QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) {

    EntityItemProperties propertiesWithSimID = properties;

    EntityItemID id = EntityItemID(QUuid::createUuid());

    // If we have a local entity tree set, then also update it.
    bool success = true;
    if (_entityTree) {
        _entityTree->withWriteLock([&] {
            EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID);
            if (entity) {
                // This Node is creating a new object.  If it's in motion, set this Node as the simulator.
                auto nodeList = DependencyManager::get<NodeList>();
                const QUuid myNodeID = nodeList->getSessionUUID();
                propertiesWithSimID.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);

                // and make note of it now, so we can act on it right away.
                entity->setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);

                entity->setLastBroadcast(usecTimestampNow());
            } else {
                qCDebug(entities) << "script failed to add new Entity to local Octree";
                success = false;
            }
        });
    }

    // queue the packet
    if (success) {
        queueEntityMessage(PacketType::EntityAdd, id, propertiesWithSimID);
    }

    return id;
}
QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties properties) {
    EntityItemID entityID(id);
    // If we have a local entity tree set, then also update it.
    if (!_entityTree) {
        queueEntityMessage(PacketType::EntityEdit, entityID, properties);
        return id;
    }

    bool updatedEntity = false;
    _entityTree->withWriteLock([&] {
        updatedEntity = _entityTree->updateEntity(entityID, properties);
    });


    if (!updatedEntity) {
        return QUuid();
    }

    _entityTree->withReadLock([&] {
        EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
        if (entity) {
            // make sure the properties has a type, so that the encode can know which properties to include
            properties.setType(entity->getType());
            bool hasTerseUpdateChanges = properties.hasTerseUpdateChanges();
            bool hasPhysicsChanges = properties.hasMiscPhysicsChanges() || hasTerseUpdateChanges;
            if (hasPhysicsChanges) {
                auto nodeList = DependencyManager::get<NodeList>();
                const QUuid myNodeID = nodeList->getSessionUUID();

                if (entity->getSimulatorID() == myNodeID) {
                    // we think we already own the simulation, so make sure to send ALL TerseUpdate properties
                    if (hasTerseUpdateChanges) {
                        entity->getAllTerseUpdateProperties(properties);
                    }
                    // TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object 
                    // is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update 
                    // and instead let the physics simulation decide when to send a terse update.  This would remove
                    // the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling
                    // balls" test.  However, even if we solve this problem we still need to provide a "slerp the visible
                    // proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
                    // simulation.

                    if (entity->getSimulationPriority() < SCRIPT_EDIT_SIMULATION_PRIORITY) {
                        // we re-assert our simulation ownership at a higher priority
                        properties.setSimulationOwner(myNodeID,
                            glm::max(entity->getSimulationPriority(), SCRIPT_EDIT_SIMULATION_PRIORITY));
                    }
                } else {
                    // we make a bid for simulation ownership
                    properties.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);
                    entity->flagForOwnership();
                }
            }
            entity->setLastBroadcast(usecTimestampNow());
        }
    });
    queueEntityMessage(PacketType::EntityEdit, entityID, properties);
    return id;
}
QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) {
    EntityItemProperties propertiesWithSimID = convertLocationFromScriptSemantics(properties);
    propertiesWithSimID.setDimensionsInitialized(properties.dimensionsChanged());

    auto dimensions = propertiesWithSimID.getDimensions();
    float volume = dimensions.x * dimensions.y * dimensions.z;
    auto density = propertiesWithSimID.getDensity();
    auto newVelocity = propertiesWithSimID.getVelocity().length();
    float cost = calculateCost(density * volume, 0, newVelocity);
    cost *= costMultiplier;

    if (cost > _currentAvatarEnergy) {
        return QUuid();
    }

    EntityItemID id = EntityItemID(QUuid::createUuid());

