Merge pull request #14231 from ctrlaltdavid/M16205a

Fix lasers going through tablet to drawInFrontOverlays
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John Conklin II 2018-10-18 15:36:29 -07:00 committed by GitHub
commit 40a48777dc
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4 changed files with 31 additions and 41 deletions

View file

@ -8476,6 +8476,16 @@ QUuid Application::getTabletFrameID() const {
return HMD->getCurrentTabletFrameID();
}
QVector<QUuid> Application::getTabletIDs() const {
// Most important overlays first.
QVector<QUuid> result;
auto HMD = DependencyManager::get<HMDScriptingInterface>();
result << HMD->getCurrentTabletScreenID();
result << HMD->getCurrentHomeButtonID();
result << HMD->getCurrentTabletFrameID();
return result;
}
void Application::setAvatarOverrideUrl(const QUrl& url, bool save) {
_avatarOverrideUrl = url;
_saveAvatarOverrideUrl = save;

View file

@ -298,6 +298,7 @@ public:
OverlayID getTabletScreenID() const;
OverlayID getTabletHomeButtonID() const;
QUuid getTabletFrameID() const; // may be an entity or an overlay
QVector<QUuid> getTabletIDs() const; // In order of most important IDs first.
void setAvatarOverrideUrl(const QUrl& url, bool save);
void clearAvatarOverrideUrl() { _avatarOverrideUrl = QUrl(); _saveAvatarOverrideUrl = false; }

View file

@ -532,6 +532,8 @@ RayToOverlayIntersectionResult Overlays::findRayIntersectionVector(const PickRay
bool visibleOnly, bool collidableOnly) {
float bestDistance = std::numeric_limits<float>::max();
bool bestIsFront = false;
bool bestIsTablet = false;
auto tabletIDs = qApp->getTabletIDs();
QMutexLocker locker(&_mutex);
RayToOverlayIntersectionResult result;
@ -554,10 +556,11 @@ RayToOverlayIntersectionResult Overlays::findRayIntersectionVector(const PickRay
if (thisOverlay->findRayIntersectionExtraInfo(ray.origin, ray.direction, thisDistance,
thisFace, thisSurfaceNormal, thisExtraInfo, precisionPicking)) {
bool isDrawInFront = thisOverlay->getDrawInFront();
if ((bestIsFront && isDrawInFront && thisDistance < bestDistance)
|| (!bestIsFront && (isDrawInFront || thisDistance < bestDistance))) {
bool isTablet = tabletIDs.contains(thisID);
if ((isDrawInFront && !bestIsFront && !bestIsTablet)
|| ((isTablet || isDrawInFront || !bestIsFront) && thisDistance < bestDistance)) {
bestIsFront = isDrawInFront;
bestIsTablet = isTablet;
bestDistance = thisDistance;
result.intersects = true;
result.distance = thisDistance;
@ -828,40 +831,12 @@ PointerEvent Overlays::calculateOverlayPointerEvent(OverlayID overlayID, PickRay
}
RayToOverlayIntersectionResult Overlays::findRayIntersectionForMouseEvent(PickRay ray) {
QVector<OverlayID> overlaysToInclude;
QVector<OverlayID> overlaysToDiscard;
RayToOverlayIntersectionResult rayPickResult;
// first priority is tablet screen
overlaysToInclude << qApp->getTabletScreenID();
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}
// then tablet home button
overlaysToInclude.clear();
overlaysToInclude << qApp->getTabletHomeButtonID();
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}
// then tablet frame
overlaysToInclude.clear();
overlaysToInclude << OverlayID(qApp->getTabletFrameID());
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}
// then whatever
return findRayIntersection(ray);
}
bool Overlays::mousePressEvent(QMouseEvent* event) {
PerformanceTimer perfTimer("Overlays::mousePressEvent");
PickRay ray = qApp->computePickRay(event->x(), event->y());
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionForMouseEvent(ray);
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionVector(ray, true, QVector<OverlayID>(),
QVector<OverlayID>());
if (rayPickResult.intersects) {
_currentClickingOnOverlayID = rayPickResult.overlayID;
@ -901,7 +876,8 @@ bool Overlays::mouseDoublePressEvent(QMouseEvent* event) {
PerformanceTimer perfTimer("Overlays::mouseDoublePressEvent");
PickRay ray = qApp->computePickRay(event->x(), event->y());
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionForMouseEvent(ray);
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionVector(ray, true, QVector<OverlayID>(),
QVector<OverlayID>());
if (rayPickResult.intersects) {
_currentClickingOnOverlayID = rayPickResult.overlayID;
@ -964,7 +940,8 @@ bool Overlays::mouseReleaseEvent(QMouseEvent* event) {
PerformanceTimer perfTimer("Overlays::mouseReleaseEvent");
PickRay ray = qApp->computePickRay(event->x(), event->y());
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionForMouseEvent(ray);
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionVector(ray, true, QVector<OverlayID>(),
QVector<OverlayID>());
if (rayPickResult.intersects) {
auto pointerEvent = calculateOverlayPointerEvent(rayPickResult.overlayID, ray, rayPickResult, event, PointerEvent::Release);
mouseReleasePointerEvent(rayPickResult.overlayID, pointerEvent);
@ -993,7 +970,8 @@ bool Overlays::mouseMoveEvent(QMouseEvent* event) {
PerformanceTimer perfTimer("Overlays::mouseMoveEvent");
PickRay ray = qApp->computePickRay(event->x(), event->y());
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionForMouseEvent(ray);
RayToOverlayIntersectionResult rayPickResult = findRayIntersectionVector(ray, true, QVector<OverlayID>(),
QVector<OverlayID>());
if (rayPickResult.intersects) {
auto pointerEvent = calculateOverlayPointerEvent(rayPickResult.overlayID, ray, rayPickResult, event, PointerEvent::Move);
mouseMovePointerEvent(rayPickResult.overlayID, pointerEvent);

