// // EntityTreeRenderer.cpp // interface/src // // Created by Brad Hefta-Gaub on 12/6/13. // 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 // #include "EntityTreeRenderer.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "EntitiesRendererLogging.h" #include "RenderableEntityItem.h" size_t std::hash::operator()(const EntityItemID& id) const { return qHash(id); } std::function EntityTreeRenderer::_entitiesShouldFadeFunction; EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState, AbstractScriptingServicesInterface* scriptingServices) : _wantScripts(wantScripts), _lastPointerEventValid(false), _viewState(viewState), _scriptingServices(scriptingServices), _displayModelBounds(false), _layeredZones(this) { setMouseRayPickResultOperator([](QUuid rayPickID) { RayToEntityIntersectionResult entityResult; return entityResult; }); setSetPrecisionPickingOperator([](QUuid rayPickID, bool value) {}); EntityRenderer::initEntityRenderers(); _currentHoverOverEntityID = UNKNOWN_ENTITY_ID; _currentClickingOnEntityID = UNKNOWN_ENTITY_ID; } EntityTreeRenderer::~EntityTreeRenderer() { // NOTE: We don't need to delete _entitiesScriptEngine because // it is registered with ScriptEngines, which will call deleteLater for us. } EntityRendererPointer EntityTreeRenderer::renderableForEntityId(const EntityItemID& id) const { auto itr = _entitiesInScene.find(id); if (itr == _entitiesInScene.end()) { return EntityRendererPointer(); } return itr->second; } render::ItemID EntityTreeRenderer::renderableIdForEntityId(const EntityItemID& id) const { auto renderable = renderableForEntityId(id); return renderable ? renderable->getRenderItemID() : render::Item::INVALID_ITEM_ID; } int EntityTreeRenderer::_entitiesScriptEngineCount = 0; void EntityTreeRenderer::resetEntitiesScriptEngine() { auto oldEngine = _entitiesScriptEngine; _entitiesScriptEngine = scriptEngineFactory(ScriptEngine::ENTITY_CLIENT_SCRIPT, NO_SCRIPT, QString("about:Entities %1").arg(++_entitiesScriptEngineCount)); _scriptingServices->registerScriptEngineWithApplicationServices(_entitiesScriptEngine); _entitiesScriptEngine->runInThread(); auto entitiesScriptEngineProvider = qSharedPointerCast(_entitiesScriptEngine); DependencyManager::get()->setEntitiesScriptEngine(entitiesScriptEngineProvider); } void EntityTreeRenderer::clear() { leaveAllEntities(); // unload and stop the engine if (_entitiesScriptEngine) { // do this here (instead of in deleter) to avoid marshalling unload signals back to this thread _entitiesScriptEngine->unloadAllEntityScripts(); _entitiesScriptEngine->stop(); } // reset the engine if (_wantScripts && !_shuttingDown) { resetEntitiesScriptEngine(); } // remove all entities from the scene auto scene = _viewState->getMain3DScene(); if (scene) { render::Transaction transaction; for (const auto& entry : _entitiesInScene) { const auto& renderer = entry.second; renderer->removeFromScene(scene, transaction); } scene->enqueueTransaction(transaction); } else { qCWarning(entitiesrenderer) << "EntitityTreeRenderer::clear(), Unexpected null scene, possibly during application shutdown"; } _entitiesInScene.clear(); // reset the zone to the default (while we load the next scene) _layeredZones.clear(); OctreeProcessor::clear(); } void EntityTreeRenderer::reloadEntityScripts() { _entitiesScriptEngine->unloadAllEntityScripts(); _entitiesScriptEngine->resetModuleCache(); for (const auto& entry : _entitiesInScene) { const auto& renderer = entry.second; const auto& entity = renderer->getEntity(); if (!entity->getScript().isEmpty()) { _entitiesScriptEngine->loadEntityScript(entity->getEntityItemID(), entity->getScript(), true); } } } void EntityTreeRenderer::init() { OctreeProcessor::init(); EntityTreePointer entityTree = std::static_pointer_cast(_tree); if (_wantScripts) { resetEntitiesScriptEngine(); } forceRecheckEntities(); // setup our state to force checking our inside/outsideness of entities connect(entityTree.get(), &EntityTree::deletingEntity, this, &EntityTreeRenderer::deletingEntity, Qt::QueuedConnection); connect(entityTree.get(), &EntityTree::addingEntity, this, &EntityTreeRenderer::addingEntity, Qt::QueuedConnection); connect(entityTree.get(), &EntityTree::entityScriptChanging, this, &EntityTreeRenderer::entityScriptChanging, Qt::QueuedConnection); } void EntityTreeRenderer::shutdown() { if (_entitiesScriptEngine) { _entitiesScriptEngine->disconnectNonEssentialSignals(); // disconnect all slots/signals from the script engine, except essential } _shuttingDown = true; clear(); // always clear() on shutdown } void EntityTreeRenderer::addPendingEntities(const render::ScenePointer& scene, render::Transaction& transaction) { // Clear any expired entities // FIXME should be able to use std::remove_if, but it fails due to some // weird compilation error related to EntityItemID assignment operators for (auto itr = _entitiesToAdd.begin(); _entitiesToAdd.end() != itr; ) { if (itr->second.expired()) { _entitiesToAdd.erase(itr++); } else { ++itr; } } if (!