// // AvatarManager.cpp // interface/src/avatar // // Created by Stephen Birarda on 1/23/2014. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "AvatarManager.h" #include #include #include "AvatarLogging.h" #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wdouble-promotion" #endif #include #if defined(__GNUC__) && !defined(__clang__) #pragma GCC diagnostic pop #endif #include #include #include #include #include #include #include #include #include #include #include "Application.h" #include "InterfaceLogging.h" #include "Menu.h" #include "MyAvatar.h" #include "SceneScriptingInterface.h" // 50 times per second - target is 45hz, but this helps account for any small deviations // in the update loop - this also results in ~30hz when in desktop mode which is essentially // what we want const int CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND = 50; static const quint64 MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS = USECS_PER_SECOND / CLIENT_TO_AVATAR_MIXER_BROADCAST_FRAMES_PER_SECOND; // We add _myAvatar into the hash with all the other AvatarData, and we use the default NULL QUid as the key. const QUuid MY_AVATAR_KEY; // NULL key AvatarManager::AvatarManager(QObject* parent) : _myAvatar(new MyAvatar(qApp->thread()), [](MyAvatar* ptr) { ptr->deleteLater(); }) { // register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar qRegisterMetaType >("NodeWeakPointer"); auto nodeList = DependencyManager::get(); // when we hear that the user has ignored an avatar by session UUID // immediately remove that avatar instead of waiting for the absence of packets from avatar mixer connect(nodeList.data(), &NodeList::ignoredNode, this, [this](const QUuid& nodeID, bool enabled) { if (enabled) { removeAvatar(nodeID, KillAvatarReason::AvatarIgnored); } }); _transitConfig._totalFrames = AVATAR_TRANSIT_FRAME_COUNT; _transitConfig._minTriggerDistance = AVATAR_TRANSIT_MIN_TRIGGER_DISTANCE; _transitConfig._maxTriggerDistance = AVATAR_TRANSIT_MAX_TRIGGER_DISTANCE; _transitConfig._framesPerMeter = AVATAR_TRANSIT_FRAMES_PER_METER; _transitConfig._isDistanceBased = AVATAR_TRANSIT_DISTANCE_BASED; _transitConfig._abortDistance = AVATAR_TRANSIT_ABORT_DISTANCE; } AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer& mixerWeakPointer) { AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer); const auto otherAvatar = std::static_pointer_cast(avatar); if (otherAvatar && _space) { std::unique_lock lock(_spaceLock); auto spaceIndex = _space->allocateID(); otherAvatar->setSpaceIndex(spaceIndex); workload::Sphere sphere(otherAvatar->getWorldPosition(), otherAvatar->getBoundingRadius()); workload::Transaction transaction; SpatiallyNestablePointer nestable = std::static_pointer_cast(otherAvatar); transaction.reset(spaceIndex, sphere, workload::Owner(nestable)); _space->enqueueTransaction(transaction); } return avatar; } AvatarManager::~AvatarManager() { assert(_avatarsToChangeInPhysics.empty()); } void AvatarManager::init() { _myAvatar->init(); { QWriteLocker locker(&_hashLock); _avatarHash.insert(MY_AVATAR_KEY, _myAvatar); } _shouldRender = DependencyManager::get()->shouldRenderAvatars(); connect(DependencyManager::get().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged, this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection); if (_shouldRender) { const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; _myAvatar->addToScene(_myAvatar, scene, transaction); scene->enqueueTransaction(transaction); } } void AvatarManager::setSpace(workload::SpacePointer& space ) { assert(!