overte/libraries/entities/src/EntityTreeElement.cpp
2017-09-29 11:34:33 -07:00

1017 lines
46 KiB
C++

//
// EntityTreeElement.cpp
// 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
//
#include "EntityTreeElement.h"
#include <glm/gtx/transform.hpp>
#include <GeometryUtil.h>
#include <OctreeUtils.h>
#include <Extents.h>
#include "EntitiesLogging.h"
#include "EntityNodeData.h"
#include "EntityItemProperties.h"
#include "EntityTree.h"
#include "EntityTypes.h"
EntityTreeElement::EntityTreeElement(unsigned char* octalCode) : OctreeElement() {
init(octalCode);
};
EntityTreeElement::~EntityTreeElement() {
_octreeMemoryUsage -= sizeof(EntityTreeElement);
}
OctreeElementPointer EntityTreeElement::createNewElement(unsigned char* octalCode) {
auto newChild = EntityTreeElementPointer(new EntityTreeElement(octalCode));
newChild->setTree(_myTree);
return newChild;
}
void EntityTreeElement::init(unsigned char* octalCode) {
OctreeElement::init(octalCode);
_octreeMemoryUsage += sizeof(EntityTreeElement);
}
OctreeElementPointer EntityTreeElement::addChildAtIndex(int index) {
OctreeElementPointer newElement = OctreeElement::addChildAtIndex(index);
std::static_pointer_cast<EntityTreeElement>(newElement)->setTree(_myTree);
return newElement;
}
void EntityTreeElement::debugExtraEncodeData(EncodeBitstreamParams& params) const {
qCDebug(entities) << "EntityTreeElement::debugExtraEncodeData()... ";
qCDebug(entities) << " element:" << _cube;
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
if (extraEncodeData->contains(this)) {
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
qCDebug(entities) << " encode data:" << &(*entityTreeElementExtraEncodeData);
} else {
qCDebug(entities) << " encode data: MISSING!!";
}
}
void EntityTreeElement::initializeExtraEncodeData(EncodeBitstreamParams& params) {
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
// Check to see if this element yet has encode data... if it doesn't create it
if (!extraEncodeData->contains(this)) {
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData { new EntityTreeElementExtraEncodeData() };
entityTreeElementExtraEncodeData->elementCompleted = (_entityItems.size() == 0);
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
EntityTreeElementPointer child = getChildAtIndex(i);
if (!child) {
entityTreeElementExtraEncodeData->childCompleted[i] = true; // if no child exists, it is completed
} else {
if (child->hasEntities()) {
entityTreeElementExtraEncodeData->childCompleted[i] = false; // HAS ENTITIES NEEDS ENCODING
} else {
entityTreeElementExtraEncodeData->childCompleted[i] = true; // child doesn't have enities, it is completed
}
}
}
forEachEntity([&](EntityItemPointer entity) {
entityTreeElementExtraEncodeData->entities.insert(entity->getEntityItemID(), entity->getEntityProperties(params));
});
// TODO: some of these inserts might be redundant!!!
extraEncodeData->insert(this, entityTreeElementExtraEncodeData);
}
}
bool EntityTreeElement::shouldIncludeChildData(int childIndex, EncodeBitstreamParams& params) const {
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
if (extraEncodeData->contains(this)) {
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
bool childCompleted = entityTreeElementExtraEncodeData->childCompleted[childIndex];
// If we haven't completely sent the child yet, then we should include it
return !childCompleted;
}
// I'm not sure this should ever happen, since we should have the extra encode data if we're considering
// the child data for this element
assert(false);
return false;
}
bool EntityTreeElement::shouldRecurseChildTree(int childIndex, EncodeBitstreamParams& params) const {
EntityTreeElementPointer childElement = getChildAtIndex(childIndex);
if (childElement->alreadyFullyEncoded(params)) {
return false;
}
return true; // if we don't know otherwise than recurse!
