void AvatarManager::removeDeadAvatarEntities(const SetOfEntities& deadEntities) { auto treeRenderer = DependencyManager::get<EntityTreeRenderer>(); EntityTreePointer entityTree = treeRenderer ? treeRenderer->getTree() : nullptr; for (auto entity : deadEntities) { QUuid entityOwnerID = entity->getOwningAvatarID(); AvatarSharedPointer avatar = getAvatarBySessionID(entityOwnerID); const bool REQUIRES_REMOVAL_FROM_TREE = false; if (avatar) { avatar->clearAvatarEntity(entity->getID(), REQUIRES_REMOVAL_FROM_TREE); } if (entityTree && entity->isMyAvatarEntity()) { entityTree->withWriteLock([&] { // We only need to delete the direct children (rather than the descendants) because // when the child is deleted, it will take care of its own children. If the child // is also an avatar-entity, we'll end up back here. If it's not, the entity-server // will take care of it in the usual way. entity->forEachChild([&](SpatiallyNestablePointer child) { EntityItemPointer childEntity = std::dynamic_pointer_cast<EntityItem>(child); if (childEntity) { entityTree->deleteEntity(childEntity->getID(), true, true); if (avatar) { avatar->clearAvatarEntity(childEntity->getID(), REQUIRES_REMOVAL_FROM_TREE); } } }); }); } } }
OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData* packetData, EncodeBitstreamParams& params) const { OctreeElement::AppendState appendElementState = OctreeElement::COMPLETED; // assume the best... // first, check the params.extraEncodeData to see if there's any partial re-encode data for this element OctreeElementExtraEncodeData* extraEncodeData = params.extraEncodeData; EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData = NULL; bool hadElementExtraData = false; if (extraEncodeData && extraEncodeData->contains(this)) { entityTreeElementExtraEncodeData = static_cast<EntityTreeElementExtraEncodeData*>(extraEncodeData->value(this)); hadElementExtraData = true; } else { // if there wasn't one already, then create one entityTreeElementExtraEncodeData = 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 = static_cast<EntityTreeElementExtraEncodeData*>(extraEncodeData->value(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) { for (uint16_t i = 0; i < _entityItems.size(); i++) { EntityItemPointer entity = _entityItems[i]; bool includeThisEntity = true; if (!params.forceSendScene && entity->getLastChangedOnServer() < params.lastViewFrustumSent) { includeThisEntity = false; } if (hadElementExtraData) { includeThisEntity = includeThisEntity && entityTreeElementExtraEncodeData->entities.contains(entity->getEntityItemID()); } if (includeThisEntity && params.viewFrustum) { // 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 = params.viewFrustum->calculateRenderAccuracy(entityBounds, params.octreeElementSizeScale, params.boundaryLevelAdjust); if (renderAccuracy <= 0.0f) { includeThisEntity = false; // too small, don't include it #ifdef WANT_LOD_DEBUGGING qDebug() << "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 qDebug() << "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 {