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https://github.com/overte-org/overte.git
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Merge pull request #3816 from AndrewMeadows/bispinor
changes to EntityTree simulation state management
This commit is contained in:
commit
e1085a6cbb
11 changed files with 118 additions and 185 deletions
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@ -246,8 +246,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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}
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bool RenderableModelEntityItem::needsSimulation() const {
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SimulationState simulationState = getSimulationState();
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return _needsInitialSimulation || simulationState == Moving || simulationState == Changing;
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return _needsInitialSimulation || getSimulationState() == EntityItem::Moving;
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}
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EntityItemProperties RenderableModelEntityItem::getProperties() const {
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@ -94,4 +94,4 @@ void BoxEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitst
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bool successPropertyFits = true;
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APPEND_ENTITY_PROPERTY(PROP_COLOR, appendColor, getColor());
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}
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}
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@ -92,6 +92,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) {
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_created = 0;
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_changedOnServer = 0;
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initFromEntityItemID(entityItemID);
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_simulationState = EntityItem::Static;
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}
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EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) {
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@ -104,6 +105,7 @@ EntityItem::EntityItem(const EntityItemID& entityItemID, const EntityItemPropert
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_changedOnServer = 0;
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initFromEntityItemID(entityItemID);
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setProperties(properties, true); // force copy
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_simulationState = EntityItem::Static;
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}
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EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
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@ -404,7 +406,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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qDebug() << " fromSameServerEdit=" << fromSameServerEdit;
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}
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bool ignoreServerPacket = false; // assume we're use this server packet
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bool ignoreServerPacket = false; // assume we'll use this server packet
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// If this packet is from the same server edit as the last packet we accepted from the server
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// we probably want to use it.
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@ -715,13 +717,10 @@ void EntityItem::update(const quint64& updateTime) {
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}
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}
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EntityItem::SimulationState EntityItem::getSimulationState() const {
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if (hasVelocity() || (hasGravity() && !isRestingOnSurface())) {
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EntityItem::SimulationState EntityItem::computeSimulationState() const {
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if (hasVelocity() || (hasGravity() && !isRestingOnSurface()) || hasAngularVelocity()) {
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return EntityItem::Moving;
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}
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if (hasAngularVelocity()) {
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return EntityItem::Changing;
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}
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if (isMortal()) {
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return EntityItem::Mortal;
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}
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@ -28,6 +28,7 @@
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#include "EntityItemProperties.h"
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#include "EntityTypes.h"
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class EntityTree;
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class EntityTreeElement;
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class EntityTreeElementExtraEncodeData;
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@ -59,10 +60,10 @@ public:
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// methods for getting/setting all properties of an entity
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virtual EntityItemProperties getProperties() const;
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/// returns true is something changed
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/// returns true if something changed
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virtual bool setProperties(const EntityItemProperties& properties, bool forceCopy = false);
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/// override this in your derived class if you'd like to be informed when something about the state of the entity
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/// Override this in your derived class if you'd like to be informed when something about the state of the entity
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/// has changed. This will be called with properties change or when new data is loaded from a stream
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virtual void somethingChangedNotification() { }
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@ -115,11 +116,13 @@ public:
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typedef enum SimulationState_t {
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Static,
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Mortal,
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Changing,
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Moving
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} SimulationState;
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virtual SimulationState getSimulationState() const;
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// computes the SimulationState that the entity SHOULD be in.
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// Use getSimulationState() to find the state under which it is currently categorized.
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virtual SimulationState computeSimulationState() const;
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virtual void debugDump() const;
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// similar to assignment/copy, but it handles keeping lifetime accurate
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@ -262,8 +265,13 @@ public:
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void applyHardCollision(const CollisionInfo& collisionInfo);
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virtual const Shape& getCollisionShapeInMeters() const { return _collisionShape; }
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virtual bool contains(const glm::vec3& point) const { return getAABox().contains(point); }
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SimulationState getSimulationState() const { return _simulationState; }
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protected:
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friend class EntityTree;
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void setSimulationState(SimulationState state) { _simulationState = state; }
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virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
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virtual void recalculateCollisionShape();
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@ -305,6 +313,7 @@ protected:
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void setRadius(float value);
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AACubeShape _collisionShape;
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SimulationState _simulationState; // only set by EntityTree
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};
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@ -40,8 +40,8 @@ void EntityTree::eraseAllOctreeElements(bool createNewRoot) {
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_entityToElementMap.clear();
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Octree::eraseAllOctreeElements(createNewRoot);
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_movingEntities.clear();
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_changingEntities.clear();
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_mortalEntities.clear();
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_changedEntities.clear();
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}
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bool EntityTree::handlesEditPacketType(PacketType packetType) const {
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@ -80,7 +80,7 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
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EntityItemID entityID = entityItem->getEntityItemID();
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (containingElement) {
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qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing entity items. entityID=" << entityID;
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qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing EntityItems. entityID=" << entityID;
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return;
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}
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@ -89,7 +89,7 @@ void EntityTree::addEntityItem(EntityItem* entityItem) {
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recurseTreeWithOperator(&theOperator);
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// check to see if we need to simulate this entity..