}
bool EntityTreeElement::alreadyFullyEncoded(EncodeBitstreamParams& params) const {
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
if (extraEncodeData->contains(this)) {
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
// If we know that ALL subtrees below us have already been recursed, then we don't
// need to recurse this child.
return entityTreeElementExtraEncodeData->subtreeCompleted;
}
return false;
}
void EntityTreeElement::updateEncodedData(int childIndex, AppendState childAppendState, EncodeBitstreamParams& params) const {
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
if (extraEncodeData->contains(this)) {
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
if (childAppendState == OctreeElement::COMPLETED) {
entityTreeElementExtraEncodeData->childCompleted[childIndex] = true;
}
} else {
assert(false); // this shouldn't happen!
}
}
void EntityTreeElement::elementEncodeComplete(EncodeBitstreamParams& params) const {
const bool wantDebug = false;
if (wantDebug) {
qCDebug(entities) << "EntityTreeElement::elementEncodeComplete() element:" << _cube;
}
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
assert(entityNodeData);
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
assert(extraEncodeData); // EntityTrees always require extra encode data on their encoding passes
assert(extraEncodeData->contains(this));
EntityTreeElementExtraEncodeDataPointer thisExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
// Note: this will be called when OUR element has finished running through encodeTreeBitstreamRecursion()
// which means, it's possible that our parent element hasn't finished encoding OUR data... so
// in this case, our children may be complete, and we should clean up their encode data...
// but not necessarily cleanup our own encode data...
//
// If we're really complete here's what must be true...
// 1) our own data must be complete
// 2) the data for all our immediate children must be complete.
// However, the following might also be the case...
// 1) it's ok for our child trees to not yet be fully encoded/complete...
// SO LONG AS... the our child's node is in the bag ready for encoding
bool someChildTreeNotComplete = false;
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
EntityTreeElementPointer childElement = getChildAtIndex(i);
if (childElement) {
// why would this ever fail???
// If we've encoding this element before... but we're coming back a second time in an attempt to
// encode our parent... this might happen.
if (extraEncodeData->contains(childElement.get())) {
EntityTreeElementExtraEncodeDataPointer childExtraEncodeData
= std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[childElement.get()]);
if (wantDebug) {
qCDebug(entities) << "checking child: " << childElement->_cube;
qCDebug(entities) << " childElement->isLeaf():" << childElement->isLeaf();
qCDebug(entities) << " childExtraEncodeData->elementCompleted:" << childExtraEncodeData->elementCompleted;
qCDebug(entities) << " childExtraEncodeData->subtreeCompleted:" << childExtraEncodeData->subtreeCompleted;
}
if (childElement->isLeaf() && childExtraEncodeData->elementCompleted) {
if (wantDebug) {
qCDebug(entities) << " CHILD IS LEAF -- AND CHILD ELEMENT DATA COMPLETED!!!";
}
childExtraEncodeData->subtreeCompleted = true;
}
if (!childExtraEncodeData->elementCompleted || !childExtraEncodeData->subtreeCompleted) {
someChildTreeNotComplete = true;
}
}
}
}
if (wantDebug) {
qCDebug(entities) << "for this element: " << _cube;
qCDebug(entities) << " WAS elementCompleted:" << thisExtraEncodeData->elementCompleted;
qCDebug(entities) << " WAS subtreeCompleted:" << thisExtraEncodeData->subtreeCompleted;
}
thisExtraEncodeData->subtreeCompleted = !someChildTreeNotComplete;
if (wantDebug) {
qCDebug(entities) << " NOW elementCompleted:" << thisExtraEncodeData->elementCompleted;
qCDebug(entities) << " NOW subtreeCompleted:" << thisExtraEncodeData->subtreeCompleted;
if (thisExtraEncodeData->subtreeCompleted) {
qCDebug(entities) << " YEAH!!!!! >>>>>>>>>>>>>> NOW subtreeCompleted:" << thisExtraEncodeData->subtreeCompleted;
}
}
}
OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData* packetData,
EncodeBitstreamParams& params) const {
OctreeElement::AppendState appendElementState = OctreeElement::COMPLETED; // assume the best...
