TREE_SCALE;
_properties.setRadius(oldRadiusInMeters);
}
if (!_properties.containsPositionChange() && _properties.containsRadiusChange()) {
glm::vec3 oldPositionInMeters = _existingEntity->getPosition() * (float)TREE_SCALE;
_properties.setPosition(oldPositionInMeters);
}
// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
// be the same for both parts of the update
bool oldElementBestFit = _containingElement->bestFitBounds(_properties);
if (wantDebug) {
qDebug() << " oldElementBestFit=" << oldElementBestFit;
}
if (!_properties.containsBoundsProperties() || oldElementBestFit) {
_foundOld = true;
_newEntityCube = _oldEntityCube;
if (wantDebug) {
qDebug() << " old element is best element <<<<<";
}
} else {
_newEntityCube = _properties.getAACubeTreeUnits();
_removeOld = true; // our properties are going to move us, so remember this for later processing
if (wantDebug) {
qDebug() << " we need new element <<<<<";
}
}
_newEntityBox = _newEntityCube.clamp(0.0f, 1.0f); // clamp to domain bounds
if (wantDebug) {
qDebug() << " _properties.getPosition()=" << _properties.getPosition() << "in meters";
qDebug() << " _properties.getRadius()=" << _properties.getRadius() << "in meters";
qDebug() << " _removeOld=" << _removeOld;
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " _removeOld=" << _removeOld;
}
}
// does this entity tree element contain the old entity
bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElement* element) {
bool elementContainsOldBox = element->getAACube().contains(_oldEntityBox);
/*
bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);
qDebug() << "UpdateEntityOperator::subTreeContainsOldEntity()....";
qDebug() << " element->getAACube()=" << element->getAACube();
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " elementContainsOldCube=" << elementContainsOldCube;
qDebug() << " elementContainsOldBox=" << elementContainsOldBox;
*/
return elementContainsOldBox;
}
bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);
/*
bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);
qDebug() << "UpdateEntityOperator::subTreeContainsNewEntity()....";
qDebug() << " element->getAACube()=" << element->getAACube();
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " elementContainsNewCube=" << elementContainsNewCube;
qDebug() << " elementContainsNewBox=" << elementContainsNewBox;
*/
return elementContainsNewBox;
}
bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
bool wantDebug = false;
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// and of the following are true:
// * We have not yet found the old entity, and this branch contains our old entity
// * We have not yet found the new entity, and this branch contains our new entity
//
// Note: it's often the case that the branch in question contains both the old entity
// and the new entity.
bool keepSearching = false; // assume we don't need to search any more
bool subtreeContainsOld = subTreeContainsOldEntity(element);
bool subtreeContainsNew = subTreeContainsNewEntity(element);
if (wantDebug) {
qDebug() << "UpdateEntityOperator::PreRecursion()....";
qDebug() << " _containingElement=" << _containingElement;
qDebug() << " _containingElement->getAACube()=" << _containingElement->getAACube();
qDebug() << " _foundOld=" << _foundOld;
qDebug() << " _foundNew=" << _foundNew;
qDebug() << " entityTreeElement=" << entityTreeElement;
qDebug() << " entityTreeElement->getAACube()=" << entityTreeElement->getAACube();
qDebug() << " _oldEntityCube=" << _oldEntityCube;
qDebug() << " _oldEntityBox=" << _oldEntityBox;
qDebug() << " subtreeContainsOld=" << subtreeContainsOld;
qDebug() << " _newEntityCube=" << _newEntityCube;
qDebug() << " _newEntityBox=" << _newEntityBox;
qDebug() << " subtreeContainsNew=" << subtreeContainsNew;
}
// If we haven't yet found the old entity, and this subTreeContains our old
// entity, then we need to keep searching.
if (!_foundOld && subtreeContainsOld) {
if (wantDebug) {
qDebug() << " OLD BRANCH....";
}
// If this is the element we're looking for, then ask it to remove the old entity
// and we can stop searching.
if (entityTreeElement == _containingElement) {
if (wantDebug) {
qDebug() << " OLD BRANCH.... CONTAINING ELEMENT";
}
// If the containgElement IS NOT the best fit for the new entity properties
// then we need to remove it, and the updateEntity below will store it in the
// correct element.