_space); _space = space; } void AvatarManager::handleTransitAnimations(AvatarTransit::Status status) { switch (status) { case AvatarTransit::Status::STARTED: _myAvatar->getSkeletonModel()->getRig().triggerNetworkRole("preTransitAnim"); break; case AvatarTransit::Status::START_TRANSIT: _myAvatar->getSkeletonModel()->getRig().triggerNetworkRole("transitAnim"); break; case AvatarTransit::Status::END_TRANSIT: _myAvatar->getSkeletonModel()->getRig().triggerNetworkRole("postTransitAnim"); break; case AvatarTransit::Status::ENDED: _myAvatar->getSkeletonModel()->getRig().triggerNetworkRole("idleAnim"); break; case AvatarTransit::Status::PRE_TRANSIT: break; case AvatarTransit::Status::POST_TRANSIT: break; case AvatarTransit::Status::IDLE: break; case AvatarTransit::Status::TRANSITING: break; case AvatarTransit::Status::ABORT_TRANSIT: break; } } void AvatarManager::updateMyAvatar(float deltaTime) { bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "AvatarManager::updateMyAvatar()"); AvatarTransit::Status status = _myAvatar->updateTransit(deltaTime, _myAvatar->getNextPosition(), _myAvatar->getSensorToWorldScale(), _transitConfig); handleTransitAnimations(status); _myAvatar->update(deltaTime); render::Transaction transaction; _myAvatar->updateRenderItem(transaction); qApp->getMain3DScene()->enqueueTransaction(transaction); quint64 now = usecTimestampNow(); quint64 dt = now - _lastSendAvatarDataTime; if (dt > MIN_TIME_BETWEEN_MY_AVATAR_DATA_SENDS && !_myAvatarDataPacketsPaused) { // send head/hand data to the avatar mixer and voxel server PerformanceTimer perfTimer("send"); _myAvatar->sendAvatarDataPacket(); _lastSendAvatarDataTime = now; _myAvatarSendRate.increment(); } } Q_LOGGING_CATEGORY(trace_simulation_avatar, "trace.simulation.avatar"); float AvatarManager::getAvatarDataRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = getAvatarBySessionID(sessionID); return avatar ? avatar->getDataRate(rateName) : 0.0f; } void AvatarManager::setMyAvatarDataPacketsPaused(bool pause) { if (_myAvatarDataPacketsPaused != pause) { _myAvatarDataPacketsPaused = pause; if (!_myAvatarDataPacketsPaused) { _myAvatar->sendAvatarDataPacket(true); } } } float AvatarManager::getAvatarUpdateRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = getAvatarBySessionID(sessionID); return avatar ? avatar->getUpdateRate(rateName) : 0.0f; } float AvatarManager::getAvatarSimulationRate(const QUuid& sessionID, const QString& rateName) const { auto avatar = std::static_pointer_cast(getAvatarBySessionID(sessionID)); return avatar ? avatar->getSimulationRate(rateName) : 0.0f; } void AvatarManager::updateOtherAvatars(float deltaTime) { { // lock the hash for read to check the size QReadLocker lock(&_hashLock); if (_avatarHash.size() < 2 && _avatarsToFadeOut.isEmpty()) { return; } } PerformanceTimer perfTimer("otherAvatars"); class SortableAvatar: public PrioritySortUtil::Sortable { public: SortableAvatar() = delete; SortableAvatar(const std::shared_ptr& avatar) : _avatar(avatar) {} glm::vec3 getPosition() const override { return _avatar->getWorldPosition(); } float getRadius() const override { return _avatar->getBoundingRadius(); } uint64_t getTimestamp() const override { return _avatar->getLastRenderUpdateTime(); } std::shared_ptr getAvatar() const { return _avatar; } private: std::shared_ptr _avatar; }; auto avatarMap = getHashCopy(); const auto& views = qApp->getConicalViews(); PrioritySortUtil::PriorityQueue sortedAvatars(views, AvatarData::_avatarSortCoefficientSize, AvatarData::_avatarSortCoefficientCenter, AvatarData::_avatarSortCoefficientAge); sortedAvatars.reserve(avatarMap.size() - 1); // don't include MyAvatar // Build vector and compute priorities auto nodeList = DependencyManager::get(); AvatarHash::iterator itr = avatarMap.begin(); while (itr != avatarMap.end()) { const auto& avatar = std::static_pointer_cast(*itr); // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update or fade out uninitialized Avatars if (avatar != _myAvatar && avatar->isInitialized() && !nodeList->isPersonalMutingNode(avatar->getID())) { sortedAvatars.push(SortableAvatar(avatar)); } ++itr; } // Sort const auto& sortedAvatarVector = sortedAvatars.getSortedVector(); // process in sorted order uint64_t startTime = usecTimestampNow(); uint64_t updateExpiry = startTime + MAX_UPDATE_AVATARS_TIME_BUDGET; int numAvatarsUpdated = 0; int numAVatarsNotUpdated = 0; render::Transaction renderTransaction; workload::Transaction workloadTransaction; for (auto it = sortedAvatarVector.begin(); it != sortedAvatarVector.end(); ++it) { const SortableAvatar& sortData = *it; const auto avatar = std::static_pointer_cast(sortData.getAvatar()); if (!avatar->_isClientAvatar) { avatar->setIsClientAvatar(true); } // TODO: to help us scale to more avatars it would be nice to not