mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-19 14:03:20 +02:00
commit
84573d373b
4 changed files with 150 additions and 25 deletions
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@ -37,7 +37,17 @@ static int cameraModeId = qRegisterMetaType<CameraMode>();
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class Camera : public QObject {
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Q_OBJECT
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/**jsdoc
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* @namespace Camera
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* @property position {Vec3} The position of the camera.
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* @property orientation {Quat} The orientation of the camera.
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* @property mode {string} The current camera mode.
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* @property cameraEntity {EntityID} The position and rotation properties of
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* the entity specified by this ID are then used as the camera's position and
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* orientation. Only works when <code>mode</code> is "entity".
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* @property frustum {Object} The frustum of the camera.
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*/
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Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
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Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
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Q_PROPERTY(QString mode READ getModeString WRITE setModeString)
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@ -47,13 +57,13 @@ class Camera : public QObject {
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public:
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Camera();
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void initialize(); // instantly put the camera at the ideal position and orientation.
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void initialize(); // instantly put the camera at the ideal position and orientation.
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void update( float deltaTime );
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CameraMode getMode() const { return _mode; }
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void setMode(CameraMode m);
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void loadViewFrustum(ViewFrustum& frustum) const;
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ViewFrustum toViewFrustum() const;
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@ -80,20 +90,44 @@ public slots:
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QUuid getCameraEntity() const;
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void setCameraEntity(QUuid entityID);
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/**jsdoc
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* Compute a {PickRay} based on the current camera configuration and the position x,y on the screen.
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* @function Camera.computePickRay
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* @param {float} x X-coordinate on screen.
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* @param {float} y Y-coordinate on screen.
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* @return {PickRay} The computed {PickRay}.
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*/
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PickRay computePickRay(float x, float y);
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// These only work on independent cameras
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/// one time change to what the camera is looking at
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void lookAt(const glm::vec3& value);
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/**jsdoc
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* Set the camera to look at position <code>position</code>. Only works while in <code>independent</code>.
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* camera mode.
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* @function Camera.lookAt
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* @param {Vec3} Position Position to look at.
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*/
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void lookAt(const glm::vec3& position);
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/// fix what the camera is looking at, and keep the camera looking at this even if position changes
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void keepLookingAt(const glm::vec3& value);
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/**jsdoc
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* Set the camera to continue looking at position <code>position</code>.
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* Only works while in `independent` camera mode.
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* @function Camera.keepLookingAt
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* @param {Vec3} position Position to keep looking at.
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*/
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void keepLookingAt(const glm::vec3& position);
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/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
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/// continuing to update it's orientation to keep looking at the item
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/**jsdoc
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* Stops the camera from continually looking at a position that was set with
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* `keepLookingAt`
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* @function Camera.stopLookingAt
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*/
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void stopLooking() { _isKeepLookingAt = false; }
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signals:
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/**jsdoc
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* Triggered when camera mode has changed.
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* @function Camera.modeUpdated
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* @return {Signal}
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*/
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void modeUpdated(const QString& newMode);
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private:
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@ -13,6 +13,9 @@
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#include <QObject>
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/**jsdoc
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* @namespace Clipboard
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*/
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class ClipboardScriptingInterface : public QObject {
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Q_OBJECT
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public:
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@ -21,13 +24,47 @@ public:
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signals:
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void readyToImport();
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public slots:
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glm::vec3 getContentsDimensions(); /// returns the overall dimensions of everything on the blipboard
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float getClipboardContentsLargestDimension(); /// returns the largest dimension of everything on the clipboard
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bool importEntities(const QString& filename);
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bool exportEntities(const QString& filename, const QVector<EntityItemID>& entityIDs);
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bool exportEntities(const QString& filename, float x, float y, float z, float s);
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QVector<EntityItemID> pasteEntities(glm::vec3 position);
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public:
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/**jsdoc
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* @function Clipboard.getContentsDimensions
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* @return {Vec3} The extents of the contents held in the clipboard.