_entitiesToAdd.empty()) { std::unordered_set processedIds; for (const auto& entry : _entitiesToAdd) { auto entity = entry.second.lock(); if (!entity) { continue; } // Path to the parent transforms is not valid, // don't add to the scene graph yet if (!entity->isParentPathComplete()) { continue; } auto entityID = entity->getEntityItemID(); processedIds.insert(entityID); auto renderable = EntityRenderer::addToScene(*this, entity, scene, transaction); if (renderable) { _entitiesInScene.insert({ entityID, renderable }); } } if (!processedIds.empty()) { for (const auto& processedId : processedIds) { _entitiesToAdd.erase(processedId); } } } } void EntityTreeRenderer::updateChangedEntities(const render::ScenePointer& scene, render::Transaction& transaction) { std::unordered_set changedEntities; _changedEntitiesGuard.withWriteLock([&] { #if 0 // FIXME Weird build failure in latest VC update that fails to compile when using std::swap changedEntities.swap(_changedEntities); #else changedEntities.insert(_changedEntities.begin(), _changedEntities.end()); _changedEntities.clear(); #endif }); for (const auto& entityId : changedEntities) { auto renderable = renderableForEntityId(entityId); if (!renderable) { continue; } _renderablesToUpdate.insert({ entityId, renderable }); } // NOTE: Looping over all the entity renderers is likely to be a bottleneck in the future // Currently, this is necessary because the model entity loading logic requires constant polling // This was working fine because the entity server used to send repeated updates as your view changed, // but with the improved entity server logic (PR 11141), updateInScene (below) would not be triggered enough for (const auto& entry : _entitiesInScene) { const auto& renderable = entry.second; if (renderable) { renderable->update(scene, transaction); } } if (!_renderablesToUpdate.empty()) { for (const auto& entry : _renderablesToUpdate) { const auto& renderable = entry.second; renderable->updateInScene(scene, transaction); } _renderablesToUpdate.clear(); } } void EntityTreeRenderer::update(bool simulate) { PerformanceTimer perfTimer("ETRupdate"); if (_tree && !_shuttingDown) { EntityTreePointer tree = std::static_pointer_cast(_tree); tree->update(simulate); if (simulate) { // Handle enter/leave entity logic checkEnterLeaveEntities(); // Even if we're not moving the mouse, if we started clicking on an entity and we have // not yet released the hold then this is still considered a holdingClickOnEntity event // and we want to simulate this message here as well as in mouse move if (_lastPointerEventValid && !_currentClickingOnEntityID.isInvalidID()) { emit holdingClickOnEntity(_currentClickingOnEntityID, _lastPointerEvent); _entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "holdingClickOnEntity", _lastPointerEvent); } } auto scene = _viewState->getMain3DScene(); if (scene) { render::Transaction transaction; addPendingEntities(scene, transaction); updateChangedEntities(scene, transaction); scene->enqueueTransaction(transaction); } } } bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(QVector* entitiesContainingAvatar) { bool didUpdate = false; float radius = 0.01f; // for now, assume 0.01 meter radius, because we actually check the point inside later QVector foundEntities; // find the entities near us // don't let someone else change our tree while we search _tree->withReadLock([&] { // FIXME - if EntityTree had a findEntitiesContainingPoint() this could theoretically be a little faster std::static_pointer_cast(_tree)->findEntities(_avatarPosition, radius, foundEntities); LayeredZones oldLayeredZones(std::move(_layeredZones)); _layeredZones.clear(); // create a list of entities that actually contain the avatar's position for (auto& entity : foundEntities) { auto isZone = entity->getType() == EntityTypes::Zone; auto hasScript = !entity->getScript().isEmpty(); // only consider entities that are zones or have scripts, all other entities can // be ignored