auto entityNodeData = static_cast<EntityNodeData*>(params.nodeData);
Q_ASSERT_X(entityNodeData, "EntityTreeElement::appendElementData", "expected params.nodeData not to be null");
// first, check the params.extraEncodeData to see if there's any partial re-encode data for this element
OctreeElementExtraEncodeData* extraEncodeData = &entityNodeData->extraEncodeData;
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData = NULL;
bool hadElementExtraData = false;
if (extraEncodeData && extraEncodeData->contains(this)) {
entityTreeElementExtraEncodeData =
std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
hadElementExtraData = true;
} else {
// if there wasn't one already, then create one
entityTreeElementExtraEncodeData.reset(new EntityTreeElementExtraEncodeData());
entityTreeElementExtraEncodeData->elementCompleted = !hasContent();
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
EntityTreeElementPointer child = getChildAtIndex(i);
if (!child) {
entityTreeElementExtraEncodeData->childCompleted[i] = true; // if no child exists, it is completed
} else {
if (child->hasEntities()) {
entityTreeElementExtraEncodeData->childCompleted[i] = false;
} else {
// if the child doesn't have enities, it is completed
entityTreeElementExtraEncodeData->childCompleted[i] = true;
}
}
}
forEachEntity([&](EntityItemPointer entity) {
entityTreeElementExtraEncodeData->entities.insert(entity->getEntityItemID(), entity->getEntityProperties(params));
});
}
//assert(extraEncodeData);
//assert(extraEncodeData->contains(this));
//entityTreeElementExtraEncodeData = std::static_pointer_cast<EntityTreeElementExtraEncodeData>((*extraEncodeData)[this]);
LevelDetails elementLevel = packetData->startLevel();
// write our entities out... first determine which of the entities are in view based on our params
uint16_t numberOfEntities = 0;
uint16_t actualNumberOfEntities = 0;
int numberOfEntitiesOffset = 0;
withReadLock([&] {
QVector<uint16_t> indexesOfEntitiesToInclude;
// It's possible that our element has been previous completed. In this case we'll simply not include any of our
// entities for encoding. This is needed because we encode the element data at the "parent" level, and so we
// need to handle the case where our sibling elements need encoding but we don't.
if (!entityTreeElementExtraEncodeData->elementCompleted) {
// we have an EntityNodeData instance
// so we should assume that means we might have JSON filters to check
auto jsonFilters = entityNodeData->getJSONParameters();
for (uint16_t i = 0; i < _entityItems.size(); i++) {
EntityItemPointer entity = _entityItems[i];
bool includeThisEntity = true;
if (!params.forceSendScene && entity->getLastChangedOnServer() < entityNodeData->getLastTimeBagEmpty()) {
includeThisEntity = false;
}
// if this entity has been updated since our last full send and there are json filters, check them
if (includeThisEntity && !jsonFilters.isEmpty()) {
// if params include JSON filters, check if this entity matches
bool entityMatchesFilters = entity->matchesJSONFilters(jsonFilters);
if (entityMatchesFilters) {
// make sure this entity is in the set of entities sent last frame
entityNodeData->insertSentFilteredEntity(entity->getID());
} else if (entityNodeData->sentFilteredEntity(entity->getID())) {
// this entity matched in the previous frame - we send it still so the client realizes it just
// fell outside of their filter
entityNodeData->removeSentFilteredEntity(entity->getID());
} else if (!entityNodeData->isEntityFlaggedAsExtra(entity->getID())) {
// we don't send this entity because
// (1) it didn't match our filter
// (2) it didn't match our filter last frame
// (3) it isn't one the JSON query flags told us we should still include
includeThisEntity = false;
}
}
if (includeThisEntity && hadElementExtraData) {
includeThisEntity = entityTreeElementExtraEncodeData->entities.contains(entity->getEntityItemID());
}
// we only check the bounds against our frustum and LOD if the query has asked us to check against the frustum
// which can sometimes not be the case when JSON filters are sent
if (entityNodeData->getUsesFrustum() && (includeThisEntity || params.recurseEverything)) {
// we want to use the maximum possible box for this, so that we don't have to worry about the nuance of
// simulation changing what's visible. consider the case where the entity contains an angular velocity
// the entity may not be in view and then in view a frame later, let the client side handle it's view
// frustum culling on rendering.