have to poll this stuff every update if (avatar->getSkeletonModel()->isLoaded()) { // remove the orb if it is there avatar->removeOrb(); if (avatar->needsPhysicsUpdate()) { _avatarsToChangeInPhysics.insert(avatar); } } else { avatar->updateOrbPosition(); } // for ALL avatars... if (_shouldRender) { avatar->ensureInScene(avatar, qApp->getMain3DScene()); } avatar->animateScaleChanges(deltaTime); uint64_t now = usecTimestampNow(); if (now < updateExpiry) { // we're within budget bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD; if (inView && avatar->hasNewJointData()) { numAvatarsUpdated++; } auto transitStatus = avatar->_transit.update(deltaTime, avatar->_serverPosition, _transitConfig); if (avatar->getIsNewAvatar() && (transitStatus == AvatarTransit::Status::START_TRANSIT || transitStatus == AvatarTransit::Status::ABORT_TRANSIT)) { avatar->_transit.reset(); avatar->setIsNewAvatar(false); } avatar->simulate(deltaTime, inView); avatar->updateRenderItem(renderTransaction); avatar->updateSpaceProxy(workloadTransaction); avatar->setLastRenderUpdateTime(startTime); } else { // we've spent our full time budget --> bail on the rest of the avatar updates // --> more avatars may freeze until their priority trickles up // --> some scale animations may glitch // --> some avatar velocity measurements may be a little off // no time to simulate, but we take the time to count how many were tragically missed while (it != sortedAvatarVector.end()) { const SortableAvatar& newSortData = *it; const auto& newAvatar = newSortData.getAvatar(); bool inView = newSortData.getPriority() > OUT_OF_VIEW_THRESHOLD; // Once we reach an avatar that's not in view, all avatars after it will also be out of view if (!inView) { break; } numAVatarsNotUpdated += (int)(newAvatar->hasNewJointData()); ++it; } break; } } if (_shouldRender) { qApp->getMain3DScene()->enqueueTransaction(renderTransaction); } if (!_spaceProxiesToDelete.empty() && _space) { std::unique_lock lock(_spaceLock); workloadTransaction.remove(_spaceProxiesToDelete); _spaceProxiesToDelete.clear(); } _space->enqueueTransaction(workloadTransaction); _numAvatarsUpdated = numAvatarsUpdated; _numAvatarsNotUpdated = numAVatarsNotUpdated; simulateAvatarFades(deltaTime); _avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC; } void AvatarManager::postUpdate(float deltaTime, const render::ScenePointer& scene) { auto hashCopy = getHashCopy(); AvatarHash::iterator avatarIterator = hashCopy.begin(); for (avatarIterator = hashCopy.begin(); avatarIterator != hashCopy.end(); avatarIterator++) { auto avatar = std::static_pointer_cast(avatarIterator.value()); avatar->postUpdate(deltaTime, scene); } } void AvatarManager::sendIdentityRequest(const QUuid& avatarID) const { auto nodeList = DependencyManager::get(); QWeakPointer nodeListWeak = nodeList; nodeList->eachMatchingNode( [](const SharedNodePointer& node)->bool { return node->getType() == NodeType::AvatarMixer && node->getActiveSocket(); }, [this, avatarID, nodeListWeak](const SharedNodePointer& node) { auto nodeList = nodeListWeak.lock(); if (nodeList) { auto packet = NLPacket::create(PacketType::AvatarIdentityRequest, NUM_BYTES_RFC4122_UUID, true); packet->write(avatarID.toRfc4122()); nodeList->sendPacket(std::move(packet), *node); ++_identityRequestsSent; } } ); } void AvatarManager::simulateAvatarFades(float deltaTime) { if (_avatarsToFadeOut.empty()) { return; } QReadLocker locker(&_hashLock); QVector::iterator avatarItr = _avatarsToFadeOut.begin(); const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; while (avatarItr != _avatarsToFadeOut.end()) { auto avatar = std::static_pointer_cast(*avatarItr); avatar->updateFadingStatus(); if (!avatar->isFading()) { // fading to zero is such a rare event we push a unique transaction for each if (avatar->isInScene()) { avatar->removeFromScene(*avatarItr, scene, transaction); } avatarItr = _avatarsToFadeOut.erase(avatarItr); } else { ++avatarItr; } } scene->enqueueTransaction(transaction); } AvatarSharedPointer AvatarManager::newSharedAvatar() { return AvatarSharedPointer(new OtherAvatar(qApp->thread()), [](OtherAvatar* ptr) { ptr->deleteLater(); }); } void