// // VoxelNodeData.cpp // hifi // // Created by Stephen Birarda on 3/21/13. // // #include "PacketHeaders.h" #include "SharedUtil.h" #include "VoxelNodeData.h" #include #include #include "VoxelSendThread.h" VoxelNodeData::VoxelNodeData(Node* owningNode) : AvatarData(owningNode), _viewSent(false), _voxelPacketAvailableBytes(MAX_VOXEL_PACKET_SIZE), _maxSearchLevel(1), _maxLevelReachedInLastSearch(1), _lastTimeBagEmpty(0), _viewFrustumChanging(false), _viewFrustumJustStoppedChanging(true), _currentPacketIsColor(true), _voxelSendThread(NULL) { _voxelPacket = new unsigned char[MAX_VOXEL_PACKET_SIZE]; _voxelPacketAt = _voxelPacket; resetVoxelPacket(); } void VoxelNodeData::initializeVoxelSendThread(VoxelServer* voxelServer) { // Create voxel sending thread... QUuid nodeUUID = getOwningNode()->getUUID(); _voxelSendThread = new VoxelSendThread(nodeUUID, voxelServer); _voxelSendThread->initialize(true); } void VoxelNodeData::resetVoxelPacket() { // If we're moving, and the client asked for low res, then we force monochrome, otherwise, use // the clients requested color state. _currentPacketIsColor = (LOW_RES_MONO && getWantLowResMoving() && _viewFrustumChanging) ? false : getWantColor(); PACKET_TYPE voxelPacketType = _currentPacketIsColor ? PACKET_TYPE_VOXEL_DATA : PACKET_TYPE_VOXEL_DATA_MONOCHROME; int numBytesPacketHeader = populateTypeAndVersion(_voxelPacket, voxelPacketType); _voxelPacketAt = _voxelPacket + numBytesPacketHeader; _voxelPacketAvailableBytes = MAX_VOXEL_PACKET_SIZE - numBytesPacketHeader; _voxelPacketWaiting = false; } void VoxelNodeData::writeToPacket(unsigned char* buffer, int bytes) { memcpy(_voxelPacketAt, buffer, bytes); _voxelPacketAvailableBytes -= bytes; _voxelPacketAt += bytes; _voxelPacketWaiting = true; } VoxelNodeData::~VoxelNodeData() { delete[] _voxelPacket; if (_voxelSendThread) { _voxelSendThread->terminate(); delete _voxelSendThread; } } bool VoxelNodeData::updateCurrentViewFrustum() { bool currentViewFrustumChanged = false; ViewFrustum newestViewFrustum; // get position and orientation details from the camera newestViewFrustum.setPosition(getCameraPosition()); newestViewFrustum.setOrientation(getCameraOrientation()); // Also make sure it's got the correct lens details from the camera float originalFOV = getCameraFov(); float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND; newestViewFrustum.setFieldOfView(wideFOV); // hack newestViewFrustum.setAspectRatio(getCameraAspectRatio()); newestViewFrustum.setNearClip(getCameraNearClip()); newestViewFrustum.setFarClip(getCameraFarClip()); newestViewFrustum.setEyeOffsetPosition(getCameraEyeOffsetPosition()); // if there has been a change, then recalculate if (!newestViewFrustum.matches(_currentViewFrustum)) { _currentViewFrustum = newestViewFrustum; _currentViewFrustum.calculate(); currentViewFrustumChanged = true; } // When we first detect that the view stopped changing, we record this. // but we don't change it back to false until we've completely sent this // scene. if (_viewFrustumChanging && !currentViewFrustumChanged) { _viewFrustumJustStoppedChanging = true; } _viewFrustumChanging = currentViewFrustumChanged; return currentViewFrustumChanged; } void VoxelNodeData::setViewSent(bool viewSent) { _viewSent = viewSent; if (viewSent) { _viewFrustumJustStoppedChanging = false; } } void VoxelNodeData::updateLastKnownViewFrustum() { bool frustumChanges = !_lastKnownViewFrustum.matches(_currentViewFrustum); if (frustumChanges) { // save our currentViewFrustum into our lastKnownViewFrustum _lastKnownViewFrustum = _currentViewFrustum; } // save that we know the view has been sent. uint64_t now = usecTimestampNow(); setLastTimeBagEmpty(now); // is this what we want? poor names }