because they can have events fired on them. // FIXME - this could be optimized further by determining if the script is loaded // and if it has either an enterEntity or leaveEntity method if (isZone || hasScript) { // now check to see if the point contains our entity, this can be expensive if // the entity has a collision hull if (entity->contains(_avatarPosition)) { if (entitiesContainingAvatar) { *entitiesContainingAvatar << entity->getEntityItemID(); } // if this entity is a zone and visible, determine if it is the bestZone if (isZone && entity->getVisible() && renderableForEntity(entity)) { auto zone = std::dynamic_pointer_cast(entity); _layeredZones.insert(zone); } } } } // check if our layered zones have changed if (_layeredZones.empty()) { if (oldLayeredZones.empty()) { return; } } else if (!oldLayeredZones.empty()) { if (_layeredZones.contains(oldLayeredZones)) { return; } } _layeredZones.apply(); applyLayeredZones(); didUpdate = true; }); return didUpdate; } bool EntityTreeRenderer::checkEnterLeaveEntities() { PerformanceTimer perfTimer("checkEnterLeaveEntities"); auto now = usecTimestampNow(); bool didUpdate = false; if (_tree && !_shuttingDown) { glm::vec3 avatarPosition = _viewState->getAvatarPosition(); // we want to check our enter/leave state if we've moved a significant amount, or // if some amount of time has elapsed since we last checked. We check the time // elapsed because zones or entities might have been created "around us" while we've // been stationary auto movedEnough = glm::distance(avatarPosition, _avatarPosition) > ZONE_CHECK_DISTANCE; auto enoughTimeElapsed = (now - _lastZoneCheck) > ZONE_CHECK_INTERVAL; if (movedEnough || enoughTimeElapsed) { _avatarPosition = avatarPosition; _lastZoneCheck = now; QVector entitiesContainingAvatar; didUpdate = findBestZoneAndMaybeContainingEntities(&entitiesContainingAvatar); // Note: at this point we don't need to worry about the tree being locked, because we only deal with // EntityItemIDs from here. The callEntityScriptMethod() method is robust against attempting to call scripts // for entity IDs that no longer exist. // for all of our previous containing entities, if they are no longer containing then send them a leave event foreach(const EntityItemID& entityID, _currentEntitiesInside) { if (!entitiesContainingAvatar.contains(entityID)) { emit leaveEntity(entityID); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity"); } } } // for all of our new containing entities, if they weren't previously containing then send them an enter event foreach(const EntityItemID& entityID, entitiesContainingAvatar) { if (!_currentEntitiesInside.contains(entityID)) { emit enterEntity(entityID); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(entityID, "enterEntity"); } } } _currentEntitiesInside = entitiesContainingAvatar; } } return didUpdate; } void EntityTreeRenderer::leaveAllEntities() { if (_tree && !_shuttingDown) { // for all of our previous containing entities, if they are no longer containing then send them a leave event foreach(const EntityItemID& entityID, _currentEntitiesInside) { emit leaveEntity(entityID); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(entityID, "leaveEntity"); } } _currentEntitiesInside.clear(); forceRecheckEntities(); } } void EntityTreeRenderer::forceRecheckEntities() { // make sure our "last avatar position" is something other than our current position, // so that on our next chance, we'll check for enter/leave entity events. _avatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE); } bool EntityTreeRenderer::applyLayeredZones() { // from the list of zones we are going to build a selection list the Render Item corresponding to the zones // in the expected layered order and update the scene with it auto scene = _viewState->getMain3DScene(); if (scene) { render::Transaction transaction; render::ItemIDs list; for (auto& zone : _layeredZones) { auto id = renderableIdForEntity(zone.zone); // The zone may not have been rendered yet. if (id != render::Item::INVALID_ITEM_ID) { list.push_back(id); } } render::Selection selection("RankedZones", list); transaction.resetSelection(selection); scene->enqueueTransaction(transaction); } else { qCWarning(entitiesrenderer) << "EntityTreeRenderer::applyLayeredZones(), Unexpected null scene, possibly during application shutdown"; } return true; } void EntityTreeRenderer::processEraseMessage(ReceivedMessage& message, const