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changeEntityState(entityItem, EntityItem::Static, entityItem->getSimulationState());
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updateEntityState(entityItem);
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_isDirty = true;
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}
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@ -123,15 +123,13 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
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}
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} else {
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// check to see if we need to simulate this entity...
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EntityItem::SimulationState oldState = existingEntity->getSimulationState();
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QString entityScriptBefore = existingEntity->getScript();
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UpdateEntityOperator theOperator(this, containingElement, existingEntity, properties);
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recurseTreeWithOperator(&theOperator);
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_isDirty = true;
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EntityItem::SimulationState newState = existingEntity->getSimulationState();
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changeEntityState(existingEntity, oldState, newState);
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updateEntityState(existingEntity);
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QString entityScriptAfter = existingEntity->getScript();
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if (entityScriptBefore != entityScriptAfter) {
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@ -229,10 +227,6 @@ void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
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// make sure to remove it from any of our simulation lists
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EntityItem::SimulationState theState = theEntity->getSimulationState();
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switch (theState) {
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case EntityItem::Changing:
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_changingEntities.removeAll(theEntity);
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break;
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case EntityItem::Moving:
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_movingEntities.removeAll(theEntity);
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break;
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@ -244,6 +238,7 @@ void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
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default:
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break;
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}
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_changedEntities.remove(theEntity);
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}
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}
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@ -518,7 +513,7 @@ int EntityTree::processEditPacketData(PacketType packetType, const unsigned char
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// search for the entity by EntityItemID
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EntityItem* existingEntity = findEntityByEntityItemID(entityItemID);
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// if the entityItem exists, then update it
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// if the EntityItem exists, then update it
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if (existingEntity) {
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updateEntity(entityItemID, properties);
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existingEntity->markAsChangedOnServer();
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@ -580,15 +575,42 @@ void EntityTree::releaseSceneEncodeData(OctreeElementExtraEncodeData* extraEncod
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extraEncodeData->clear();
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}
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void EntityTree::changeEntityState(EntityItem* const entity,
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EntityItem::SimulationState oldState, EntityItem::SimulationState newState) {
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void EntityTree::updateEntityState(EntityItem* entity) {
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EntityItem::SimulationState oldState = entity->getSimulationState();
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EntityItem::SimulationState newState = entity->computeSimulationState();
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if (newState != oldState) {
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switch (oldState) {
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case EntityItem::Moving:
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_movingEntities.removeAll(entity);
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break;
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case EntityItem::Mortal:
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_mortalEntities.removeAll(entity);
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break;
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default:
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break;
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}
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switch (newState) {
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case EntityItem::Moving:
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_movingEntities.push_back(entity);
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break;
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case EntityItem::Mortal:
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_mortalEntities.push_back(entity);
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break;
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default:
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break;
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}
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entity->setSimulationState(newState);
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}
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}
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// TODO: can we short circuit this if the state isn't changing?