bool success;
AACube entityCube = entity->getQueryAACube(success);
if (!success || !params.viewFrustum.cubeIntersectsKeyhole(entityCube)) {
includeThisEntity = false; // out of view, don't include it
} else {
// Check the size of the entity, it's possible that a "too small to see" entity is included in a
// larger octree cell because of its position (for example if it crosses the boundary of a cell it
// pops to the next higher cell. So we want to check to see that the entity is large enough to be seen
// before we consider including it.
success = true;
// we can't cull a parent-entity by its dimensions because the child may be larger. we need to
// avoid sending details about a child but not the parent. the parent's queryAACube should have
// been adjusted to encompass the queryAACube of the child.
AABox entityBounds = entity->hasChildren() ? AABox(entityCube) : entity->getAABox(success);
if (!success) {
// if this entity is a child of an avatar, the entity-server wont be able to determine its
// AABox. If this happens, fall back to the queryAACube.
entityBounds = AABox(entityCube);
}
auto renderAccuracy = calculateRenderAccuracy(params.viewFrustum.getPosition(),
entityBounds,
params.octreeElementSizeScale,
params.boundaryLevelAdjust);
if (renderAccuracy <= 0.0f) {
includeThisEntity = false; // too small, don't include it
#ifdef WANT_LOD_DEBUGGING
qCDebug(entities) << "skipping entity - TOO SMALL - \n"
<< "......id:" << entity->getID() << "\n"
<< "....name:" << entity->getName() << "\n"
<< "..bounds:" << entityBounds << "\n"
<< "....cell:" << getAACube();
#endif
}
}
}
if (includeThisEntity) {
#ifdef WANT_LOD_DEBUGGING
qCDebug(entities) << "including entity - \n"
<< "......id:" << entity->getID() << "\n"
<< "....name:" << entity->getName() << "\n"
<< "....cell:" << getAACube();
#endif
indexesOfEntitiesToInclude << i;
numberOfEntities++;
} else {
// if the extra data included this entity, and we've decided to not include the entity, then
// we can treat it as if it was completed.
entityTreeElementExtraEncodeData->entities.remove(entity->getEntityItemID());
}
}
}
numberOfEntitiesOffset = packetData->getUncompressedByteOffset();
bool successAppendEntityCount = packetData->appendValue(numberOfEntities);
if (successAppendEntityCount) {
foreach(uint16_t i, indexesOfEntitiesToInclude) {
EntityItemPointer entity = _entityItems[i];
LevelDetails entityLevel = packetData->startLevel();
OctreeElement::AppendState appendEntityState = entity->appendEntityData(packetData,
params, entityTreeElementExtraEncodeData);
// If none of this entity data was able to be appended, then discard it
// and don't include it in our entity count
if (appendEntityState == OctreeElement::NONE) {
packetData->discardLevel(entityLevel);
} else {
// If either ALL or some of it got appended, then end the level (commit it)
// and include the entity in our final count of entities
packetData->endLevel(entityLevel);
actualNumberOfEntities++;
// If the entity item got completely appended, then we can remove it from the extra encode data
if (appendEntityState == OctreeElement::COMPLETED) {
entityTreeElementExtraEncodeData->entities.remove(entity->getEntityItemID());
}
}
// If any part of the entity items didn't fit, then the element is considered partial
// NOTE: if the entity item didn't fit or only partially fit, then the entity item should have
// added itself to the extra encode data.
if (appendEntityState != OctreeElement::COMPLETED) {
appendElementState = OctreeElement::PARTIAL;
}
}
} else {
// we we couldn't add the entity count, then we couldn't add anything for this element and we're in a NONE state
appendElementState = OctreeElement::NONE;
}
});
// If we were provided with extraEncodeData, and we allocated and/or got entityTreeElementExtraEncodeData
// then we need to do some additional processing, namely make sure our extraEncodeData is up to date for
// this octree element.
if (extraEncodeData && entityTreeElementExtraEncodeData) {
// After processing, if we are PARTIAL or COMPLETED then we need to re-include our extra data.