SharedNodePointer& sourceNode) { std::static_pointer_cast(_tree)->processEraseMessage(message, sourceNode); } void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityScriptingInterface) { connect(this, &EntityTreeRenderer::mousePressOnEntity, entityScriptingInterface, &EntityScriptingInterface::mousePressOnEntity); connect(this, &EntityTreeRenderer::mouseMoveOnEntity, entityScriptingInterface, &EntityScriptingInterface::mouseMoveOnEntity); connect(this, &EntityTreeRenderer::mouseReleaseOnEntity, entityScriptingInterface, &EntityScriptingInterface::mouseReleaseOnEntity); connect(this, &EntityTreeRenderer::clickDownOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickDownOnEntity); connect(this, &EntityTreeRenderer::holdingClickOnEntity, entityScriptingInterface, &EntityScriptingInterface::holdingClickOnEntity); connect(this, &EntityTreeRenderer::clickReleaseOnEntity, entityScriptingInterface, &EntityScriptingInterface::clickReleaseOnEntity); connect(this, &EntityTreeRenderer::hoverEnterEntity, entityScriptingInterface, &EntityScriptingInterface::hoverEnterEntity); connect(this, &EntityTreeRenderer::hoverOverEntity, entityScriptingInterface, &EntityScriptingInterface::hoverOverEntity); connect(this, &EntityTreeRenderer::hoverLeaveEntity, entityScriptingInterface, &EntityScriptingInterface::hoverLeaveEntity); connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity); connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity); connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity); connect(DependencyManager::get().data(), &SceneScriptingInterface::shouldRenderEntitiesChanged, this, &EntityTreeRenderer::updateEntityRenderStatus, Qt::QueuedConnection); } static glm::vec2 projectOntoEntityXYPlane(EntityItemPointer entity, const PickRay& pickRay, const RayToEntityIntersectionResult& rayPickResult) { if (entity) { glm::vec3 entityPosition = entity->getPosition(); glm::quat entityRotation = entity->getRotation(); glm::vec3 entityDimensions = entity->getDimensions(); glm::vec3 entityRegistrationPoint = entity->getRegistrationPoint(); // project the intersection point onto the local xy plane of the object. float distance; glm::vec3 planePosition = entityPosition; glm::vec3 planeNormal = entityRotation * Vectors::UNIT_Z; glm::vec3 rayDirection = pickRay.direction; glm::vec3 rayStart = pickRay.origin; glm::vec3 p; if (rayPlaneIntersection(planePosition, planeNormal, rayStart, rayDirection, distance)) { p = rayStart + rayDirection * distance; } else { p = rayPickResult.intersection; } glm::vec3 localP = glm::inverse(entityRotation) * (p - entityPosition); glm::vec3 normalizedP = (localP / entityDimensions) + entityRegistrationPoint; return glm::vec2(normalizedP.x * entityDimensions.x, (1.0f - normalizedP.y) * entityDimensions.y); // flip y-axis } else { return glm::vec2(); } } static uint32_t toPointerButtons(const QMouseEvent& event) { uint32_t buttons = 0; buttons |= event.buttons().testFlag(Qt::LeftButton) ? PointerEvent::PrimaryButton : 0; buttons |= event.buttons().testFlag(Qt::RightButton) ? PointerEvent::SecondaryButton : 0; buttons |= event.buttons().testFlag(Qt::MiddleButton) ? PointerEvent::TertiaryButton : 0; return buttons; } static PointerEvent::Button toPointerButton(const QMouseEvent& event) { switch (event.button()) { case Qt::LeftButton: return PointerEvent::PrimaryButton; case Qt::RightButton: return PointerEvent::SecondaryButton; case Qt::MiddleButton: return PointerEvent::TertiaryButton; default: return PointerEvent::NoButtons; } } static const uint32_t MOUSE_POINTER_ID = 0; void EntityTreeRenderer::mousePressEvent(QMouseEvent* event) { // If we don't have a tree, or we're in the process of shutting down, then don't // process these events. if (!_tree || _shuttingDown) { return; } PerformanceTimer perfTimer("EntityTreeRenderer::mousePressEvent"); PickRay ray = _viewState->computePickRay(event->x(), event->y()); RayToEntityIntersectionResult rayPickResult = _getPrevRayPickResultOperator(_mouseRayPickID); if (rayPickResult.intersects) { //qCDebug(entitiesrenderer) << "mousePressEvent over entity:" << rayPickResult.entityID; auto entity = getTree()->findEntityByEntityItemID(rayPickResult.entityID); auto properties = entity->getProperties(); QString urlString = properties.getHref(); QUrl url = QUrl(urlString, QUrl::StrictMode); if (url.isValid() && !url.isEmpty()){ DependencyManager::get()->handleLookupString(urlString); } glm::vec2 pos2D = projectOntoEntityXYPlane(rayPickResult.entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Press, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit mousePressOnEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mousePressOnEntity", pointerEvent); } _currentClickingOnEntityID = rayPickResult.entityID; emit clickDownOnEntity(_currentClickingOnEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "clickDownOnEntity", pointerEvent); } _lastPointerEvent = pointerEvent; _lastPointerEventValid = true; } else { emit mousePressOffEntity(); } } void EntityTreeRenderer::mouseDoublePressEvent(QMouseEvent* event) { // If we don't have a tree, or we're in the process of shutting down, then don't // process these events. if (!