AvatarManager::queuePhysicsChange(const OtherAvatarPointer& avatar) { _avatarsToChangeInPhysics.insert(avatar); } void AvatarManager::buildPhysicsTransaction(PhysicsEngine::Transaction& transaction) { SetOfOtherAvatars failedShapeBuilds; for (auto avatar : _avatarsToChangeInPhysics) { bool isInPhysics = avatar->isInPhysicsSimulation(); if (isInPhysics != avatar->shouldBeInPhysicsSimulation()) { if (isInPhysics) { transaction.objectsToRemove.push_back(avatar->_motionState); avatar->_motionState = nullptr; } else { ShapeInfo shapeInfo; avatar->computeShapeInfo(shapeInfo); btCollisionShape* shape = const_cast(ObjectMotionState::getShapeManager()->getShape(shapeInfo)); if (shape) { AvatarMotionState* motionState = new AvatarMotionState(avatar, shape); motionState->setMass(avatar->computeMass()); avatar->_motionState = motionState; transaction.objectsToAdd.push_back(motionState); } else { failedShapeBuilds.insert(avatar); } } } else if (isInPhysics) { transaction.objectsToChange.push_back(avatar->_motionState); } } _avatarsToChangeInPhysics.swap(failedShapeBuilds); } void AvatarManager::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) { // things on objectsToChange correspond to failed changes // so we push them back onto _avatarsToChangeInPhysics for (auto object : transaction.objectsToChange) { AvatarMotionState* motionState = static_cast(object); assert(motionState); assert(motionState->_avatar); _avatarsToChangeInPhysics.insert(motionState->_avatar); } // things on objectsToRemove are ready for delete for (auto object : transaction.objectsToRemove) { delete object; } transaction.clear(); } void AvatarManager::removeDeadAvatarEntities(const SetOfEntities& deadEntities) { for (auto entity : deadEntities) { QUuid sessionID = entity->getOwningAvatarID(); AvatarSharedPointer avatar = getAvatarBySessionID(sessionID); if (avatar) { const bool REQUIRES_REMOVAL_FROM_TREE = false; avatar->clearAvatarEntity(entity->getID(), REQUIRES_REMOVAL_FROM_TREE); } } } void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) { auto avatar = std::static_pointer_cast(removedAvatar); { std::unique_lock lock(_spaceLock); _spaceProxiesToDelete.push_back(avatar->getSpaceIndex()); } AvatarHashMap::handleRemovedAvatar(avatar, removalReason); avatar->die(); queuePhysicsChange(avatar); // remove this avatar's entities from the tree now, if we wait (as we did previously) for this Avatar's destructor // it might not fire until after we create a new instance for the same remote avatar, which creates a race // on the creation of entities for that avatar instance and the deletion of entities for this instance avatar->removeAvatarEntitiesFromTree(); if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) { emit DependencyManager::get()->enteredIgnoreRadius(); } else if (removalReason == KillAvatarReason::AvatarDisconnected) { // remove from node sets, if present DependencyManager::get()->removeFromIgnoreMuteSets(avatar->getSessionUUID()); DependencyManager::get()->avatarDisconnected(avatar->getSessionUUID()); avatar->fadeOut(qApp->getMain3DScene(), removalReason); } _avatarsToFadeOut.push_back(removedAvatar); } void AvatarManager::clearOtherAvatars() { _myAvatar->clearLookAtTargetAvatar(); // setup a vector of removed avatars outside the scope of the hash lock std::vector removedAvatars; { QWriteLocker locker(&_hashLock); removedAvatars.reserve(_avatarHash.size()); auto avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); if (avatar != _myAvatar) { removedAvatars.push_back(avatar); avatarIterator = _avatarHash.erase(avatarIterator); } else { ++avatarIterator; } } } for (auto& av : removedAvatars) { handleRemovedAvatar(av); } } void AvatarManager::deleteAllAvatars() { assert(_avatarsToChangeInPhysics.empty()); QReadLocker locker(&_hashLock); AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::static_pointer_cast(avatarIterator.value()); avatarIterator = _avatarHash.erase(avatarIterator); avatar->die(); if (avatar != _myAvatar) { auto otherAvatar = std::static_pointer_cast(avatar); assert(!otherAvatar->_motionState); } } } void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motionStates) { // TODO: extract the MyAvatar