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void EntityTree::clearEntityState(EntityItem* entity) {
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EntityItem::SimulationState oldState = entity->getSimulationState();
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switch (oldState) {
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case EntityItem::Changing:
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_changingEntities.removeAll(entity);
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break;
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case EntityItem::Moving:
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_movingEntities.removeAll(entity);
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break;
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@ -600,24 +622,11 @@ void EntityTree::changeEntityState(EntityItem* const entity,
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default:
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break;
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}
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entity->setSimulationState(EntityItem::Static);
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}
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switch (newState) {
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case EntityItem::Changing:
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_changingEntities.push_back(entity);
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break;
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case EntityItem::Moving:
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_movingEntities.push_back(entity);
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break;
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case EntityItem::Mortal:
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_mortalEntities.push_back(entity);
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break;
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default:
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break;
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}
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void EntityTree::entityChanged(EntityItem* entity) {
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_changedEntities.insert(entity);
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}
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void EntityTree::update() {
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@ -633,7 +642,7 @@ void EntityTree::update() {
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lockForWrite();
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quint64 now = usecTimestampNow();
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QSet<EntityItemID> entitiesToDelete;
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updateChangingEntities(now, entitiesToDelete);
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updateChangedEntities(now, entitiesToDelete);
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updateMovingEntities(now, entitiesToDelete);
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updateMortalEntities(now, entitiesToDelete);
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@ -643,55 +652,25 @@ void EntityTree::update() {
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unlock();
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}
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void EntityTree::updateChangingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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QSet<EntityItem*> entitiesBecomingStatic;
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QSet<EntityItem*> entitiesBecomingMortal;
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QSet<EntityItem*> entitiesBecomingMoving;
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void EntityTree::updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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// TODO: switch these to iterators so we can remove items that get deleted
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for (int i = 0; i < _changingEntities.size(); i++) {
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EntityItem* thisEntity = _changingEntities[i];
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thisEntity->update(now);
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// always check to see if the lifetime has expired, for immortal entities this is always false
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foreach (EntityItem* thisEntity, _changedEntities) {
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// check to see if the lifetime has expired, for immortal entities this is always false
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if (thisEntity->lifetimeHasExpired()) {
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qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
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qDebug() << "Lifetime has expired for thisEntity:" << thisEntity->getEntityItemID();
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entitiesToDelete << thisEntity->getEntityItemID();
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entitiesBecomingStatic << thisEntity;
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clearEntityState(thisEntity);
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} else {
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// check to see if this entity is no longer moving
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EntityItem::SimulationState newState = thisEntity->getSimulationState();
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if (newState == EntityItem::Static) {
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entitiesBecomingStatic << thisEntity;
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} else if (newState == EntityItem::Mortal) {
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entitiesBecomingMortal << thisEntity;
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} else if (newState == EntityItem::Moving) {
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entitiesBecomingMoving << thisEntity;
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}
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updateEntityState(thisEntity);
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}
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}
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// change state for any entities that were changing but are now either static, mortal, or moving
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foreach(EntityItem* entity, entitiesBecomingStatic) {
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changeEntityState(entity, EntityItem::Changing, EntityItem::Static);
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}
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foreach(EntityItem* entity, entitiesBecomingMortal) {
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changeEntityState(entity, EntityItem::Changing, EntityItem::Mortal);
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}
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foreach(EntityItem* entity, entitiesBecomingMoving) {