_tree || _shuttingDown) { return; } PerformanceTimer perfTimer("EntityTreeRenderer::mouseDoublePressEvent"); PickRay ray = _viewState->computePickRay(event->x(), event->y()); RayToEntityIntersectionResult rayPickResult = _getPrevRayPickResultOperator(_mouseRayPickID); if (rayPickResult.intersects) { //qCDebug(entitiesrenderer) << "mouseDoublePressEvent over entity:" << rayPickResult.entityID; glm::vec2 pos2D = projectOntoEntityXYPlane(rayPickResult.entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Press, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); emit mouseDoublePressOnEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseDoublePressOnEntity", pointerEvent); } _currentClickingOnEntityID = rayPickResult.entityID; emit clickDownOnEntity(_currentClickingOnEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "doubleclickOnEntity", pointerEvent); } _lastPointerEvent = pointerEvent; _lastPointerEventValid = true; } else { emit mouseDoublePressOffEntity(); } } void EntityTreeRenderer::mouseReleaseEvent(QMouseEvent* event) { // If we don't have a tree, or we're in the process of shutting down, then don't // process these events. if (!_tree || _shuttingDown) { return; } PerformanceTimer perfTimer("EntityTreeRenderer::mouseReleaseEvent"); PickRay ray = _viewState->computePickRay(event->x(), event->y()); RayToEntityIntersectionResult rayPickResult = _getPrevRayPickResultOperator(_mouseRayPickID); if (rayPickResult.intersects) { //qCDebug(entitiesrenderer) << "mouseReleaseEvent over entity:" << rayPickResult.entityID; glm::vec2 pos2D = projectOntoEntityXYPlane(rayPickResult.entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Release, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit mouseReleaseOnEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseReleaseOnEntity", pointerEvent); } _lastPointerEvent = pointerEvent; _lastPointerEventValid = true; } // Even if we're no longer intersecting with an entity, if we started clicking on it, and now // we're releasing the button, then this is considered a clickOn event if (!_currentClickingOnEntityID.isInvalidID()) { auto entity = getTree()->findEntityByID(_currentClickingOnEntityID); glm::vec2 pos2D = projectOntoEntityXYPlane(entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Release, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit clickReleaseOnEntity(_currentClickingOnEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "clickReleaseOnEntity", pointerEvent); } } // makes it the unknown ID, we just released so we can't be clicking on anything _currentClickingOnEntityID = UNKNOWN_ENTITY_ID; } void EntityTreeRenderer::mouseMoveEvent(QMouseEvent* event) { // If we don't have a tree, or we're in the process of shutting down, then don't // process these events. if (!_tree || _shuttingDown) { return; } PerformanceTimer perfTimer("EntityTreeRenderer::mouseMoveEvent"); PickRay ray = _viewState->computePickRay(event->x(), event->y()); RayToEntityIntersectionResult rayPickResult = _getPrevRayPickResultOperator(_mouseRayPickID); if (rayPickResult.intersects) { glm::vec2 pos2D = projectOntoEntityXYPlane(rayPickResult.entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Move, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit mouseMoveOnEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseMoveEvent", pointerEvent); _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "mouseMoveOnEntity", pointerEvent); } // handle the hover logic... // if we were previously hovering over an entity, and this new entity is not the same as our previous entity // then we need to send the hover leave. if (!