results once we use a MotionState for it. } void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) { for (Collision collision : collisionEvents) { // TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other // people's avatars will have an id that doesn't match any entities, and one's own avatar will have // an id of null. Thus this code handles any collision in which one of the participating objects is // my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.) if (collision.idA.isNull() || collision.idB.isNull()) { auto myAvatar = getMyAvatar(); auto collisionSound = myAvatar->getCollisionSound(); if (collisionSound) { const auto characterController = myAvatar->getCharacterController(); const float avatarVelocityChange = (characterController ? glm::length(characterController->getVelocityChange()) : 0.0f); const float velocityChange = glm::length(collision.velocityChange) + avatarVelocityChange; const float MIN_AVATAR_COLLISION_ACCELERATION = 2.4f; // walking speed const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION); if (!isSound) { return; // No sense iterating for others. We only have one avatar. } // Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for. const float energy = velocityChange * velocityChange; const float COLLISION_ENERGY_AT_FULL_VOLUME = 10.0f; const float energyFactorOfFull = fmin(1.0f, energy / COLLISION_ENERGY_AT_FULL_VOLUME); // For general entity collisionSoundURL, playSound supports changing the pitch for the sound based on the size of the object, // but most avatars are roughly the same size, so let's not be so fancy yet. const float AVATAR_STRETCH_FACTOR = 1.0f; _collisionInjectors.remove_if([](const AudioInjectorPointer& injector) { return !injector || injector->isFinished(); }); static const int MAX_INJECTOR_COUNT = 3; if (_collisionInjectors.size() < MAX_INJECTOR_COUNT) { AudioInjectorOptions options; options.stereo = collisionSound->isStereo(); options.position = myAvatar->getWorldPosition(); options.volume = energyFactorOfFull; options.pitch = 1.0f / AVATAR_STRETCH_FACTOR; auto injector = AudioInjector::playSoundAndDelete(collisionSound, options); _collisionInjectors.emplace_back(injector); } myAvatar->collisionWithEntity(collision); return; } } } } void AvatarManager::updateAvatarRenderStatus(bool shouldRenderAvatars) { _shouldRender = shouldRenderAvatars; const render::ScenePointer& scene = qApp->getMain3DScene(); render::Transaction transaction; auto avatarHashCopy = getHashCopy(); if (_shouldRender) { for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); avatar->addToScene(avatar, scene, transaction); } } else { for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); avatar->removeFromScene(avatar, scene, transaction); } } scene->enqueueTransaction(transaction); } AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID) const { if (sessionID == AVATAR_SELF_ID || sessionID == _myAvatar->getSessionUUID()) { return _myAvatar; } return findAvatar(sessionID); } RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay& ray, const QScriptValue& avatarIdsToInclude, const QScriptValue& avatarIdsToDiscard) { QVector avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude); QVector avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard); return findRayIntersectionVector(ray, avatarsToInclude, avatarsToDiscard); } RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const PickRay& ray, const QVector& avatarsToInclude, const QVector& avatarsToDiscard) { RayToAvatarIntersectionResult result; if (QThread::currentThread() != thread()) { BLOCKING_INVOKE_METHOD(const_cast(this), "findRayIntersectionVector", Q_RETURN_ARG(RayToAvatarIntersectionResult, result), Q_ARG(const PickRay&, ray), Q_ARG(const QVector&, avatarsToInclude), Q_ARG(const QVector&, avatarsToDiscard)); return result; } // It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking // against the avatar is sort-of right, but you likely wont be able to pick against the arms. // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. std::vector sortedAvatars; auto avatarHashCopy = getHashCopy(); for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) || (avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) { continue; } float