    // If we have a local entity tree set, then also update it.
    bool success = true;
    if (_entityTree) {
        _entityTree->withWriteLock([&] {
            EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID);
            if (entity) {
                if (propertiesWithSimID.parentRelatedPropertyChanged()) {
                    // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
                    bool success;
                    AACube queryAACube = entity->getQueryAACube(success);
                    if (success) {
                        propertiesWithSimID.setQueryAACube(queryAACube);
                    }
                }

                if (_bidOnSimulationOwnership) {
                    // This Node is creating a new object.  If it's in motion, set this Node as the simulator.
                    auto nodeList = DependencyManager::get<NodeList>();
                    const QUuid myNodeID = nodeList->getSessionUUID();

                    // and make note of it now, so we can act on it right away.
                    propertiesWithSimID.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
                    entity->setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
                }

                entity->setLastBroadcast(usecTimestampNow());
            } else {
                qCDebug(entities) << "script failed to add new Entity to local Octree";
                success = false;
            }
        });
    }

    // queue the packet
    if (success) {
        emit debitEnergySource(cost);
        queueEntityMessage(PacketType::EntityAdd, id, propertiesWithSimID);
    }

    return id;
}
Beispiel #4
0
void addAvatarEntities(const QVariantList& avatarEntities) {
    auto nodeList = DependencyManager::get<NodeList>();
    const QUuid myNodeID = nodeList->getSessionUUID();
    EntityTreePointer entityTree = DependencyManager::get<EntityTreeRenderer>()->getTree();
    if (!entityTree) {
        return;
    }
    EntitySimulationPointer entitySimulation = entityTree->getSimulation();
    PhysicalEntitySimulationPointer physicalEntitySimulation = std::static_pointer_cast<PhysicalEntitySimulation>(entitySimulation);
    EntityEditPacketSender* entityPacketSender = physicalEntitySimulation->getPacketSender();
    QScriptEngine scriptEngine;
    for (int index = 0; index < avatarEntities.count(); index++) {
        const QVariantMap& avatarEntityProperties = avatarEntities.at(index).toMap();
        QVariant variantProperties = avatarEntityProperties["properties"];
        QVariantMap asMap = variantProperties.toMap();
        QScriptValue scriptProperties = variantMapToScriptValue(asMap, scriptEngine);
        EntityItemProperties entityProperties;
        EntityItemPropertiesFromScriptValueHonorReadOnly(scriptProperties, entityProperties);

        entityProperties.setParentID(myNodeID);
        entityProperties.setClientOnly(true);
        entityProperties.setOwningAvatarID(myNodeID);
        entityProperties.setSimulationOwner(myNodeID, AVATAR_ENTITY_SIMULATION_PRIORITY);
        entityProperties.markAllChanged();

        EntityItemID id = EntityItemID(QUuid::createUuid());
        bool success = true;
        entityTree->withWriteLock([&] {
            EntityItemPointer entity = entityTree->addEntity(id, entityProperties);
            if (entity) {
                if (entityProperties.queryAACubeRelatedPropertyChanged()) {
                    // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
                    bool success;
                    AACube queryAACube = entity->getQueryAACube(success);
                    if (success) {
                        entityProperties.setQueryAACube(queryAACube);
                    }
                }

                entity->setLastBroadcast(usecTimestampNow());
                // since we're creating this object we will immediately volunteer to own its simulation
                entity->flagForOwnershipBid(VOLUNTEER_SIMULATION_PRIORITY);
                entityProperties.setLastEdited(entity->getLastEdited());
            } else {
                qCDebug(entities) << "AvatarEntitiesBookmark failed to add new Entity to local Octree";
                success = false;
            }
        });

        if (success) {
            entityPacketSender->queueEditEntityMessage(PacketType::EntityAdd, entityTree, id, entityProperties);
        }
    }
}
void EntityEditPacketSender::queueEditAvatarEntityMessage(PacketType type,
        EntityTreePointer entityTree,
        EntityItemID entityItemID,
        const EntityItemProperties& properties) {
    if (!_shouldSend) {
        return; // bail early
    }

    if (properties.getOwningAvatarID() != _myAvatar->getID()) {
        return; // don't send updates for someone else's avatarEntity
    }

    assert(properties.getClientOnly());