_currentHoverOverEntityID.isInvalidID() && rayPickResult.entityID != _currentHoverOverEntityID) { auto entity = getTree()->findEntityByID(_currentHoverOverEntityID); glm::vec2 pos2D = projectOntoEntityXYPlane(entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Move, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit hoverLeaveEntity(_currentHoverOverEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(_currentHoverOverEntityID, "hoverLeaveEntity", pointerEvent); } } // If the new hover entity does not match the previous hover entity then we are entering the new one // this is true if the _currentHoverOverEntityID is known or unknown if (rayPickResult.entityID != _currentHoverOverEntityID) { emit hoverEnterEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "hoverEnterEntity", pointerEvent); } } // and finally, no matter what, if we're intersecting an entity then we're definitely hovering over it, and // we should send our hover over event emit hoverOverEntity(rayPickResult.entityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(rayPickResult.entityID, "hoverOverEntity", pointerEvent); } // remember what we're hovering over _currentHoverOverEntityID = rayPickResult.entityID; _lastPointerEvent = pointerEvent; _lastPointerEventValid = true; } else { // handle the hover logic... // if we were previously hovering over an entity, and we're no longer hovering over any entity then we need to // send the hover leave for our previous entity if (!_currentHoverOverEntityID.isInvalidID()) { auto entity = getTree()->findEntityByID(_currentHoverOverEntityID); glm::vec2 pos2D = projectOntoEntityXYPlane(entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Move, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit hoverLeaveEntity(_currentHoverOverEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(_currentHoverOverEntityID, "hoverLeaveEntity", pointerEvent); } _currentHoverOverEntityID = UNKNOWN_ENTITY_ID; // makes it the unknown ID } } // Even if we're no longer intersecting with an entity, if we started clicking on an entity and we have // not yet released the hold then this is still considered a holdingClickOnEntity event if (!_currentClickingOnEntityID.isInvalidID()) { auto entity = getTree()->findEntityByID(_currentClickingOnEntityID); glm::vec2 pos2D = projectOntoEntityXYPlane(entity, ray, rayPickResult); PointerEvent pointerEvent(PointerEvent::Move, MOUSE_POINTER_ID, pos2D, rayPickResult.intersection, rayPickResult.surfaceNormal, ray.direction, toPointerButton(*event), toPointerButtons(*event), Qt::NoModifier); // TODO -- check for modifier keys? emit holdingClickOnEntity(_currentClickingOnEntityID, pointerEvent); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(_currentClickingOnEntityID, "holdingClickOnEntity", pointerEvent); } } } void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) { // If it's in the pending queue, remove it _entitiesToAdd.erase(entityID); auto itr = _entitiesInScene.find(entityID); if (_entitiesInScene.end() == itr) { // Not in the scene, and no longer potentially in the pending queue, we're done return; } if (_tree && !_shuttingDown && _entitiesScriptEngine) { _entitiesScriptEngine->unloadEntityScript(entityID, true); } auto scene = _viewState->getMain3DScene(); if (!scene) { qCWarning(entitiesrenderer) << "EntityTreeRenderer::deletingEntity(), Unexpected null scene, possibly during application shutdown"; return; } auto renderable = itr->second; _entitiesInScene.erase(itr); if (!renderable) { qCWarning(entitiesrenderer) << "EntityTreeRenderer::deletingEntity(), trying to remove non-renderable entity"; return; } forceRecheckEntities(); // reset our state to force checking our inside/outsideness of entities // here's where we remove the entity payload from the scene render::Transaction transaction; renderable->removeFromScene(scene, transaction); scene->enqueueTransaction(transaction); } void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) { forceRecheckEntities(); // reset our state to force checking our inside/outsideness of entities checkAndCallPreload(entityID); auto entity = std::static_pointer_cast(_tree)->findEntityByID(entityID); if (entity) { _entitiesToAdd.insert({ entity->getEntityItemID(), entity }); } } void EntityTreeRenderer::entityScriptChanging(const EntityItemID& entityID, bool reload) { checkAndCallPreload(entityID, reload, true); } void EntityTreeRenderer::checkAndCallPreload(const EntityItemID& entityID, bool reload, bool unloadFirst) { if (_tree && !