// Only our parent can remove our extra data in these cases and only after it knows that all of its
// children have been encoded.
//
// FIXME -- this comment seems wrong....
//
// If we weren't able to encode ANY data about ourselves, then we go ahead and remove our element data
// since that will signal that the entire element needs to be encoded on the next attempt
if (appendElementState == OctreeElement::NONE) {
if (!entityTreeElementExtraEncodeData->elementCompleted && entityTreeElementExtraEncodeData->entities.size() == 0) {
// TODO: we used to delete the extra encode data here. But changing the logic around
// this is now a dead code branch. Clean this up!
} else {
// TODO: some of these inserts might be redundant!!!
extraEncodeData->insert(this, entityTreeElementExtraEncodeData);
}
} else {
// If we weren't previously completed, check to see if we are
if (!entityTreeElementExtraEncodeData->elementCompleted) {
// If all of our items have been encoded, then we are complete as an element.
if (entityTreeElementExtraEncodeData->entities.size() == 0) {
entityTreeElementExtraEncodeData->elementCompleted = true;
}
}
// TODO: some of these inserts might be redundant!!!
extraEncodeData->insert(this, entityTreeElementExtraEncodeData);
}
}
// Determine if no entities at all were able to fit
bool noEntitiesFit = (numberOfEntities > 0 && actualNumberOfEntities == 0);
// If we wrote fewer entities than we expected, update the number of entities in our packet
bool successUpdateEntityCount = true;
if (numberOfEntities != actualNumberOfEntities) {
successUpdateEntityCount = packetData->updatePriorBytes(numberOfEntitiesOffset,
(const unsigned char*)&actualNumberOfEntities, sizeof(actualNumberOfEntities));
}
// If we weren't able to update our entity count, or we couldn't fit any entities, then
// we should discard our element and return a result of NONE
if (!successUpdateEntityCount) {
packetData->discardLevel(elementLevel);
appendElementState = OctreeElement::NONE;
} else {
if (noEntitiesFit) {
//appendElementState = OctreeElement::PARTIAL;
packetData->discardLevel(elementLevel);
appendElementState = OctreeElement::NONE;
} else {
packetData->endLevel(elementLevel);
}
}
return appendElementState;
}
bool EntityTreeElement::containsEntityBounds(EntityItemPointer entity) const {
bool success;
auto queryCube = entity->getQueryAACube(success);
if (!success) {
return false;
}
return containsBounds(queryCube);
}
bool EntityTreeElement::bestFitEntityBounds(EntityItemPointer entity) const {
bool success;
auto queryCube = entity->getQueryAACube(success);
if (!success) {
qCDebug(entities) << "EntityTreeElement::bestFitEntityBounds couldn't get queryCube for" << entity->getName() << entity->getID();
return false;
}
return bestFitBounds(queryCube);
}
bool EntityTreeElement::containsBounds(const EntityItemProperties& properties) const {
return containsBounds(properties.getQueryAACube());
}
bool EntityTreeElement::bestFitBounds(const EntityItemProperties& properties) const {
return bestFitBounds(properties.getQueryAACube());
}
bool EntityTreeElement::containsBounds(const AACube& bounds) const {
return containsBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::bestFitBounds(const AACube& bounds) const {
return bestFitBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::containsBounds(const AABox& bounds) const {
return containsBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::bestFitBounds(const AABox& bounds) const {
return bestFitBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::containsBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
glm::vec3 clampedMin = glm::clamp(minPoint, (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
glm::vec3 clampedMax = glm::clamp(maxPoint, (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
return _cube.contains(clampedMin) && _cube.contains(clampedMax);
}
bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
glm::vec3 clampedMin = glm::clamp(minPoint, (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
glm::vec3 clampedMax = glm::clamp(maxPoint, (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
if (_cube.contains(clampedMin) && _cube.contains(clampedMax)) {
// If our child would be smaller than our smallest reasonable element, then we are the best fit.