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changeEntityState(entity, EntityItem::Changing, EntityItem::Moving);
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}
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_changedEntities.clear();
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}
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void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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PerformanceTimer perfTimer("updateMovingEntities");
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if (_movingEntities.size() > 0) {
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MovingEntitiesOperator moveOperator(this);
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QSet<EntityItem*> entitiesBecomingStatic;
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QSet<EntityItem*> entitiesBecomingMortal;
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QSet<EntityItem*> entitiesBecomingChanging;
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{
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PerformanceTimer perfTimer("_movingEntities");
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@ -703,7 +682,7 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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if (thisEntity->lifetimeHasExpired()) {
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qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
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entitiesToDelete << thisEntity->getEntityItemID();
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entitiesBecomingStatic << thisEntity;
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clearEntityState(thisEntity);
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} else {
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AACube oldCube = thisEntity->getMaximumAACube();
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thisEntity->update(now);
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@ -714,19 +693,10 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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if (!domainBounds.touches(newCube)) {
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qDebug() << "Entity " << thisEntity->getEntityItemID() << " moved out of domain bounds.";
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entitiesToDelete << thisEntity->getEntityItemID();
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entitiesBecomingStatic << thisEntity;
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clearEntityState(thisEntity);
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} else {
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moveOperator.addEntityToMoveList(thisEntity, oldCube, newCube);
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// check to see if this entity is no longer moving
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EntityItem::SimulationState newState = thisEntity->getSimulationState();
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if (newState == EntityItem::Changing) {
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entitiesBecomingChanging << thisEntity;
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} else if (newState == EntityItem::Mortal) {
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entitiesBecomingMortal << thisEntity;
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} else if (newState == EntityItem::Static) {
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entitiesBecomingStatic << thisEntity;
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}
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updateEntityState(thisEntity);
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}
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}
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}
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@ -735,25 +705,10 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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PerformanceTimer perfTimer("recurseTreeWithOperator");
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recurseTreeWithOperator(&moveOperator);
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}
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// change state for any entities that were moving but are now either static, mortal, or changing
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foreach(EntityItem* entity, entitiesBecomingStatic) {
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changeEntityState(entity, EntityItem::Moving, EntityItem::Static);
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}
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foreach(EntityItem* entity, entitiesBecomingMortal) {
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changeEntityState(entity, EntityItem::Moving, EntityItem::Mortal);
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}
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foreach(EntityItem* entity, entitiesBecomingChanging) {
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changeEntityState(entity, EntityItem::Moving, EntityItem::Changing);
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}
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}
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}
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void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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QSet<EntityItem*> entitiesBecomingStatic;
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QSet<EntityItem*> entitiesBecomingChanging;
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QSet<EntityItem*> entitiesBecomingMoving;
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// TODO: switch these to iterators so we can remove items that get deleted
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for (int i = 0; i < _mortalEntities.size(); i++) {
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EntityItem* thisEntity = _mortalEntities[i];
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@ -762,31 +717,12 @@ void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesT
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if (thisEntity->lifetimeHasExpired()) {
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qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
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entitiesToDelete << thisEntity->getEntityItemID();
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entitiesBecomingStatic << thisEntity;
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clearEntityState(thisEntity);
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} else {
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// check to see if this entity is no longer moving
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EntityItem::SimulationState newState = thisEntity->getSimulationState();
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if (newState == EntityItem::Static) {
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entitiesBecomingStatic << thisEntity;
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} else if (newState == EntityItem::Changing) {