_shuttingDown) { EntityItemPointer entity = getTree()->findEntityByEntityItemID(entityID); if (!entity) { return; } bool shouldLoad = entity->shouldPreloadScript() && _entitiesScriptEngine; QString scriptUrl = entity->getScript(); if ((shouldLoad && unloadFirst) || scriptUrl.isEmpty()) { if (_entitiesScriptEngine) { _entitiesScriptEngine->unloadEntityScript(entityID); } entity->scriptHasUnloaded(); } if (shouldLoad) { scriptUrl = DependencyManager::get()->normalizeURL(scriptUrl); _entitiesScriptEngine->loadEntityScript(entityID, scriptUrl, reload); entity->scriptHasPreloaded(); } } } void EntityTreeRenderer::playEntityCollisionSound(const EntityItemPointer& entity, const Collision& collision) { assert((bool)entity); auto renderable = renderableForEntity(entity); if (!renderable) { return; } SharedSoundPointer collisionSound = renderable->getCollisionSound(); if (!collisionSound) { return; } bool success = false; AACube minAACube = entity->getMinimumAACube(success); if (!success) { return; } float mass = entity->computeMass(); const float COLLISION_PENETRATION_TO_VELOCITY = 50.0f; // as a subsitute for RELATIVE entity->getVelocity() // The collision.penetration is a pretty good indicator of changed velocity AFTER the initial contact, // but that first contact depends on exactly where we hit in the physics step. // We can get a more consistent initial-contact energy reading by using the changed velocity. // Note that velocityChange is not a good indicator for continuing collisions, because it does not distinguish // between bounce and sliding along a surface. const float speedSquared = (collision.type == CONTACT_EVENT_TYPE_START) ? glm::length2(collision.velocityChange) : glm::length2(collision.penetration) * COLLISION_PENETRATION_TO_VELOCITY; const float energy = mass * speedSquared / 2.0f; const float COLLISION_ENERGY_AT_FULL_VOLUME = (collision.type == CONTACT_EVENT_TYPE_START) ? 150.0f : 5.0f; const float COLLISION_MINIMUM_VOLUME = 0.005f; const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME); if (energyFactorOfFull < COLLISION_MINIMUM_VOLUME) { return; } // Quiet sound aren't really heard at all, so we can compress everything to the range [1-c, 1], if we play it all. const float COLLISION_SOUND_COMPRESSION_RANGE = 1.0f; // This section could be removed when the value is 1, but let's see how it goes. const float volume = (energyFactorOfFull * COLLISION_SOUND_COMPRESSION_RANGE) + (1.0f - COLLISION_SOUND_COMPRESSION_RANGE); // Shift the pitch down by ln(1 + (size / COLLISION_SIZE_FOR_STANDARD_PITCH)) / ln(2) const float COLLISION_SIZE_FOR_STANDARD_PITCH = 0.2f; const float stretchFactor = logf(1.0f + (minAACube.getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / logf(2.0f); AudioInjector::playSound(collisionSound, volume, stretchFactor, collision.contactPoint); } void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision) { // If we don't have a tree, or we're in the process of shutting down, then don't // process these events. if (!_tree || _shuttingDown) { return; } EntityTreePointer entityTree = std::static_pointer_cast(_tree); const QUuid& myNodeID = DependencyManager::get()->getSessionUUID(); // trigger scripted collision sounds and events for locally owned objects EntityItemPointer entityA = entityTree->findEntityByEntityItemID(idA); EntityItemPointer entityB = entityTree->findEntityByEntityItemID(idB); if ((bool)entityA && (bool)entityB) { QUuid entityASimulatorID = entityA->getSimulatorID(); QUuid entityBSimulatorID = entityB->getSimulatorID(); bool entityAIsDynamic = entityA->getDynamic(); bool entityBIsDynamic = entityB->getDynamic(); #ifdef WANT_DEBUG bool bothEntitiesStatic = !entityAIsDynamic && !entityBIsDynamic; if (bothEntitiesStatic) { qCDebug(entities) << "A collision has occurred between two static entities!"; qCDebug(entities) << "Entity A ID:" << entityA->getID(); qCDebug(entities) << "Entity B ID:" << entityB->getID(); } assert(!bothEntitiesStatic); #endif if ((myNodeID == entityASimulatorID && entityAIsDynamic) || (myNodeID == entityBSimulatorID && (!entityAIsDynamic || entityASimulatorID.isNull()))) { playEntityCollisionSound(entityA, collision); emit collisionWithEntity(idA, idB, collision); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(idA, "collisionWithEntity", idB, collision); } } if ((myNodeID == entityBSimulatorID && entityBIsDynamic) || (myNodeID == entityASimulatorID && (!entityBIsDynamic || entityBSimulatorID.isNull()))) { playEntityCollisionSound(entityB, collision); // since we're swapping A and B we need to send the inverted collision Collision invertedCollision(collision); invertedCollision.invert(); emit