    // this is an avatar-based entity.  update our avatar-data rather than sending to the entity-server
    assert(_myAvatar);

    if (!entityTree) {
        qCDebug(entities) << "EntityEditPacketSender::queueEditEntityMessage null entityTree.";
        return;
    }
    EntityItemPointer entity = entityTree->findEntityByEntityItemID(entityItemID);
    if (!entity) {
        qCDebug(entities) << "EntityEditPacketSender::queueEditEntityMessage can't find entity.";
        return;
    }

    // the properties that get serialized into the avatar identity packet should be the entire set
    // rather than just the ones being edited.
    EntityItemProperties entityProperties = entity->getProperties();
    entityProperties.merge(properties);

    QScriptValue scriptProperties = EntityItemNonDefaultPropertiesToScriptValue(&_scriptEngine, entityProperties);
    QVariant variantProperties = scriptProperties.toVariant();
    QJsonDocument jsonProperties = QJsonDocument::fromVariant(variantProperties);

    // the ID of the parent/avatar changes from session to session.  use a special UUID to indicate the avatar
    QJsonObject jsonObject = jsonProperties.object();
    if (QUuid(jsonObject["parentID"].toString()) == _myAvatar->getID()) {
        jsonObject["parentID"] = AVATAR_SELF_ID.toString();
    }
    jsonProperties = QJsonDocument(jsonObject);

    QByteArray binaryProperties = jsonProperties.toBinaryData();
    _myAvatar->updateAvatarEntity(entityItemID, binaryProperties);

    entity->setLastBroadcast(usecTimestampNow());
    return;
}
bool EntityScriptingInterface::setPoints(QUuid entityID, std::function<bool(LineEntityItem&)> actor) {
    if (!_entityTree) {
        return false;
    }

    EntityItemPointer entity = static_cast<EntityItemPointer>(_entityTree->findEntityByEntityItemID(entityID));
    if (!entity) {
        qCDebug(entities) << "EntityScriptingInterface::setPoints no entity with ID" << entityID;
    }

    EntityTypes::EntityType entityType = entity->getType();

    if (entityType != EntityTypes::Line) {
        return false;
    }

    auto now = usecTimestampNow();

    auto lineEntity = std::static_pointer_cast<LineEntityItem>(entity);
    bool success;
    _entityTree->withWriteLock([&] {
        success = actor(*lineEntity);
        entity->setLastEdited(now);
        entity->setLastBroadcast(now);
    });

    EntityItemProperties properties;
    _entityTree->withReadLock([&] {
        properties = entity->getProperties();
    });

    properties.setLinePointsDirty();
    properties.setLastEdited(now);

    queueEntityMessage(PacketType::EntityEdit, entityID, properties);
    return success;
}
Beispiel #7
0
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
    assert(_entity);
    assert(entityTreeIsLocked());

    bool active = _body->isActive();
    if (!active) {
        // make sure all derivatives are zero
        glm::vec3 zero(0.0f);
        _entity->setVelocity(zero);
        _entity->setAngularVelocity(zero);
        _entity->setAcceleration(zero);
        _sentInactive = true;
    } else {
        float gravityLength = glm::length(_entity->getGravity());
        float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
        if (accVsGravity < ACCELERATION_EQUIVALENT_EPSILON_RATIO * gravityLength) {
            // acceleration measured during the most recent simulation step was close to gravity.
            if (getAccelerationNearlyGravityCount() < STEPS_TO_DECIDE_BALLISTIC) {
                // only increment this if we haven't reached the threshold yet.  this is to avoid
                // overflowing the counter.
                incrementAccelerationNearlyGravityCount();
            }
        } else {
            // acceleration wasn't similar to this entities gravity, so reset the went-ballistic counter
            resetAccelerationNearlyGravityCount();
        }

        // if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
        // the entity server's estimates include gravity.
        if (getAccelerationNearlyGravityCount() >= STEPS_TO_DECIDE_BALLISTIC) {
            _entity->setAcceleration(_entity->getGravity());
        } else {
            _entity->setAcceleration(glm::vec3(0.0f));
        }

        const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f;  // 5 cm/sec
        const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f;  // ~5 deg/sec

        bool movingSlowlyLinear =
            glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
        bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
                (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
        bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == glm::vec3(0.0f);

        if (movingSlowly) {
            // velocities might not be zero, but we'll fake them as such, which will hopefully help convince
            // other simulating observers to deactivate their own copies
            glm::vec3 zero(0.0f);
            _entity->setVelocity(zero);
            _entity->setAngularVelocity(zero);
        }
        _sentInactive = false;
    }