if (_removeOld) {
entityTreeElement->removeEntityItem(_existingEntity); // NOTE: only removes the entity, doesn't delete it
if (wantDebug) {
qDebug() << " OLD BRANCH.... REMOVE ENTITY.... entityTreeElement->removeEntityItem(_existingEntity);";
}
// If we haven't yet found the new location, then we need to
// make sure to remove our entity to element map, because for
// now we're not in that map
if (!_foundNew) {
_tree->setContainingElement(_entityItemID, NULL);
if (wantDebug) {
qDebug() << " OLD BRANCH.... CLEAR CONTAINING ELEMENT... _tree->setContainingElement(_entityItemID, NULL);";
}
}
}
_foundOld = true;
} else {
// if this isn't the element we're looking for, then keep searching
keepSearching = true;
}
}
// If we haven't yet found the new entity, and this subTreeContains our new
// entity, then we need to keep searching.
if (!_foundNew && subtreeContainsNew) {
if (wantDebug) {
qDebug() << " NEW BRANCH....";
}
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityCube)) {
if (wantDebug) {
qDebug() << " NEW BRANCH.... BEST FIT";
}
// if we are the existing containing element, then we can just do the update of the entity properties
if (entityTreeElement == _containingElement) {
assert(!_removeOld); // We shouldn't be in a remove old case and also be the new best fit
// set the entity properties and mark our element as changed.
_existingEntity->setProperties(_properties);
if (wantDebug) {
qDebug() << " NEW BRANCH.... BEST FIT AND CONTAINING.... NEW=OLD CASE";
}
} else {
// otherwise, this is an add case.
entityTreeElement->addEntityItem(_existingEntity);
_existingEntity->setProperties(_properties); // still need to update the properties!
_tree->setContainingElement(_entityItemID, entityTreeElement);
if (wantDebug) {
qDebug() << " NEW BRANCH.... ADD ENTITY";
qDebug() << " NEW BRANCH.... SET CONTAINING";
}
}
_foundNew = true; // we found the new item!
} else {
keepSearching = true;
}
}
return keepSearching; // if we haven't yet found it, keep looking
}
bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundOld || !_foundNew;
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundOld && subTreeContainsOldEntity(element)) ||
(_foundNew && subTreeContainsNewEntity(element))) {
element->markWithChangedTime();
}
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
bool somethingPruned = entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
bool wantDebug = false;
if (somethingPruned && wantDebug) {
qDebug() << "UpdateEntityOperator::PostRecursion() something pruned!!!";
}
return keepSearching; // if we haven't yet found it, keep looking
}
OctreeElement* UpdateEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// if the scale of our desired cube is smaller than our children, then consider making a child
if (_newEntityCube.getScale() <= childElementScale) {
//qDebug() << "UpdateEntityOperator::PossiblyCreateChildAt().... calling element->getMyChildContaining(_newEntityCube);";
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityCube);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}

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@ -0,0 +1,44 @@
//
// UpdateEntityOperator.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 8/11/2014.
// 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_UpdateEntityOperator_h
#define hifi_UpdateEntityOperator_h
class UpdateEntityOperator : public RecurseOctreeOperator {
public:
UpdateEntityOperator(EntityTree* tree, EntityTreeElement* containingElement,
EntityItem* existingEntity, const EntityItemProperties& properties);
virtual bool PreRecursion(OctreeElement* element);
virtual bool PostRecursion(OctreeElement* element);
virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
private:
EntityTree* _tree;
EntityItem* _existingEntity;
EntityTreeElement* _containingElement;
EntityItemProperties _properties;
EntityItemID _entityItemID;
bool _foundOld;
bool _foundNew;
bool _removeOld;
quint64 _changeTime;
AACube _oldEntityCube;
AACube _newEntityCube;
AABox _oldEntityBox;
AABox _newEntityBox;
bool subTreeContainsOldEntity(OctreeElement* element);
bool subTreeContainsNewEntity(OctreeElement* element);
};
#endif // hifi_UpdateEntityOperator_h