float childScale = _cube.getScale() / 2.0f;
if (childScale <= SMALLEST_REASONABLE_OCTREE_ELEMENT_SCALE) {
return true;
}
int childForMinimumPoint = getMyChildContainingPoint(clampedMin);
int childForMaximumPoint = getMyChildContainingPoint(clampedMax);
// If I contain both the minimum and maximum point, but two different children of mine
// contain those points, then I am the best fit for that entity
if (childForMinimumPoint != childForMaximumPoint) {
return true;
}
}
return false;
}
bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
const QVector<EntityItemID>& entityIdsToDiscard, bool visibleOnly, bool collidableOnly,
void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
float distanceToElementCube = std::numeric_limits<float>::max();
float distanceToElementDetails = distance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
return false; // we don't intersect with non-leaves, and we keep searching
}
// if the distance to the element cube is not less than the current best distance, then it's not possible
// for any details inside the cube to be closer so we don't need to consider them.
if (_cube.contains(origin) || distanceToElementCube < distance) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, entityIdsToDiscard, visibleOnly, collidableOnly,
intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
face = localFace;
surfaceNormal = localSurfaceNormal;
return true;
}
}
}
return false;
}
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching,
OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIDsToDiscard,
bool visibleOnly, bool collidableOnly, void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
int entityNumber = 0;
bool somethingIntersected = false;
forEachEntity([&](EntityItemPointer entity) {
if ( (visibleOnly && !entity->isVisible()) || (collidableOnly && (entity->getCollisionless() || entity->getShapeType() == SHAPE_TYPE_NONE))
|| (entityIdsToInclude.size() > 0 && !entityIdsToInclude.contains(entity->getID()))
|| (entityIDsToDiscard.size() > 0 && entityIDsToDiscard.contains(entity->getID())) ) {
return;
}
bool success;
AABox entityBox = entity->getAABox(success);
if (!success) {
return;
}
float localDistance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!entityBox.findRayIntersection(origin, direction, localDistance, localFace, localSurfaceNormal)) {
return;
}
// extents is the entity relative, scaled, centered extents of the entity
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 translation = glm::translate(entity->getPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
glm::vec3 dimensions = entity->getDimensions();
glm::vec3 registrationPoint = entity->getRegistrationPoint();
glm::vec3 corner = -(dimensions * registrationPoint);
AABox entityFrameBox(corner, dimensions);
glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
glm::vec3 entityFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the entity frame
// and testing intersection there.
if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance,
localFace, localSurfaceNormal)) {
if (entityFrameBox.contains(entityFrameOrigin) || localDistance < distance) {
// now ask the entity if we actually intersect
if (entity->supportsDetailedRayIntersection()) {
if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
localFace, localSurfaceNormal, intersectedObject, precisionPicking)) {
if (localDistance < distance) {
distance = localDistance;
face = localFace;
surfaceNormal = localSurfaceNormal;
*intersectedObject = (void*)entity.get();
somethingIntersected = true;
}
}
} else {
// if the entity type doesn't support a detailed intersection, then just return the non-AABox results
// Never intersect with particle entities
if (localDistance < distance && entity->getType() != EntityTypes::ParticleEffect) {
distance = localDistance;
face = localFace;
surfaceNormal = glm::vec3(rotation * glm::vec4(localSurfaceNormal, 1.0f));
*intersectedObject = (void*)entity.get();
somethingIntersected = true;
}
}
}
}
entityNumber++;
});
return somethingIntersected;
}
// TODO: change this to use better bounding shape for entity than sphere
bool EntityTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const {
bool result = false;
withReadLock([&] {
foreach(EntityItemPointer entity, _entityItems) {
glm::vec3 entityCenter = entity->getPosition();
float entityRadius = entity->getRadius();
// don't penetrate yourself
if (entityCenter == center && entityRadius == radius) {
return;
}
if (findSphereSpherePenetration(center, radius, entityCenter, entityRadius, penetration)) {
// return true on first valid entity penetration