distance = FLT_MAX; #if 0 // if we weren't picking against the capsule, we would want to pick against the avatarBounds... SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); AABox avatarBounds = avatarModel->getRenderableMeshBound(); if (avatarBounds.contains(ray.origin)) { distance = 0.0f; } else { float boundDistance = FLT_MAX; BoxFace face; glm::vec3 surfaceNormal; if (avatarBounds.findRayIntersection(ray.origin, ray.direction, boundDistance, face, surfaceNormal)) { distance = boundDistance; } } #else glm::vec3 start; glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); findRayCapsuleIntersection(ray.origin, ray.direction, start, end, radius, distance); #endif if (distance < FLT_MAX) { sortedAvatars.emplace_back(distance, avatar); } } if (sortedAvatars.size() > 1) { static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first < right.first; }; std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator); } for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) { const SortedAvatar& sortedAvatar = *it; // We can exit once avatarCapsuleDistance > bestDistance if (sortedAvatar.first > result.distance) { break; } float distance = FLT_MAX; BoxFace face; glm::vec3 surfaceNormal; QVariantMap extraInfo; SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel(); if (avatarModel->findRayIntersectionAgainstSubMeshes(ray.origin, ray.direction, distance, face, surfaceNormal, extraInfo, true)) { if (distance < result.distance) { result.intersects = true; result.avatarID = sortedAvatar.second->getID(); result.distance = distance; result.face = face; result.surfaceNormal = surfaceNormal; result.extraInfo = extraInfo; } } } if (result.intersects) { result.intersection = ray.origin + ray.direction * result.distance; } return result; } ParabolaToAvatarIntersectionResult AvatarManager::findParabolaIntersectionVector(const PickParabola& pick, const QVector& avatarsToInclude, const QVector& avatarsToDiscard) { ParabolaToAvatarIntersectionResult result; if (QThread::currentThread() != thread()) { BLOCKING_INVOKE_METHOD(const_cast(this), "findParabolaIntersectionVector", Q_RETURN_ARG(ParabolaToAvatarIntersectionResult, result), Q_ARG(const PickParabola&, pick), Q_ARG(const QVector&, avatarsToInclude), Q_ARG(const QVector&, avatarsToDiscard)); return result; } // It's better to intersect the ray against the avatar's actual mesh, but this is currently difficult to // do, because the transformed mesh data only exists over in GPU-land. As a compromise, this code // intersects against the avatars capsule and then against the (T-pose) mesh. The end effect is that picking // against the avatar is sort-of right, but you likely wont be able to pick against the arms. // TODO -- find a way to extract transformed avatar mesh data from the rendering engine. std::vector sortedAvatars; auto avatarHashCopy = getHashCopy(); for (auto avatarData : avatarHashCopy) { auto avatar = std::static_pointer_cast(avatarData); if ((avatarsToInclude.size() > 0 && !avatarsToInclude.contains(avatar->getID())) || (avatarsToDiscard.size() > 0 && avatarsToDiscard.contains(avatar->getID()))) { continue; } float distance = FLT_MAX; #if 0 // if we weren't picking against the capsule, we would want to pick against the avatarBounds... SkeletonModelPointer avatarModel = avatar->getSkeletonModel(); AABox avatarBounds = avatarModel->getRenderableMeshBound(); if (avatarBounds.contains(pick.origin)) { distance = 0.0f; } else { float boundDistance = FLT_MAX; BoxFace face; glm::vec3 surfaceNormal; if (avatarBounds.findParabolaIntersection(pick.origin, pick.velocity, pick.acceleration, boundDistance, face, surfaceNormal)) { distance = boundDistance; } } #else glm::vec3 start; glm::vec3 end; float radius; avatar->getCapsule(start, end, radius); findParabolaCapsuleIntersection(pick.origin, pick.velocity, pick.acceleration, start, end, radius, avatar->getWorldOrientation(), distance); #endif if (distance < FLT_MAX) { sortedAvatars.emplace_back(distance, avatar); } } if (sortedAvatars.size() > 1) { static auto comparator = [](const SortedAvatar& left, const SortedAvatar& right) { return