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entitiesBecomingChanging << thisEntity;
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} else if (newState == EntityItem::Moving) {
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entitiesBecomingMoving << thisEntity;
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}
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updateEntityState(thisEntity);
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}
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}
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// change state for any entities that were mortal but are now either static, changing, or moving
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foreach(EntityItem* entity, entitiesBecomingStatic) {
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changeEntityState(entity, EntityItem::Mortal, EntityItem::Static);
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}
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foreach(EntityItem* entity, entitiesBecomingChanging) {
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changeEntityState(entity, EntityItem::Mortal, EntityItem::Changing);
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}
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foreach(EntityItem* entity, entitiesBecomingMoving) {
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changeEntityState(entity, EntityItem::Mortal, EntityItem::Moving);
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}
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}
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|
|
@ -12,6 +12,8 @@
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#ifndef hifi_EntityTree_h
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#define hifi_EntityTree_h
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|
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#include <QSet>
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|
||||
#include <Octree.h>
|
||||
#include "EntityTreeElement.h"
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||||
|
||||
|
@ -135,8 +137,10 @@ public:
|
|||
|
||||
void sendEntities(EntityEditPacketSender* packetSender, EntityTree* localTree, float x, float y, float z);
|
||||
|
||||
void changeEntityState(EntityItem* const entity,
|
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EntityItem::SimulationState oldState, EntityItem::SimulationState newState);
|
||||
void updateEntityState(EntityItem* entity);
|
||||
void clearEntityState(EntityItem* entity);
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|
||||
void entityChanged(EntityItem* entity);
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||||
|
||||
void trackDeletedEntity(const EntityItemID& entityID);
|
||||
|
||||
|
@ -153,7 +157,7 @@ signals:
|
|||
|
||||
private:
|
||||
|
||||
void updateChangingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
|
||||
void updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
|
||||
void updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
|
||||
void updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete);
|
||||
|
||||
|
@ -173,9 +177,10 @@ private:
|
|||
|
||||
QHash<EntityItemID, EntityTreeElement*> _entityToElementMap;
|
||||
|
||||
QList<EntityItem*> _movingEntities; // entities that are moving as part of update
|
||||
QList<EntityItem*> _changingEntities; // entities that are changing (like animating), but not moving
|
||||
QList<EntityItem*> _mortalEntities; // entities that are mortal (have lifetime), but not moving or changing
|
||||
QList<EntityItem*> _movingEntities; // entities that need to be updated
|
||||
QList<EntityItem*> _mortalEntities; // entities that need to be checked for expiry
|
||||
|
||||
QSet<EntityItem*> _changedEntities; // entities that have changed in the last frame
|
||||
};
|
||||
|
||||
#endif // hifi_EntityTree_h
|
||||
|
|
|
@ -737,14 +737,10 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
|
|||
QString entityScriptBefore = entityItem->getScript();
|
||||
bool bestFitBefore = bestFitEntityBounds(entityItem);
|
||||
EntityTreeElement* currentContainingElement = _myTree->getContainingElement(entityItemID);
|
||||
EntityItem::SimulationState oldState = entityItem->getSimulationState();
|
||||
|
||||
bytesForThisEntity = entityItem->readEntityDataFromBuffer(dataAt, bytesLeftToRead, args);
|
||||
|
||||
EntityItem::SimulationState newState = entityItem->getSimulationState();
|
||||
if (oldState != newState) {
|
||||
_myTree->changeEntityState(entityItem, oldState, newState);
|
||||
}
|
||||
// TODO: Andrew to only set changed if something has actually changed
|
||||
_myTree->entityChanged(entityItem);
|
||||
bool bestFitAfter = bestFitEntityBounds(entityItem);
|
||||
|
||||
if (bestFitBefore != bestFitAfter) {
|
||||
|
@ -771,9 +767,8 @@ int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int
|
|||
addEntityItem(entityItem); // add this new entity to this elements entities
|
||||
entityItemID = entityItem->getEntityItemID();
|
||||
_myTree->setContainingElement(entityItemID, this);
|
||||
_myTree->updateEntityState(entityItem);
|
||||
_myTree->emitAddingEntity(entityItemID); // we just added an entity
|
||||
EntityItem::SimulationState newState = entityItem->getSimulationState();
|
||||
_myTree->changeEntityState(entityItem, EntityItem::Static, newState);
|
||||
}
|
||||
}
|
||||
// Move the buffer forward to read more entities
|
||||
|
|
|
@ -371,15 +371,15 @@ bool ModelEntityItem::isAnimatingSomething() const {
|
|||
!getAnimationURL().isEmpty();
|
||||
}
|
||||
|
||||
EntityItem::SimulationState ModelEntityItem::getSimulationState() const {
|
||||
EntityItem::SimulationState baseClassState = EntityItem::getSimulationState();
|
||||
EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
|
||||
EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState();
|
||||
|
||||
// if the base class is static, then consider our animation state, and upgrade to changing if
|
||||
// we are animating. If the base class has a higher simulation state than static, then
|
||||
// use the base class state.
|
||||
if (baseClassState == EntityItem::Static) {
|
||||
if (isAnimatingSomething()) {
|
||||
return EntityItem::Changing;
|
||||
return EntityItem::Moving;
|
||||
}
|
||||
}
|
||||
return baseClassState;
|
||||
|
|
|
@ -46,7 +46,7 @@ public:
|
|||
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
|
||||
|
||||
virtual void update(const quint64& now);
|
||||
virtual SimulationState getSimulationState() const;
|
||||
virtual SimulationState computeSimulationState() const;
|
||||
virtual void debugDump() const;
|
||||
|
||||
|
||||
|
|
|
@ -289,36 +289,26 @@ int Octree::readElementData(OctreeElement* destinationElement, const unsigned ch
|
|||
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
|
||||
// check the colors mask to see if we have a child to color in
|
||||
if (oneAtBit(colorInPacketMask, i)) {
|
||||
// create the child if it doesn't exist
|
||||
if (!destinationElement->getChildAtIndex(i)) {
|
||||
destinationElement->addChildAtIndex(i);
|
||||
if (destinationElement->isDirty()) {
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
// addChildAtIndex() should actually be called getOrAddChildAtIndex().
|
||||
// When it adds the child it automatically sets the detinationElement dirty.
