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////  UpdateEntityOperator.cpp//  libraries/entities/src////  Created by Brad Hefta-Gaub on 8/11/2014.//  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 "UpdateEntityOperator.h" UpdateEntityOperator::UpdateEntityOperator(EntityTreePointer tree,                        EntityTreeElementPointer containingElement,                        EntityItemPointer existingEntity,                        const AACube newQueryAACube) :    _tree(tree),    _existingEntity(existingEntity),    _containingElement(containingElement),    _containingElementCube(containingElement->getAACube()),    _entityItemID(existingEntity->getEntityItemID()),    _foundOld(false),    _foundNew(false),    _removeOld(false),    _changeTime(usecTimestampNow()),    _oldEntityCube(),    _newEntityCube(),    _wantDebug(false){    // caller must have verified existence of containingElement and oldEntity    assert(_containingElement && _existingEntity);     if (_wantDebug) {        qCDebug(entities) << "UpdateEntityOperator::UpdateEntityOperator() -----------------------------";    }     // Here we have a choice to make, do we want to "tight fit" the actual minimum for the    // entity into the the element, or do we want to use the entities "relaxed" bounds    // which can handle all potential rotations?    // the getMaximumAACube is the relaxed form.    _oldEntityCube = _existingEntity->getQueryAACube();    _oldEntityBox = _oldEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds     _newEntityCube = newQueryAACube;    _newEntityBox = _newEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds     // set oldElementBestFit true if the entity was in the correct element before this operator was run.    bool oldElementBestFit = _containingElement->bestFitBounds(_oldEntityBox);     // For some reason we've seen a case where the original containing element isn't a best fit for the old properties    // in this case we want to move it, even if the properties haven't changed.    if (!oldElementBestFit) {        _oldEntityBox = _existingEntity->getElement()->getAACube();        _removeOld = true; // our properties are going to move us, so remember this for later processing         if (_wantDebug) {            qCDebug(entities) << "    **** UNUSUAL CASE ****  not best fit.... **";        }    }     if (_wantDebug) {        qCDebug(entities) << "    _entityItemID:" << _entityItemID;        qCDebug(entities) << "    _containingElementCube:" << _containingElementCube;        qCDebug(entities) << "    _oldEntityCube:" << _oldEntityCube;        qCDebug(entities) << "    _oldEntityBox:" << _oldEntityBox;        qCDebug(entities) << "    _newEntityCube:" << _newEntityCube;        qCDebug(entities) << "    _newEntityBox:" << _newEntityBox;        qCDebug(entities) << "--------------------------------------------------------------------------";    } }  UpdateEntityOperator::~UpdateEntityOperator() {}  // does this entity tree element contain the old entitybool UpdateEntityOperator::subTreeContainsOldEntity(const OctreeElementPointer& element) {     // We've found cases where the old entity might be placed in an element that is not actually the best fit    // so when we're searching the tree for the old element, we use the known cube for the known containing element    bool elementContainsOldBox = element->getAACube().contains(_containingElementCube);     if (_wantDebug) {        bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);        qCDebug(entities) << "UpdateEntityOperator::subTreeContainsOldEntity()....";        qCDebug(entities) << "    element->getAACube()=" << element->getAACube();        qCDebug(entities) << "    _oldEntityCube=" << _oldEntityCube;        qCDebug(entities) << "    _oldEntityBox=" << _oldEntityBox;        qCDebug(entities) << "    elementContainsOldCube=" << elementContainsOldCube;        qCDebug(entities) << "    elementContainsOldBox=" << elementContainsOldBox;    }    return elementContainsOldBox;} bool UpdateEntityOperator::subTreeContainsNewEntity(const OctreeElementPointer& element) {    bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);     if (_wantDebug) {        bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);        qCDebug(entities) << "UpdateEntityOperator::subTreeContainsNewEntity()....";        qCDebug(entities) << "    element->getAACube()=" << element->getAACube();        qCDebug(entities) << "    _newEntityCube=" << _newEntityCube;        qCDebug(entities) << "    _newEntityBox=" << _newEntityBox;        qCDebug(entities) << "    elementContainsNewCube=" << elementContainsNewCube;        qCDebug(entities) << "    elementContainsNewBox=" << elementContainsNewBox;    }     return elementContainsNewBox;}  bool UpdateEntityOperator::preRecursion(const OctreeElementPointer& element) {    EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);     // In Pre-recursion, we're generally deciding whether or not we want to recurse this    // path of the tree. For this operation, we want to recurse the branch of the tree if    // and of the following are true:    //   * We have not yet found the old entity, and this branch contains our old entity    //   * We have not yet found the new entity, and this branch contains our new entity    //    // Note: it's often the case that the branch in question contains both the old entity    // and the new entity.     bool keepSearching = false; // assume we don't need to search any more     bool subtreeContainsOld = subTreeContainsOldEntity(element);    bool subtreeContainsNew = subTreeContainsNewEntity(element);     if (_wantDebug) {        qCDebug(entities) << "---- UpdateEntityOperator::preRecursion().... ----";        qCDebug(entities) << "    element=" << element->getAACube();        qCDebug(entities) << "    subtreeContainsOld=" << subtreeContainsOld;        qCDebug(entities) << "    subtreeContainsNew=" << subtreeContainsNew;        qCDebug(entities) << "    _foundOld=" << _foundOld;        qCDebug(entities) << "    _foundNew=" << _foundNew;    }     // If we haven't yet found the old element, and this subTreeContains our old element,    // then we need to keep searching.    if (!_foundOld && subtreeContainsOld) {         if (_wantDebug) {            qCDebug(entities) << "    OLD TREE CASE....";            qCDebug(entities) << "    entityTreeElement=" << entityTreeElement.get();            qCDebug(entities) << "    _containingElement=" << _containingElement.get();        }         // If this is the element we're looking for, then ask it to remove the old entity        // and we can stop searching.        