*penetratedObject = (void*)(entity.get());
result = true;
return;
}
}
});
return result;
}
EntityItemPointer EntityTreeElement::getClosestEntity(glm::vec3 position) const {
EntityItemPointer closestEntity = NULL;
float closestEntityDistance = FLT_MAX;
withReadLock([&] {
foreach(EntityItemPointer entity, _entityItems) {
float distanceToEntity = glm::distance2(position, entity->getPosition());
if (distanceToEntity < closestEntityDistance) {
closestEntity = entity;
}
}
});
return closestEntity;
}
// TODO: change this to use better bounding shape for entity than sphere
void EntityTreeElement::getEntities(const glm::vec3& searchPosition, float searchRadius, QVector<EntityItemPointer>& foundEntities) const {
forEachEntity([&](EntityItemPointer entity) {
bool success;
AABox entityBox = entity->getAABox(success);
// if the sphere doesn't intersect with our world frame AABox, we don't need to consider the more complex case
glm::vec3 penetration;
if (!success || entityBox.findSpherePenetration(searchPosition, searchRadius, penetration)) {
glm::vec3 dimensions = entity->getDimensions();
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better in particular
// can we handle the ellipsoid case better? We only currently handle perfect spheres
// with centered registration points
if (entity->getShapeType() == SHAPE_TYPE_SPHERE &&
(dimensions.x == dimensions.y && dimensions.y == dimensions.z)) {
// NOTE: entity->getRadius() doesn't return the true radius, it returns the radius of the
// maximum bounding sphere, which is actually larger than our actual radius
float entityTrueRadius = dimensions.x / 2.0f;
bool success;
if (findSphereSpherePenetration(searchPosition, searchRadius,
entity->getCenterPosition(success), entityTrueRadius, penetration)) {
if (success) {
foundEntities.push_back(entity);
}
}
} else {
// determine the worldToEntityMatrix that doesn't include scale because
// we're going to use the registration aware aa box in the entity frame
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 translation = glm::translate(entity->getPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
glm::vec3 registrationPoint = entity->getRegistrationPoint();
glm::vec3 corner = -(dimensions * registrationPoint);
AABox entityFrameBox(corner, dimensions);
glm::vec3 entityFrameSearchPosition = glm::vec3(worldToEntityMatrix * glm::vec4(searchPosition, 1.0f));
if (entityFrameBox.findSpherePenetration(entityFrameSearchPosition, searchRadius, penetration)) {
foundEntities.push_back(entity);
}
}
}
});
}
void EntityTreeElement::getEntities(const AACube& cube, QVector<EntityItemPointer>& foundEntities) {
forEachEntity([&](EntityItemPointer entity) {
bool success;
AABox entityBox = entity->getAABox(success);
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// FIXME - is there an easy way to translate the search cube into something in the
// entity frame that can be easily tested against?
// simple algorithm is probably:
// if target box is fully inside search box == yes
// if search box is fully inside target box == yes
// for each face of search box:
// translate the triangles of the face into the box frame
// test the triangles of the face against the box?
// if translated search face triangle intersect target box
// add to result
//
// If the entities AABox touches the search cube then consider it to be found
if (!success || entityBox.touches(cube)) {
foundEntities.push_back(entity);
}
});
}
void EntityTreeElement::getEntities(const AABox& box, QVector<EntityItemPointer>& foundEntities) {
forEachEntity([&](EntityItemPointer entity) {
bool success;
AABox entityBox = entity->getAABox(success);
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// FIXME - is there an easy way to translate the search cube into something in the
// entity frame that can be easily tested against?
// simple algorithm is probably:
// if target box is fully inside search box == yes
// if search box is fully inside target box == yes
// for each face of search box:
// translate the triangles of the face into the box frame
// test the triangles of the face against the box?
// if translated search face triangle intersect target box
// add to result
//
// If the entities AABox touches the search cube then consider it to be found
if (!success || entityBox.touches(box)) {
foundEntities.push_back(entity);
}
});
}
void EntityTreeElement::getEntities(const ViewFrustum& frustum, QVector<EntityItemPointer>& foundEntities) {
forEachEntity([&](EntityItemPointer entity) {
bool success;
AABox entityBox = entity->getAABox(success);
// FIXME - See FIXMEs for similar methods above.