    // remember properties for local server prediction
    _serverPosition = _entity->getPosition();
    _serverRotation = _entity->getRotation();
    _serverVelocity = _entity->getVelocity();
    _serverAcceleration = _entity->getAcceleration();
    _serverAngularVelocity = _entity->getAngularVelocity();
    _serverActionData = _entity->getActionData();

    EntityItemProperties properties;

    // explicitly set the properties that changed so that they will be packed
    properties.setPosition(_entity->getLocalPosition());
    properties.setRotation(_entity->getLocalOrientation());

    properties.setVelocity(_serverVelocity);
    properties.setAcceleration(_serverAcceleration);
    properties.setAngularVelocity(_serverAngularVelocity);
    if (_entity->actionDataNeedsTransmit()) {
        _entity->setActionDataNeedsTransmit(false);
        properties.setActionData(_serverActionData);
    }

    if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
        // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
        properties.setQueryAACube(_entity->getQueryAACube());
    }

    // set the LastEdited of the properties but NOT the entity itself
    quint64 now = usecTimestampNow();
    properties.setLastEdited(now);

    #ifdef WANT_DEBUG
        quint64 lastSimulated = _entity->getLastSimulated();
        qCDebug(physics) << "EntityMotionState::sendUpdate()";
        qCDebug(physics) << "        EntityItemId:" << _entity->getEntityItemID()
                         << "---------------------------------------------";
        qCDebug(physics) << "       lastSimulated:" << debugTime(lastSimulated, now);
    #endif //def WANT_DEBUG

    if (sessionID == _entity->getSimulatorID()) {
        // we think we own the simulation
        if (!active) {
            // we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
            // but we remember that we do still own it...  and rely on the server to tell us that we don't
            properties.clearSimulationOwner();
            _outgoingPriority = NO_PRORITY;
        }
        // else the ownership is not changing so we don't bother to pack it
    } else {
        // we don't own the simulation for this entity yet, but we're sending a bid for it
        properties.setSimulationOwner(sessionID, glm::max<quint8>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY));
        _nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
    }

    EntityItemID id(_entity->getID());
    EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
    #ifdef WANT_DEBUG
        qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
    #endif

    entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, id, properties);
    _entity->setLastBroadcast(usecTimestampNow());

    // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
    // if they've changed.
    _entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
        if (descendant->getNestableType() == NestableType::Entity) {
            EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
            if (descendant->computePuffedQueryAACube()) {
                EntityItemProperties newQueryCubeProperties;
                newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties);
                entityDescendant->setLastBroadcast(usecTimestampNow());
            }
        }
    });

    _lastStep = step;
}
QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties& scriptSideProperties) {
    EntityItemProperties properties = scriptSideProperties;

    auto dimensions = properties.getDimensions();
    float volume = dimensions.x * dimensions.y * dimensions.z;
    auto density = properties.getDensity();
    auto newVelocity = properties.getVelocity().length();
    float oldVelocity = { 0.0f };

    EntityItemID entityID(id);
    if (!_entityTree) {
        queueEntityMessage(PacketType::EntityEdit, entityID, properties);

        //if there is no local entity entity tree, no existing velocity, use 0.
        float cost = calculateCost(density * volume, oldVelocity, newVelocity);
        cost *= costMultiplier;

        if (cost > _currentAvatarEnergy) {
            return QUuid();
        } else {
            //debit the avatar energy and continue
            emit debitEnergySource(cost);
        }

        return id;
    }
    // If we have a local entity tree set, then also update it.