if (entityTreeElement == _containingElement) {             if (_wantDebug) {                qCDebug(entities) << "    *** it's the OLD ELEMENT! ***";            }             // If the containgElement IS NOT the best fit for the new entity properties            // then we need to remove it, and the updateEntity below will store it in the            // correct element.            if (_removeOld) {                 if (_wantDebug) {                    qCDebug(entities) << "    *** REMOVING from ELEMENT ***";                }                 // the entity knows what element it's in, so we remove it from that one                // NOTE: we know we haven't yet added it to its new element because _removeOld is true                EntityTreeElementPointer oldElement = _existingEntity->getElement();                oldElement->removeEntityItem(_existingEntity);                 if (oldElement != _containingElement) {                    qCDebug(entities) << "WARNING entity moved during UpdateEntityOperator recursion";                    _containingElement->removeEntityItem(_existingEntity);                } else {                    _containingElement->bumpChangedContent();                }                 if (_wantDebug) {                    qCDebug(entities) << "    *** REMOVING from MAP ***";                }            }            _foundOld = true;        } else {            // if this isn't the element we're looking for, then keep searching            keepSearching = true;        }    }     // If we haven't yet found the new element, and this subTreeContains our new element,    // then we need to keep searching.    if (!_foundNew && subtreeContainsNew) {         if (_wantDebug) {            qCDebug(entities) << "    NEW TREE CASE....";            qCDebug(entities) << "    entityTreeElement=" << entityTreeElement.get();            qCDebug(entities) << "    _containingElement=" << _containingElement.get();            qCDebug(entities) << "    entityTreeElement->bestFitBounds(_newEntityBox)="                              << entityTreeElement->bestFitBounds(_newEntityBox);        }         // If this element is the best fit for the new entity properties, then add/or update it        if (entityTreeElement->bestFitBounds(_newEntityBox)) {             if (_wantDebug) {                qCDebug(entities) << "    *** THIS ELEMENT IS BEST FIT ***";            }             EntityTreeElementPointer oldElement = _existingEntity->getElement();            // if we are the existing containing element, then we can just do the update of the entity properties            if (entityTreeElement == oldElement) {                if (_wantDebug) {                    qCDebug(entities) << "    *** This is the same OLD ELEMENT ***";                }                _containingElement->bumpChangedContent();            } else {                // otherwise, this is an add case.                if (oldElement) {                    oldElement->removeEntityItem(_existingEntity);                    if (oldElement != _containingElement) {                        qCDebug(entities) << "WARNING entity moved during UpdateEntityOperator recursion";                    }                }                entityTreeElement->addEntityItem(_existingEntity);            }            _foundNew = true; // we found the new element            _removeOld = false; // and it has already been removed from the old        } else {            keepSearching = true;        }    }     if (_wantDebug) {        qCDebug(entities) << "    FINAL --- keepSearching=" << keepSearching;        qCDebug(entities) << "--------------------------------------------------";    }     return keepSearching; // if we haven't yet found it, keep looking} bool UpdateEntityOperator::postRecursion(const OctreeElementPointer& element) {    // Post-recursion is the unwinding process. For this operation, while we    // unwind we want to mark the path as being dirty if we changed it below.    // We might have two paths, one for the old entity and one for the new entity.    bool keepSearching = !_foundOld || !_foundNew;     bool subtreeContainsOld = subTreeContainsOldEntity(element);    bool subtreeContainsNew = subTreeContainsNewEntity(element);     // As we unwind, if we're in either of these two paths, we mark our element    // as dirty.    if ((_foundOld && subtreeContainsOld) ||            (_foundNew && subtreeContainsNew)) {        element->markWithChangedTime();    }     // It's not OK to prune if we have the potential of deleting the original containig element.    // because if we prune the containing element then new might end up reallocating the same memory later    // and that will confuse our logic.    //    // it's ok to prune if:    // 1) we're not removing the old    // 2) we are removing the old, but this subtree doesn't contain the old    // 3) we are removing the old, this subtree contains the old, but this element isn't a direct parent of _containingElement    if (!_removeOld || !subtreeContainsOld || !element->isParentOf(_containingElement)) {        EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);        entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves    }     return keepSearching; // if we haven't yet found it, keep looking} OctreeElementPointer UpdateEntityOperator::possiblyCreateChildAt(const OctreeElementPointer& element, int childIndex) {    // If we're getting called, it's because there was no child element at this index while recursing.    // We only care if this happens while still searching for the new entity location.    // Check to see if    if (!_foundNew) {        float childElementScale = element->getScale() / 2.0f; // all of our children will be half our scale         // Note: because the entity's bounds might have been clamped to the domain. We want to check if the        // bounds of the clamped box would fit in our child elements. It may be the case that the actual        // bounds of the element would hang outside of the child elements cells.        bool entityWouldFitInChild = _newEntityBox.getLargestDimension() <= childElementScale;         // if the scale of our desired cube is smaller than our children, then consider making a child        if (entityWouldFitInChild) {            int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);             if (childIndex == indexOfChildContainingNewEntity) {                return element->addChildAtIndex(childIndex);            }        }    }    return NULL;}