if (!success || frustum.boxIntersectsFrustum(entityBox) || frustum.boxIntersectsKeyhole(entityBox)) {
foundEntities.push_back(entity);
}
});
}
EntityItemPointer EntityTreeElement::getEntityWithEntityItemID(const EntityItemID& id) const {
EntityItemPointer foundEntity = NULL;
withReadLock([&] {
foreach(EntityItemPointer entity, _entityItems) {
if (entity->getEntityItemID() == id) {
foundEntity = entity;
break;
}
}
});
return foundEntity;
}
void EntityTreeElement::cleanupEntities() {
withWriteLock([&] {
foreach(EntityItemPointer entity, _entityItems) {
// NOTE: only EntityTreeElement should ever be changing the value of entity->_element
// NOTE: We explicitly don't delete the EntityItem here because since we only
// access it by smart pointers, when we remove it from the _entityItems
// we know that it will be deleted.
entity->_element = NULL;
}
_entityItems.clear();
});
bumpChangedContent();
}
bool EntityTreeElement::removeEntityWithEntityItemID(const EntityItemID& id) {
bool foundEntity = false;
withWriteLock([&] {
uint16_t numberOfEntities = _entityItems.size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
EntityItemPointer& entity = _entityItems[i];
if (entity->getEntityItemID() == id) {
foundEntity = true;
// NOTE: only EntityTreeElement should ever be changing the value of entity->_element
entity->_element = NULL;
_entityItems.removeAt(i);
bumpChangedContent();
break;
}
}
});
return foundEntity;
}
bool EntityTreeElement::removeEntityItem(EntityItemPointer entity) {
int numEntries = 0;
withWriteLock([&] {
numEntries = _entityItems.removeAll(entity);
});
if (numEntries > 0) {
// NOTE: only EntityTreeElement should ever be changing the value of entity->_element
assert(entity->_element.get() == this);
entity->_element = NULL;
bumpChangedContent();
return true;
}
return false;
}
int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args) {
return _myTree->readEntityDataFromBuffer(data, bytesLeftToRead, args);
}
void EntityTreeElement::addEntityItem(EntityItemPointer entity) {
assert(entity);
assert(entity->_element == nullptr);
withWriteLock([&] {
_entityItems.push_back(entity);
});
bumpChangedContent();
entity->_element = getThisPointer();
}
// will average a "common reduced LOD view" from the the child elements...
void EntityTreeElement::calculateAverageFromChildren() {
// nothing to do here yet...
}
// will detect if children are leaves AND collapsable into the parent node
// and in that case will collapse children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool EntityTreeElement::collapseChildren() {
// nothing to do here yet...
return false;
}
bool EntityTreeElement::pruneChildren() {
bool somethingPruned = false;
for (int childIndex = 0; childIndex < NUMBER_OF_CHILDREN; childIndex++) {
EntityTreeElementPointer child = getChildAtIndex(childIndex);
// if my child is a leaf, but has no entities, then it's safe to delete my child
if (child && child->isLeaf() && !child->hasEntities()) {
deleteChildAtIndex(childIndex);
somethingPruned = true;
}
}
return somethingPruned;
}
void EntityTreeElement::expandExtentsToContents(Extents& extents) {
withReadLock([&] {
foreach(EntityItemPointer entity, _entityItems) {
bool success;
AABox aaBox = entity->getAABox(success);
if (success) {
extents.add(aaBox);
}
}
});
}
uint16_t EntityTreeElement::size() const {
uint16_t result = 0;
withReadLock([&] {
result = _entityItems.size();
});
return result;
}
void EntityTreeElement::debugDump() {
qCDebug(entities) << "EntityTreeElement...";
qCDebug(entities) << " cube:" << _cube;
qCDebug(entities) << " has child elements:" << getChildCount();
withReadLock([&] {
if (_entityItems.size()) {
qCDebug(entities) << " has entities:" << _entityItems.size();
qCDebug(entities) << "--------------------------------------------------";
for (uint16_t i = 0; i < _entityItems.size(); i++) {
EntityItemPointer entity = _entityItems[i];
entity->debugDump();
}
qCDebug(entities) << "--------------------------------------------------";
} else {
qCDebug(entities) << " NO entities!";
}
});
}