    bool updatedEntity = false;
    _entityTree->withWriteLock([&] {
        if (scriptSideProperties.parentRelatedPropertyChanged()) {
            // All of parentID, parentJointIndex, position, rotation are needed to make sense of any of them.
            // If any of these changed, pull any missing properties from the entity.
            EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
            if (!entity) {
                return;
            }
            //existing entity, retrieve old velocity for check down below
            oldVelocity = entity->getVelocity().length();

            if (!scriptSideProperties.parentIDChanged()) {
                properties.setParentID(entity->getParentID());
            }
            if (!scriptSideProperties.parentJointIndexChanged()) {
                properties.setParentJointIndex(entity->getParentJointIndex());
            }
            if (!scriptSideProperties.localPositionChanged() && !scriptSideProperties.positionChanged()) {
                properties.setPosition(entity->getPosition());
            }
            if (!scriptSideProperties.localRotationChanged() && !scriptSideProperties.rotationChanged()) {
                properties.setRotation(entity->getOrientation());
            }
        }
        properties = convertLocationFromScriptSemantics(properties);

        float cost = calculateCost(density * volume, oldVelocity, newVelocity);
        cost *= costMultiplier;

        if (cost > _currentAvatarEnergy) {
            updatedEntity = false;
        } else {
            //debit the avatar energy and continue
            updatedEntity = _entityTree->updateEntity(entityID, properties);
            if (updatedEntity) {
                emit debitEnergySource(cost);
            }
        }
    });

    if (!updatedEntity) {
        return QUuid();
    }

    _entityTree->withReadLock([&] {
        EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
        if (entity) {
            // make sure the properties has a type, so that the encode can know which properties to include
            properties.setType(entity->getType());
            bool hasTerseUpdateChanges = properties.hasTerseUpdateChanges();
            bool hasPhysicsChanges = properties.hasMiscPhysicsChanges() || hasTerseUpdateChanges;
            if (_bidOnSimulationOwnership && hasPhysicsChanges) {
                auto nodeList = DependencyManager::get<NodeList>();
                const QUuid myNodeID = nodeList->getSessionUUID();

                if (entity->getSimulatorID() == myNodeID) {
                    // we think we already own the simulation, so make sure to send ALL TerseUpdate properties
                    if (hasTerseUpdateChanges) {
                        entity->getAllTerseUpdateProperties(properties);
                    }
                    // TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
                    // is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
                    // and instead let the physics simulation decide when to send a terse update.  This would remove
                    // the "slide-no-rotate" glitch (and typical double-update) that we see during the "poke rolling
                    // balls" test.  However, even if we solve this problem we still need to provide a "slerp the visible
                    // proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
                    // simulation.

                    if (entity->getSimulationPriority() < SCRIPT_POKE_SIMULATION_PRIORITY) {
                        // we re-assert our simulation ownership at a higher priority
                        properties.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
                    }
                } else {
                    // we make a bid for simulation ownership
                    properties.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
                    entity->pokeSimulationOwnership();
                }
            }
            if (properties.parentRelatedPropertyChanged() && entity->computePuffedQueryAACube()) {
                properties.setQueryAACube(entity->getQueryAACube());
            }
            entity->setLastBroadcast(usecTimestampNow());

            // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
            // if they've changed.
            entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
                if (descendant->getNestableType() == NestableType::Entity) {
                    if (descendant->computePuffedQueryAACube()) {
                        EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
                        EntityItemProperties newQueryCubeProperties;
                        newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                        newQueryCubeProperties.setLastEdited(properties.getLastEdited());
                        queueEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties);
                        entityDescendant->setLastBroadcast(usecTimestampNow());
                    }
                }
            });
        }
    });
    queueEntityMessage(PacketType::EntityEdit, entityID, properties);
    return id;
}
Beispiel #9
0
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
    DETAILED_PROFILE_RANGE(simulation_physics, "Send");
    assert(entityTreeIsLocked());
    assert(isLocallyOwned());

    updateSendVelocities();

    // remember _serverFoo data for local prediction of server state
    Transform localTransform;
    _entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
    _serverPosition = localTransform.getTranslation();
    _serverRotation = localTransform.getRotation();
    _serverAcceleration = _entity->getAcceleration();
    _serverActionData = _entity->getDynamicData();