collisionWithEntity(idB, idA, invertedCollision); if (_entitiesScriptEngine) { _entitiesScriptEngine->callEntityScriptMethod(idB, "collisionWithEntity", idA, invertedCollision); } } } } void EntityTreeRenderer::updateEntityRenderStatus(bool shouldRenderEntities) { if (DependencyManager::get()->shouldRenderEntities()) { for (auto entityID : _entityIDsLastInScene) { addingEntity(entityID); } _entityIDsLastInScene.clear(); } else { _entityIDsLastInScene.clear(); using MapEntry = std::pair; std::transform(_entitiesInScene.begin(), _entitiesInScene.end(), std::back_inserter(_entityIDsLastInScene), [](const MapEntry& entry) { return entry.first; }); for (auto entityID : _entityIDsLastInScene) { // FIXME - is this really right? do we want to do the deletingEntity() code or just remove from the scene. deletingEntity(entityID); } } } void EntityTreeRenderer::updateZone(const EntityItemID& id) { // Get in the zone! auto zone = std::dynamic_pointer_cast(getTree()->findEntityByEntityItemID(id)); if (zone && zone->contains(_avatarPosition)) { _layeredZones.update(zone); } } EntityTreeRenderer::LayeredZones::LayeredZones(LayeredZones&& other) { // In a swap: // > All iterators and references remain valid. The past-the-end iterator is invalidated. bool isSkyboxLayerValid = (other._skyboxLayer != other.end()); swap(other); _map.swap(other._map); _skyboxLayer = other._skyboxLayer; if (!isSkyboxLayerValid) { _skyboxLayer = end(); } } void EntityTreeRenderer::LayeredZones::clear() { std::set::clear(); _map.clear(); _skyboxLayer = end(); } std::pair EntityTreeRenderer::LayeredZones::insert(const LayeredZone& layer) { iterator it; bool success; std::tie(it, success) = std::set::insert(layer); if (success) { _map.emplace(it->id, it); } return { it, success }; } void EntityTreeRenderer::LayeredZones::apply() { assert(_entityTreeRenderer); } void EntityTreeRenderer::LayeredZones::update(std::shared_ptr zone) { assert(_entityTreeRenderer); bool isVisible = zone->isVisible(); if (empty() && isVisible) { // there are no zones: set this one insert(zone); apply(); return; } else { LayeredZone zoneLayer(zone); // find this zone's layer, if it exists iterator layer = end(); auto it = _map.find(zoneLayer.id); if (it != _map.end()) { layer = it->second; // if the volume changed, we need to resort the layer (reinsertion) // if the visibility changed, we need to erase the layer if (zoneLayer.volume != layer->volume || !isVisible) { erase(layer); _map.erase(it); layer = end(); } } // (re)insert this zone's layer if necessary if (layer == end() && isVisible) { std::tie(layer, std::ignore) = insert(zoneLayer); _map.emplace(layer->id, layer); } } } bool EntityTreeRenderer::LayeredZones::contains(const LayeredZones& other) { bool result = std::equal(other.begin(), other._skyboxLayer, begin()); if (result) { // if valid, set the _skyboxLayer from the other LayeredZones _skyboxLayer = std::next(begin(), std::distance(other.begin(), other._skyboxLayer)); } return result; } CalculateEntityLoadingPriority EntityTreeRenderer::_calculateEntityLoadingPriorityFunc = [](const EntityItem& item) -> float { return 0.0f; }; bool EntityTreeRenderer::wantsKeyboardFocus(const EntityItemID& id) const { auto renderable = renderableForEntityId(id); if (!renderable) { return false; } return renderable->wantsKeyboardFocus(); } QObject* EntityTreeRenderer::getEventHandler(const EntityItemID& id) { auto renderable = renderableForEntityId(id); if (!renderable) { return nullptr; } return renderable->getEventHandler(); } bool EntityTreeRenderer::wantsHandControllerPointerEvents(const EntityItemID& id) const { auto renderable = renderableForEntityId(id); if (!renderable) { return false; } return renderable->wantsHandControllerPointerEvents(); } void EntityTreeRenderer::setProxyWindow(const EntityItemID& id, QWindow* proxyWindow) { auto renderable = renderableForEntityId(id); if (renderable) { renderable->setProxyWindow(proxyWindow); } } void EntityTreeRenderer::setCollisionSound(const EntityItemID& id, const SharedSoundPointer& sound) { auto renderable = renderableForEntityId(id); if (renderable) { renderable->setCollisionSound(sound); } } EntityItemPointer EntityTreeRenderer::getEntity(const EntityItemID& id) { EntityItemPointer result; auto renderable = renderableForEntityId(id); if (renderable) { result = renderable->getEntity(); } return result; } void EntityTreeRenderer::onEntityChanged(const EntityItemID& id) { _changedEntitiesGuard.withWriteLock([&] { _changedEntities.insert(id); }); }