left.first < right.first; }; std::sort(sortedAvatars.begin(), sortedAvatars.end(), comparator); } for (auto it = sortedAvatars.begin(); it != sortedAvatars.end(); ++it) { const SortedAvatar& sortedAvatar = *it; // We can exit once avatarCapsuleDistance > bestDistance if (sortedAvatar.first > result.parabolicDistance) { break; } float parabolicDistance = FLT_MAX; BoxFace face; glm::vec3 surfaceNormal; QVariantMap extraInfo; SkeletonModelPointer avatarModel = sortedAvatar.second->getSkeletonModel(); if (avatarModel->findParabolaIntersectionAgainstSubMeshes(pick.origin, pick.velocity, pick.acceleration, parabolicDistance, face, surfaceNormal, extraInfo, true)) { if (parabolicDistance < result.parabolicDistance) { result.intersects = true; result.avatarID = sortedAvatar.second->getID(); result.parabolicDistance = parabolicDistance; result.face = face; result.surfaceNormal = surfaceNormal; result.extraInfo = extraInfo; } } } if (result.intersects) { result.intersection = pick.origin + pick.velocity * result.parabolicDistance + 0.5f * pick.acceleration * result.parabolicDistance * result.parabolicDistance; result.distance = glm::distance(pick.origin, result.intersection); } return result; } // HACK float AvatarManager::getAvatarSortCoefficient(const QString& name) { if (name == "size") { return AvatarData::_avatarSortCoefficientSize; } else if (name == "center") { return AvatarData::_avatarSortCoefficientCenter; } else if (name == "age") { return AvatarData::_avatarSortCoefficientAge; } return 0.0f; } // HACK void AvatarManager::setAvatarSortCoefficient(const QString& name, const QScriptValue& value) { bool somethingChanged = false; if (value.isNumber()) { float numericalValue = (float)value.toNumber(); if (name == "size") { AvatarData::_avatarSortCoefficientSize = numericalValue; somethingChanged = true; } else if (name == "center") { AvatarData::_avatarSortCoefficientCenter = numericalValue; somethingChanged = true; } else if (name == "age") { AvatarData::_avatarSortCoefficientAge = numericalValue; somethingChanged = true; } } if (somethingChanged) { size_t packetSize = sizeof(AvatarData::_avatarSortCoefficientSize) + sizeof(AvatarData::_avatarSortCoefficientCenter) + sizeof(AvatarData::_avatarSortCoefficientAge); auto packet = NLPacket::create(PacketType::AdjustAvatarSorting, packetSize); packet->writePrimitive(AvatarData::_avatarSortCoefficientSize); packet->writePrimitive(AvatarData::_avatarSortCoefficientCenter); packet->writePrimitive(AvatarData::_avatarSortCoefficientAge); DependencyManager::get()->broadcastToNodes(std::move(packet), NodeSet() << NodeType::AvatarMixer); } } QVariantMap AvatarManager::getPalData(const QStringList& specificAvatarIdentifiers) { QJsonArray palData; auto avatarMap = getHashCopy(); AvatarHash::iterator itr = avatarMap.begin(); while (itr != avatarMap.end()) { std::shared_ptr avatar = std::static_pointer_cast(*itr); QString currentSessionUUID = avatar->getSessionUUID().toString(); if (specificAvatarIdentifiers.isEmpty() || specificAvatarIdentifiers.contains(currentSessionUUID)) { QJsonObject thisAvatarPalData; auto myAvatar = DependencyManager::get()->getMyAvatar(); if (currentSessionUUID == myAvatar->getSessionUUID().toString()) { currentSessionUUID = ""; } thisAvatarPalData.insert("sessionUUID", currentSessionUUID); thisAvatarPalData.insert("sessionDisplayName", avatar->getSessionDisplayName()); thisAvatarPalData.insert("audioLoudness", avatar->getAudioLoudness()); thisAvatarPalData.insert("isReplicated", avatar->getIsReplicated()); glm::vec3 position = avatar->getWorldPosition(); QJsonObject jsonPosition; jsonPosition.insert("x", position.x); jsonPosition.insert("y", position.y); jsonPosition.insert("z", position.z); thisAvatarPalData.insert("position", jsonPosition); float palOrbOffset = 0.2f; int headIndex = avatar->getJointIndex("Head"); if (headIndex > 0) { glm::vec3 jointTranslation = avatar->getAbsoluteJointTranslationInObjectFrame(headIndex); palOrbOffset = jointTranslation.y / 2; } thisAvatarPalData.insert("palOrbOffset", palOrbOffset); palData.append(thisAvatarPalData); } ++itr; } QJsonObject doc; doc.insert("data", palData); return doc.toVariantMap(); }