    EntityItemProperties properties;
    properties.setPosition(_entity->getLocalPosition());
    properties.setRotation(_entity->getLocalOrientation());
    properties.setVelocity(_serverVelocity);
    properties.setAcceleration(_serverAcceleration);
    properties.setAngularVelocity(_serverAngularVelocity);
    if (_entity->dynamicDataNeedsTransmit()) {
        _entity->setDynamicDataNeedsTransmit(false);
        properties.setActionData(_serverActionData);
    }

    if (_entity->updateQueryAACube()) {
        // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
        properties.setQueryAACube(_entity->getQueryAACube());
    }

    // set the LastEdited of the properties but NOT the entity itself
    quint64 now = usecTimestampNow();
    properties.setLastEdited(now);
    _entity->setSimulationOwnershipExpiry(now + MAX_OUTGOING_SIMULATION_UPDATE_PERIOD);

    if (_numInactiveUpdates > 0 && _entity->getScriptSimulationPriority() == 0) {
        // the entity is stopped and inactive so we tell the server we're clearing simulatorID
        // but we remember we do still own it...  and rely on the server to tell us we don't
        properties.clearSimulationOwner();
        _entity->setPendingOwnershipPriority(0);
    } else {
        uint8_t newPriority = computeFinalBidPriority();
        _entity->clearScriptSimulationPriority();
        // if we get here then we own the simulation and the object is NOT going inactive
        // if newPriority is zero, then it must be outside of R1, which means we should really set it to YIELD
        // which we achive by just setting it to the max of the two
        newPriority = glm::max(newPriority, YIELD_SIMULATION_PRIORITY);
        if (newPriority != _entity->getSimulationPriority() &&
                !(newPriority == VOLUNTEER_SIMULATION_PRIORITY && _entity->getSimulationPriority() == RECRUIT_SIMULATION_PRIORITY)) {
            // our desired priority has changed
            if (newPriority == 0) {
                // we should release ownership
                properties.clearSimulationOwner();
            } else {
                // we just need to inform the entity-server
                properties.setSimulationOwner(Physics::getSessionUUID(), newPriority);
            }
            _entity->setPendingOwnershipPriority(newPriority);
        }
    }

    EntityItemID id(_entity->getID());
    EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);

    EntityTreeElementPointer element = _entity->getElement();
    EntityTreePointer tree = element ? element->getTree() : nullptr;

    properties.setEntityHostType(_entity->getEntityHostType());
    properties.setOwningAvatarID(_entity->getOwningAvatarID());

    entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
    _entity->setLastBroadcast(now); // for debug/physics status icons

    // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
    // if they've changed.
    _entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
        if (descendant->getNestableType() == NestableType::Entity) {
            EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
            if (descendant->updateQueryAACube()) {
                EntityItemProperties newQueryCubeProperties;
                newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                newQueryCubeProperties.setLastEdited(properties.getLastEdited());
                newQueryCubeProperties.setEntityHostType(entityDescendant->getEntityHostType());
                newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());

                entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree,
                                                           descendant->getID(), newQueryCubeProperties);
                entityDescendant->setLastBroadcast(now); // for debug/physics status icons
            }
        }
    });

    _lastStep = step;

    // after sending a bid/update we clear _bumpedPriority
    // which might get promoted again next frame (after local script or simulation interaction)
    // or we might win the bid
    _bumpedPriority = 0;
}
Beispiel #10
0
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
    assert(_entity);
    assert(entityTreeIsLocked());

    if (!_body->isActive()) {
        // make sure all derivatives are zero
        _entity->setVelocity(Vectors::ZERO);
        _entity->setAngularVelocity(Vectors::ZERO);
        _entity->setAcceleration(Vectors::ZERO);
        _numInactiveUpdates++;
    } else {
        glm::vec3 gravity = _entity->getGravity();