|
||||
OctreeElement* childElementAt = destinationElement->addChildAtIndex(i);
|
||||
|
||||
OctreeElement* childElementAt = destinationElement->getChildAtIndex(i);
|
||||
bool nodeIsDirty = false;
|
||||
if (childElementAt) {
|
||||
int childElementDataRead = childElementAt->readElementDataFromBuffer(nodeData + bytesRead, bytesLeftToRead, args);
|
||||
childElementAt->setSourceUUID(args.sourceUUID);
|
||||
|
||||
bytesRead += childElementDataRead;
|
||||
bytesLeftToRead -= childElementDataRead;
|
||||
|
||||
int childElementDataRead = childElementAt->readElementDataFromBuffer(nodeData + bytesRead, bytesLeftToRead, args);
|
||||
childElementAt->setSourceUUID(args.sourceUUID);
|
||||
|
||||
bytesRead += childElementDataRead;
|
||||
bytesLeftToRead -= childElementDataRead;
|
||||
|
||||
// if we had a local version of the element already, it's possible that we have it already but
|
||||
// with the same color data, so this won't count as a change. To address this we check the following
|
||||
if (!childElementAt->isDirty() && childElementAt->getShouldRender() && !childElementAt->isRendered()) {
|
||||
childElementAt->setDirtyBit(); // force dirty!
|
||||
}
|
||||
|
||||
nodeIsDirty = childElementAt->isDirty();
|
||||
}
|
||||
if (nodeIsDirty) {
|
||||
// It's possible that we already had this version of element data, in which case the unpacking of the data
|
||||
// wouldn't flag childElementAt as dirty, so we manually flag it here... if the element is to be rendered.
|
||||
if (childElementAt->getShouldRender() && !childElementAt->isRendered()) {
|
||||
childElementAt->setDirtyBit(); // force dirty!
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
if (destinationElement->isDirty()) {
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned char childrenInTreeMask = ALL_CHILDREN_ASSUMED_TO_EXIST;
|
||||
|
|
|
@ -92,7 +92,7 @@ public:
|
|||
PropertyFlags operator<<(Enum flag) const;
|
||||
|
||||
// NOTE: due to the nature of the compact storage of these property flags, and the fact that the upper bound of the
|
||||
// enum is not know, these operators will only perform their bitwise operations on the set of properties that have
|
||||
// enum is not known, these operators will only perform their bitwise operations on the set of properties that have
|
||||
// been previously set
|
||||
PropertyFlags& operator^=(const PropertyFlags& other);
|
||||
PropertyFlags& operator^=(Enum flag);
|
||||
|
@ -106,7 +106,7 @@ public:
|
|||
|
||||
|
||||
private:
|
||||
void shinkIfNeeded();
|
||||
void shrinkIfNeeded();
|
||||
|
||||
QBitArray _flags;
|
||||
int _maxFlag;
|
||||
|
@ -142,7 +142,7 @@ template<typename Enum> inline void PropertyFlags<Enum>::setHasProperty(Enum fla
|
|||
_flags.setBit(flag, value);
|
||||
|
||||
if (flag == _maxFlag && !value) {
|
||||
shinkIfNeeded();
|
||||
shrinkIfNeeded();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -274,27 +274,27 @@ template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operato
|
|||
|
||||
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator&=(const PropertyFlags& other) {
|
||||
_flags &= other._flags;
|
||||
shinkIfNeeded();
|
||||
shrinkIfNeeded();
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator&=(Enum flag) {
|
||||
PropertyFlags other(flag);
|
||||
_flags &= other._flags;
|
||||
shinkIfNeeded();
|
||||
shrinkIfNeeded();
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator^=(const PropertyFlags& other) {
|
||||
_flags ^= other._flags;
|
||||
shinkIfNeeded();
|
||||
shrinkIfNeeded();
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename Enum> inline PropertyFlags<Enum>& PropertyFlags<Enum>::operator^=(Enum flag) {
|
||||
PropertyFlags other(flag);
|
||||
_flags ^= other._flags;
|
||||
shinkIfNeeded();
|
||||
shrinkIfNeeded();
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
@ -422,7 +422,7 @@ template<typename Enum> inline PropertyFlags<Enum> PropertyFlags<Enum>::operator
|
|||
return result;
|
||||
}
|
||||
|
||||
template<typename Enum> inline void PropertyFlags<Enum>::shinkIfNeeded() {
|
||||
template<typename Enum> inline void PropertyFlags<Enum>::shrinkIfNeeded() {
|
||||
int maxFlagWas = _maxFlag;
|
||||
while (_maxFlag >= 0) {
|
||||
if (_flags.testBit(_maxFlag)) {
|
||||
|
|
Loading…
Reference in a new issue