// // EntityItem.h // libraries/entities/src // // Created by Brad Hefta-Gaub on 12/4/13. // Copyright 2013 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_EntityItem_h #define hifi_EntityItem_h #include #include #include #include #include // for Animation, AnimationCache, and AnimationPointer classes #include // for EncodeBitstreamParams class #include // for OctreeElement::AppendState #include #include #include #include #include #include #include #include "EntityItemID.h" #include "EntityItemPropertiesDefaults.h" #include "EntityPropertyFlags.h" #include "EntityTypes.h" #include "SimulationOwner.h" #include "SimulationFlags.h" #include "EntityActionInterface.h" class EntitySimulation; class EntityTreeElement; class EntityTreeElementExtraEncodeData; class EntityActionInterface; class EntityItemProperties; class EntityTree; class btCollisionShape; typedef std::shared_ptr EntityTreePointer; typedef std::shared_ptr EntityActionPointer; typedef std::shared_ptr EntityTreeElementPointer; using EntityTreeElementExtraEncodeDataPointer = std::shared_ptr; namespace render { class Scene; class Transaction; } #define DONT_ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() = 0; #define ALLOW_INSTANTIATION virtual void pureVirtualFunctionPlaceHolder() override { }; #define debugTime(T, N) qPrintable(QString("%1 [ %2 ago]").arg(T, 16, 10).arg(formatUsecTime(N - T), 15)) #define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10)) #define debugTreeVector(V) V << "[" << V << " in meters ]" class MeshProxyList; /// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available /// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate /// one directly, instead you must only construct one of it's derived classes with additional features. class EntityItem : public SpatiallyNestable, public ReadWriteLockable { // These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted. // To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by // the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to // do cleanup. friend class EntityTreeElement; friend class EntitySimulation; public: DONT_ALLOW_INSTANTIATION // This class can not be instantiated directly EntityItem(const EntityItemID& entityItemID); virtual ~EntityItem(); inline EntityItemPointer getThisPointer() const { return std::static_pointer_cast(std::const_pointer_cast(shared_from_this())); } EntityItemID getEntityItemID() const { return EntityItemID(_id); } // methods for getting/setting all properties of an entity virtual EntityItemProperties getProperties(EntityPropertyFlags desiredProperties = EntityPropertyFlags()) const; /// returns true if something changed // This function calls setSubClass properties and detects if any property changes value. // If something changed then the "somethingChangedNotification" calls happens virtual bool setProperties(const EntityItemProperties& properties); // Set properties for sub class so they can add their own properties // it does nothing in the root class // This function is called by setProperties which then can detects if any property changes value in the SubClass (see aboe comment on setProperties) virtual bool setSubClassProperties(const EntityItemProperties& properties) { return false; } // Update properties with empty parent id and globalized/absolute values (applying offset), and apply (non-empty) log template to args id, name-or-type, parent id. void globalizeProperties(EntityItemProperties& properties, const QString& messageTemplate = QString(), const glm::vec3& offset = glm::vec3(0.0f)) const; /// Override this in your derived class if you'd like to be informed when something about the state of the entity /// has changed. This will be called with properties change or when new data is loaded from a stream virtual void somethingChangedNotification() { } void recordCreationTime(); // set _created to 'now' quint64 getLastSimulated() const; /// Last simulated time of this entity universal usecs void setLastSimulated(quint64 now); /// Last edited time of this entity universal usecs quint64 getLastEdited() const; void setLastEdited(quint64 lastEdited); float getEditedAgo() const /// Elapsed seconds since this entity was last edited { return (float)(usecTimestampNow() - getLastEdited()) / (float)USECS_PER_SECOND; } /// Last time we sent out an edit packet for this entity quint64 getLastBroadcast() const; void setLastBroadcast(quint64 lastBroadcast); void markAsChangedOnServer(); quint64 getLastChangedOnServer() const; // TODO: eventually only include properties changed since the params.nodeData->getLastTimeBagEmpty() time virtual EntityPropertyFlags getEntityProperties(EncodeBitstreamParams& params) const; virtual OctreeElement::AppendState appendEntityData(OctreePacketData* packetData, EncodeBitstreamParams& params, EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData) const; virtual void appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params, EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData, EntityPropertyFlags& requestedProperties, EntityPropertyFlags& propertyFlags, EntityPropertyFlags& propertiesDidntFit, int& propertyCount, OctreeElement::AppendState& appendState) const { /* do nothing*/ }; static EntityItemID readEntityItemIDFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args); virtual int readEntityDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args); virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData, bool& somethingChanged) { somethingChanged = false; return 0; } virtual bool addToScene(EntityItemPointer self, const render::ScenePointer& scene, render::Transaction& transaction) { return false; } // by default entity items don't add to scene virtual void removeFromScene(EntityItemPointer self, const render::ScenePointer& scene, render::Transaction& transaction) { } // by default entity items don't add to scene virtual void render(RenderArgs* args) { } // by default entity items don't know how to render static int expectedBytes(); static void adjustEditPacketForClockSkew(QByteArray& buffer, qint64 clockSkew); // perform update virtual void update(const quint64& now); quint64 getLastUpdated() const; // perform linear extrapolation for SimpleEntitySimulation void simulate(const quint64& now); bool stepKinematicMotion(float timeElapsed); // return 'true' if moving virtual bool needsToCallUpdate() const { return false; } virtual void debugDump() const; virtual bool supportsDetailedRayIntersection() const { return false; } virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching, OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, void** intersectedObject, bool precisionPicking) const { return true; } // attributes applicable to all entity types EntityTypes::EntityType getType() const { return _type; } inline glm::vec3 getCenterPosition(bool& success) const { return getTransformToCenter(success).getTranslation(); } void setCenterPosition(const glm::vec3& position); const Transform getTransformToCenter(bool& success) const; inline void requiresRecalcBoxes(); // Hyperlink related getters and setters QString getHref() const; void setHref(QString value); QString getDescription() const; void setDescription(const QString& value); /// Dimensions in meters (0.0 - TREE_SCALE) inline const glm::vec3 getDimensions() const { return getScale(); } virtual void setDimensions(const glm::vec3& value); float getLocalRenderAlpha() const; void setLocalRenderAlpha(float localRenderAlpha); void setDensity(float density); float computeMass() const; void setMass(float mass); float getDensity() const; bool hasVelocity() const { return getVelocity() != ENTITY_ITEM_ZERO_VEC3; } bool hasLocalVelocity() const { return getLocalVelocity() != ENTITY_ITEM_ZERO_VEC3; } glm::vec3 getGravity() const; /// get gravity in meters void setGravity(const glm::vec3& value); /// gravity in meters bool hasGravity() const { return getGravity() != ENTITY_ITEM_ZERO_VEC3; } glm::vec3 getAcceleration() const; /// get acceleration in meters/second/second void setAcceleration(const glm::vec3& value); /// acceleration in meters/second/second bool hasAcceleration() const { return getAcceleration() != ENTITY_ITEM_ZERO_VEC3; } float getDamping() const; void setDamping(float value); float getRestitution() const; void setRestitution(float value); float getFriction() const; void setFriction(float value); // lifetime related properties. float getLifetime() const; /// get the lifetime in seconds for the entity void setLifetime(float value); /// set the lifetime in seconds for the entity quint64 getCreated() const; /// get the created-time in useconds for the entity void setCreated(quint64 value); /// set the created-time in useconds for the entity /// is this entity immortal, in that it has no lifetime set, and will exist until manually deleted bool isImmortal() const { return getLifetime() == ENTITY_ITEM_IMMORTAL_LIFETIME; } /// is this entity mortal, in that it has a lifetime set, and will automatically be deleted when that lifetime expires bool isMortal() const { return getLifetime() != ENTITY_ITEM_IMMORTAL_LIFETIME; } /// age of this entity in seconds float getAge() const { return (float)(usecTimestampNow() - getCreated()) / (float)USECS_PER_SECOND; } bool lifetimeHasExpired() const; quint64 getExpiry() const; // position, size, and bounds related helpers virtual AACube getMaximumAACube(bool& success) const override; AACube getMinimumAACube(bool& success) const; AABox getAABox(bool& success) const; /// axis aligned bounding box in world-frame (meters) using SpatiallyNestable::getQueryAACube; virtual AACube getQueryAACube(bool& success) const override; QString getScript() const; void setScript(const QString& value); quint64 getScriptTimestamp() const; void setScriptTimestamp(const quint64 