View file

@ -44,8 +44,7 @@ void OverlayPropertyResultFromScriptValue(const QScriptValue& object, OverlayPro
const OverlayID UNKNOWN_OVERLAY_ID = OverlayID();
/**jsdoc
* The result of a {@link PickRay} search using {@link Overlays.findRayIntersection|findRayIntersection} or
* {@link Overlays.findRayIntersectionVector|findRayIntersectionVector}.
* The result of a {@link PickRay} search using {@link Overlays.findRayIntersection|findRayIntersection}.
* @typedef {object} Overlays.RayToOverlayIntersectionResult
* @property {boolean} intersects - <code>true</code> if the {@link PickRay} intersected with a 3D overlay, otherwise
* <code>false</code>.
@ -383,7 +382,11 @@ public slots:
OverlayPropertyResult getOverlaysProperties(const QVariant& overlaysProperties);
/**jsdoc
* Find the closest 3D overlay intersected by a {@link PickRay}.
* Find the closest 3D overlay intersected by a {@link PickRay}. Overlays with their <code>drawInFront</code> property set
* to <code>true</code> have priority over overlays that don't, except that tablet overlays have priority over any
* <code>drawInFront</code> overlays behind them. I.e., if a <code>drawInFront</code> overlay is behind one that isn't
* <code>drawInFront</code>, the <code>drawInFront</code> overlay is returned, but if a tablet overlay is in front of a
* <code>drawInFront</code> overlay, the tablet overlay is returned.
* @function Overlays.findRayIntersection
* @param {PickRay} pickRay - The PickRay to use for finding overlays.
* @param {boolean} [precisionPicking=false] - <em>Unused</em>; exists to match Entity API.
@ -750,8 +753,6 @@ private:
OverlayID _currentClickingOnOverlayID { UNKNOWN_OVERLAY_ID };
OverlayID _currentHoverOverOverlayID { UNKNOWN_OVERLAY_ID };
RayToOverlayIntersectionResult findRayIntersectionForMouseEvent(PickRay ray);
private slots:
void mousePressPointerEvent(const OverlayID& overlayID, const PointerEvent& event);
void mouseMovePointerEvent(const OverlayID& overlayID, const PointerEvent& event);