        // if this entity has been accelerated at close to gravity for a certain number of simulation-steps, let
        // the entity server's estimates include gravity.
        const uint8_t STEPS_TO_DECIDE_BALLISTIC = 4;
        if (_accelerationNearlyGravityCount >= STEPS_TO_DECIDE_BALLISTIC) {
            _entity->setAcceleration(gravity);
        } else {
            _entity->setAcceleration(Vectors::ZERO);
        }

        if (!_body->isStaticOrKinematicObject()) {
            const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f;  // 5 cm/sec
            const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f;  // ~5 deg/sec

            bool movingSlowlyLinear =
                glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
            bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
                    (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
            bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == Vectors::ZERO;

            if (movingSlowly) {
                // velocities might not be zero, but we'll fake them as such, which will hopefully help convince
                // other simulating observers to deactivate their own copies
                glm::vec3 zero(0.0f);
                _entity->setVelocity(zero);
                _entity->setAngularVelocity(zero);
            }
        }
        _numInactiveUpdates = 0;
    }

    // remember properties for local server prediction
    Transform localTransform;
    _entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
    _serverPosition = localTransform.getTranslation();
    _serverRotation = localTransform.getRotation();
    _serverAcceleration = _entity->getAcceleration();
    _serverActionData = _entity->getActionData();

    EntityItemProperties properties;

    // explicitly set the properties that changed so that they will be packed
    properties.setPosition(_entity->getLocalPosition());
    properties.setRotation(_entity->getLocalOrientation());

    properties.setVelocity(_serverVelocity);
    properties.setAcceleration(_serverAcceleration);
    properties.setAngularVelocity(_serverAngularVelocity);
    if (_entity->actionDataNeedsTransmit()) {
        _entity->setActionDataNeedsTransmit(false);
        properties.setActionData(_serverActionData);
    }

    if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
        // due to parenting, the server may not know where something is in world-space, so include the bounding cube.
        properties.setQueryAACube(_entity->getQueryAACube());
    }

    // set the LastEdited of the properties but NOT the entity itself
    quint64 now = usecTimestampNow();
    properties.setLastEdited(now);

    #ifdef WANT_DEBUG
        quint64 lastSimulated = _entity->getLastSimulated();
        qCDebug(physics) << "EntityMotionState::sendUpdate()";
        qCDebug(physics) << "        EntityItemId:" << _entity->getEntityItemID()
                         << "---------------------------------------------";
        qCDebug(physics) << "       lastSimulated:" << debugTime(lastSimulated, now);
    #endif //def WANT_DEBUG

    if (_numInactiveUpdates > 0) {
        // we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
        // but we remember we do still own it...  and rely on the server to tell us we don't
        properties.clearSimulationOwner();
        _outgoingPriority = 0;
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    } else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
        // we don't own the simulation for this entity yet, but we're sending a bid for it
        quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
        properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
        _nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
        // copy _outgoingPriority into pendingPriority...
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
        // ...then reset _outgoingPriority in preparation for the next frame
        _outgoingPriority = 0;
    } else if (_outgoingPriority != _entity->getSimulationPriority()) {
        // we own the simulation but our desired priority has changed
        if (_outgoingPriority == 0) {
            // we should release ownership
            properties.clearSimulationOwner();
        } else {
            // we just need to change the priority
            properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
        }
        _entity->setPendingOwnershipPriority(_outgoingPriority, now);
    }

    EntityItemID id(_entity->getID());
    EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
    #ifdef WANT_DEBUG
        qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
    #endif

    EntityTreeElementPointer element = _entity->getElement();
    EntityTreePointer tree = element ? element->getTree() : nullptr;

    properties.setClientOnly(_entity->getClientOnly());
    properties.setOwningAvatarID(_entity->getOwningAvatarID());

    entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree, id, properties);
    _entity->setLastBroadcast(now);

    // if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
    // if they've changed.
    _entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
        if (descendant->getNestableType() == NestableType::Entity) {
            EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
            if (descendant->computePuffedQueryAACube()) {
                EntityItemProperties newQueryCubeProperties;
                newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
                newQueryCubeProperties.setLastEdited(properties.getLastEdited());

                newQueryCubeProperties.setClientOnly(entityDescendant->getClientOnly());
                newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());

                entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree,
                                                           descendant->getID(), newQueryCubeProperties);
                entityDescendant->setLastBroadcast(now);
            }
        }
    });

    _lastStep = step;
}