value); QString getServerScripts() const; void setServerScripts(const QString& serverScripts); QString getCollisionSoundURL() const; void setCollisionSoundURL(const QString& value); SharedSoundPointer getCollisionSound(); void setCollisionSound(SharedSoundPointer sound); glm::vec3 getRegistrationPoint() const; /// registration point as ratio of entity /// registration point as ratio of entity void setRegistrationPoint(const glm::vec3& value); bool hasAngularVelocity() const { return getAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; } bool hasLocalAngularVelocity() const { return getLocalAngularVelocity() != ENTITY_ITEM_ZERO_VEC3; } float getAngularDamping() const; void setAngularDamping(float value); QString getName() const; void setName(const QString& value); QString getDebugName(); bool getVisible() const; void setVisible(bool value); inline bool isVisible() const { return getVisible(); } inline bool isInvisible() const { return !getVisible(); } bool getCollisionless() const; void setCollisionless(bool value); uint8_t getCollisionMask() const; void setCollisionMask(uint8_t value); void computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const; bool getDynamic() const; void setDynamic(bool value); virtual bool shouldBePhysical() const { return false; } bool getLocked() const; void setLocked(bool value); QString getUserData() const; virtual void setUserData(const QString& value); // FIXME not thread safe? const SimulationOwner& getSimulationOwner() const { return _simulationOwner; } void setSimulationOwner(const QUuid& id, quint8 priority); void setSimulationOwner(const SimulationOwner& owner); void promoteSimulationPriority(quint8 priority); quint8 getSimulationPriority() const { return _simulationOwner.getPriority(); } QUuid getSimulatorID() const { return _simulationOwner.getID(); } void updateSimulationOwner(const SimulationOwner& owner); void clearSimulationOwnership(); void setPendingOwnershipPriority(quint8 priority, const quint64& timestamp); void rememberHasSimulationOwnershipBid() const; QString getMarketplaceID() const; void setMarketplaceID(const QString& value); // TODO: get rid of users of getRadius()... float getRadius() const; virtual void adjustShapeInfoByRegistration(ShapeInfo& info) const; virtual bool contains(const glm::vec3& point) const; virtual bool isReadyToComputeShape() { return !isDead(); } virtual void computeShapeInfo(ShapeInfo& info); virtual float getVolumeEstimate() const; /// return preferred shape type (actual physical shape may differ) virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; } virtual void setCollisionShape(const btCollisionShape* shape) {} // updateFoo() methods to be used when changes need to be accumulated in the _dirtyFlags virtual void updateRegistrationPoint(const glm::vec3& value); void updatePosition(const glm::vec3& value); void updateParentID(const QUuid& value); void updatePositionFromNetwork(const glm::vec3& value); void updateDimensions(const glm::vec3& value); void updateRotation(const glm::quat& rotation); void updateRotationFromNetwork(const glm::quat& rotation); void updateDensity(float value); void updateMass(float value); void updateVelocity(const glm::vec3& value); void updateVelocityFromNetwork(const glm::vec3& value); void updateDamping(float value); void updateRestitution(float value); void updateFriction(float value); void updateGravity(const glm::vec3& value); void updateAngularVelocity(const glm::vec3& value); void updateAngularVelocityFromNetwork(const glm::vec3& value); void updateAngularDamping(float value); void updateCollisionless(bool value); void updateCollisionMask(uint8_t value); void updateDynamic(bool value); void updateLifetime(float value); void updateCreated(uint64_t value); virtual void setShapeType(ShapeType type) { /* do nothing */ } uint32_t getDirtyFlags() const; void markDirtyFlags(uint32_t mask); void clearDirtyFlags(uint32_t mask = 0xffffffff); bool isMoving() const; bool isMovingRelativeToParent() const; bool isSimulated() const { return _simulated; } void* getPhysicsInfo() const { return _physicsInfo; } void setPhysicsInfo(void* data) { _physicsInfo = data; } EntityTreeElementPointer getElement() const { return _element; } EntityTreePointer getTree() const; virtual SpatialParentTree* getParentTree() const override; bool wantTerseEditLogging() const; glm::mat4 getEntityToWorldMatrix() const; glm::mat4 getWorldToEntityMatrix() const; glm::vec3 worldToEntity(const glm::vec3& point) const; glm::vec3 entityToWorld(const glm::vec3& point) const; quint64 getLastEditedFromRemote() const { return _lastEditedFromRemote; } void updateLastEditedFromRemote() { _lastEditedFromRemote = usecTimestampNow(); } void getAllTerseUpdateProperties(EntityItemProperties& properties) const; void pokeSimulationOwnership(); void grabSimulationOwnership(); void flagForMotionStateChange() { _dirtyFlags |= Simulation::DIRTY_MOTION_TYPE; } QString actionsToDebugString(); bool addAction(EntitySimulationPointer simulation, EntityActionPointer action); bool updateAction(EntitySimulationPointer simulation, const QUuid& actionID, const QVariantMap& arguments); bool removeAction(EntitySimulationPointer simulation, const QUuid& actionID); bool clearActions(EntitySimulationPointer simulation); void setActionData(QByteArray actionData); const QByteArray getActionData() const; bool hasActions() const { return !_objectActions.empty(); } QList getActionIDs() const { return _objectActions.keys(); } QVariantMap getActionArguments(const QUuid& actionID) const; void deserializeActions(); void setActionDataDirty(bool value) const { _actionDataDirty = value; } bool actionDataDirty() const { return _actionDataDirty; } void setActionDataNeedsTransmit(bool value) const { _actionDataNeedsTransmit = value; } bool actionDataNeedsTransmit() const { return _actionDataNeedsTransmit; } bool shouldSuppressLocationEdits() const; void setSourceUUID(const QUuid& sourceUUID) { _sourceUUID = sourceUUID; } const QUuid& getSourceUUID() const { return _sourceUUID; } bool matchesSourceUUID(const QUuid& sourceUUID) const { return _sourceUUID == sourceUUID; } QList getActionsOfType(EntityActionType typeToGet) const; // these are in the frame of this object virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override { return glm::quat(); } virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override { return glm::vec3(0.0f); } virtual bool setLocalJointRotation(int index, const glm::quat& rotation) override { return false; } virtual bool setLocalJointTranslation(int index, const glm::vec3& translation) override { return false; } virtual int getJointIndex(const QString& name) const { return -1; } virtual QStringList getJointNames() const { return QStringList(); } virtual void loader() {} // called indirectly when urls for geometry are updated /// Should the external entity script mechanism call a preload for this entity. /// Due to the asyncronous nature of signals for add entity and script changing /// it's possible for two similar signals to cross paths. This method allows the /// entity to definitively state if the preload signal should be sent. /// /// We only want to preload if: /// there is some script, and either the script value or the scriptTimestamp /// value have changed since our last preload bool shouldPreloadScript() const { return !_script.isEmpty() && ((_loadedScript != _script) || (_loadedScriptTimestamp != _scriptTimestamp)); } void scriptHasPreloaded() { _loadedScript = _script; _loadedScriptTimestamp = _scriptTimestamp; } void scriptHasUnloaded() { _loadedScript = ""; _loadedScriptTimestamp = 0; } bool getClientOnly() const { return _clientOnly; } void setClientOnly(bool clientOnly) { _clientOnly = clientOnly; } // if this entity is client-only, which avatar is it associated with? QUuid getOwningAvatarID() const { return _owningAvatarID; } void setOwningAvatarID(const QUuid& owningAvatarID) { _owningAvatarID = owningAvatarID; } static void setEntitiesShouldFadeFunction(std::function func) { _entitiesShouldFadeFunction = func; } static std::function getEntitiesShouldFadeFunction() { return _entitiesShouldFadeFunction; } virtual bool isTransparent() { return _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f : false; } virtual bool wantsHandControllerPointerEvents() const { return false; } virtual bool wantsKeyboardFocus() const { return false; } virtual void setProxyWindow(QWindow* proxyWindow) {} virtual QObject* getEventHandler() { return nullptr; } bool isFading() const { return _isFading; } float getFadingRatio() const { return (isFading() ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f); } virtual void emitScriptEvent(const QVariant& message) {} QUuid getLastEditedBy() const { return _lastEditedBy; } void setLastEditedBy(QUuid value) { _lastEditedBy = value; } bool matchesJSONFilters(const QJsonObject& jsonFilters) const; virtual bool getMeshes(MeshProxyList& result) { return true; } protected: void setSimulated(bool simulated) { _simulated = simulated; } const QByteArray getActionDataInternal() const; void setActionDataInternal(QByteArray actionData); virtual void locationChanged(bool tellPhysics = true) override; virtual void dimensionsChanged() override; EntityTypes::EntityType _type; quint64 _lastSimulated; // last time this entity called simulate(), this includes velocity, angular velocity, // and physics changes quint64 _lastUpdated; // last time this entity called update(), this includes animations and non-physics changes quint64 _lastEdited; // last official local or remote edit time QUuid _lastEditedBy; // id of last editor quint64 _lastBroadcast; // the last time we sent an edit packet about this entity quint64 _lastEditedFromRemote; // last time we received and edit from the server quint64 _lastEditedFromRemoteInRemoteTime; // last time we received an edit from the server (in server-time-frame) quint64 _created; quint64 _changedOnServer; mutable AABox _cachedAABox; mutable AACube _maxAACube; mutable AACube _minAACube; mutable bool _recalcAABox { true }; mutable bool _recalcMinAACube { true }; mutable bool _recalcMaxAACube { true }; float _localRenderAlpha; float _density { ENTITY_ITEM_DEFAULT_DENSITY }; // kg/m^3 // NOTE: _volumeMultiplier is used to allow some mass properties code exist in the EntityItem base class // rather than in all of the derived classes. If we ever collapse these classes to one we could do it a // different way. float _volumeMultiplier { 1.0f }; glm::vec3 _gravity; glm::vec3 _acceleration; float _damping; float _restitution; float _friction; float _lifetime; QString _script; /// the value of the script property QString _loadedScript; /// the value of _script when the last preload signal was sent quint64 _scriptTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP }; /// the script loaded property used for forced reload QString _serverScripts; /// keep track of time when _serverScripts property was last changed quint64 _serverScriptsChangedTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP }; /// the value of _scriptTimestamp when the last preload signal was sent // NOTE: on construction we want this to be different from _scriptTimestamp so we intentionally bump it quint64 _loadedScriptTimestamp { ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP + 1 }; QString _collisionSoundURL; SharedSoundPointer _collisionSound; glm::vec3 _registrationPoint; float _angularDamping; bool _visible; bool _collisionless; uint8_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT }; bool _dynamic; bool _locked; QString _userData; SimulationOwner _simulationOwner; QString _marketplaceID; QString _name; QString _href; //Hyperlink href QString _description; //Hyperlink description // NOTE: Damping is applied like this: v *= pow(1 - damping, dt) // // Hence the damping coefficient must range from 0 (no damping) to 1 (immediate stop). // Each damping value relates to a corresponding exponential decay timescale as follows: // // timescale = -1 / ln(1 - damping) // // damping = 1 - exp(-1 / timescale) // // NOTE: Radius support is obsolete, but these private helper functions are available for this class to // parse old data streams /// set radius in domain scale units (0.0 - 1.0) this will also reset dimensions to be equal for each axis void setRadius(float value); // DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about. uint32_t _dirtyFlags; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation // these backpointers are only ever set/cleared by friends: EntityTreeElementPointer _element { nullptr }; // set by EntityTreeElement void* _physicsInfo { nullptr }; // set by EntitySimulation bool _simulated; // set by EntitySimulation bool addActionInternal(EntitySimulationPointer simulation, EntityActionPointer action); bool removeActionInternal(const QUuid& actionID, EntitySimulationPointer simulation = nullptr); void deserializeActionsInternal(); void serializeActions(bool& success, QByteArray& result) const; QHash _objectActions; static int _maxActionsDataSize; mutable QByteArray _allActionsDataCache; // when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is // ready. This means we can't find our EntityItemPointer or add the action to the simulation. These // are used to keep track of and work around this situation. void checkWaitingToRemove(EntitySimulationPointer simulation = nullptr); mutable QSet _actionsToRemove; mutable bool _actionDataDirty { false }; mutable bool _actionDataNeedsTransmit { false }; // _previouslyDeletedActions is used to avoid an action being re-added due to server round-trip lag static quint64 _rememberDeletedActionTime; mutable QHash _previouslyDeletedActions; // per entity keep state if it ever bid on simulation, so that we can ignore false simulation ownership mutable bool _hasBidOnSimulation { false }; QUuid _sourceUUID; /// the server node UUID we came from bool _clientOnly { false }; QUuid _owningAvatarID; // physics related changes from the network to suppress any duplicates and make // sure redundant applications are idempotent glm::vec3 _lastUpdatedPositionValue; glm::quat _lastUpdatedRotationValue; glm::vec3 _lastUpdatedVelocityValue; glm::vec3 _lastUpdatedAngularVelocityValue; glm::vec3 _lastUpdatedAccelerationValue; quint64 _lastUpdatedPositionTimestamp { 0 }; quint64 _lastUpdatedRotationTimestamp { 0 }; quint64 _lastUpdatedVelocityTimestamp { 0 }; quint64 _lastUpdatedAngularVelocityTimestamp { 0 }; quint64 _lastUpdatedAccelerationTimestamp { 0 }; quint64 _fadeStartTime { usecTimestampNow() }; static std::function _entitiesShouldFadeFunction; bool _isFading { _entitiesShouldFadeFunction() }; }; #endif // hifi_EntityItem_h