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*/
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Q_INVOKABLE glm::vec3 getContentsDimensions();
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/**jsdoc
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* Compute largest dimension of the extents of the contents held in the clipboard
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* @function Clipboard.getClipboardContentsLargestDimension
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* @return {float} The largest dimension computed.
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*/
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Q_INVOKABLE float getClipboardContentsLargestDimension();
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/**jsdoc
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* Import entities from a .json file containing entity data into the clipboard.
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* You can generate * a .json file using {Clipboard.exportEntities}.
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* @function Clipboard.importEntities
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* @param {string} filename Filename of file to import.
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* @return {bool} True if the import was succesful, otherwise false.
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*/
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Q_INVOKABLE bool importEntities(const QString& filename);
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/**jsdoc
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* Export the entities listed in `entityIDs` to the file `filename`
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* @function Clipboard.exportEntities
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* @param {string} filename Path to the file to export entities to.
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* @param {EntityID[]} entityIDs IDs of entities to export.
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* @return {bool} True if the export was succesful, otherwise false.
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*/
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Q_INVOKABLE bool exportEntities(const QString& filename, const QVector<EntityItemID>& entityIDs);
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Q_INVOKABLE bool exportEntities(const QString& filename, float x, float y, float z, float s);
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/**jsdoc
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* Paste the contents of the clipboard into the world.
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* @function Clipboard.pasteEntities
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* @param {Vec3} position Position to paste clipboard at.
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* @return {EntityID[]} Array of entity IDs for the new entities that were
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* created as a result of the paste operation.
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*/
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Q_INVOKABLE QVector<EntityItemID> pasteEntities(glm::vec3 position);
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};
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#endif // hifi_ClipboardScriptingInterface_h
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@ -56,6 +56,9 @@ QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, c
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void RayToEntityIntersectionResultFromScriptValue(const QScriptValue& object, RayToEntityIntersectionResult& results);
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/**jsdoc
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* @namespace Entities
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*/
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/// handles scripting of Entity commands from JS passed to assigned clients
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class EntityScriptingInterface : public OctreeScriptingInterface, public Dependency {
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Q_OBJECT
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@ -87,40 +90,90 @@ public:
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ActivityTracking getActivityTracking() const { return _activityTracking; }
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public slots:
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// returns true if the DomainServer will allow this Node/Avatar to make changes
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/**jsdoc
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* Returns `true` if the DomainServer will allow this Node/Avatar to make changes
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*
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* @function Entities.canAdjustLocks
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* @return {bool} `true` if the client can adjust locks, `false` if not.
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*/
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Q_INVOKABLE bool canAdjustLocks();
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// returns true if the DomainServer will allow this Node/Avatar to rez new entities
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/**jsdoc
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* @function Entities.canRez
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* @return {bool} `true` if the DomainServer will allow this Node/Avatar to rez new entities
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*/
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Q_INVOKABLE bool canRez();
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/**jsdoc
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* @function Entities.canRezTmp
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* @return {bool} `true` if the DomainServer will allow this Node/Avatar to rez new temporary entities
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*/
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Q_INVOKABLE bool canRezTmp();
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/// adds a model with the specific properties
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/**jsdoc
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* Add a new entity with the specified properties. If `clientOnly` is true, the entity will
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* not be sent to the server and will only be visible/accessible on the local client.
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*
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* @function Entities.addEntity
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* @param {EntityItemProperties} properties Properties of the entity to create.
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* @param {bool} [clientOnly=false] Whether the entity should only exist locally or not.
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* @return {EntityID} The entity ID of the newly created entity. The ID will be a null
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* UUID (`{00000000-0000-0000-0000-000000000000}`) if the entity could not be created.
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*/
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Q_INVOKABLE QUuid addEntity(const EntityItemProperties& properties, bool clientOnly = false);
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/// temporary method until addEntity can be used from QJSEngine
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/// Deliberately not adding jsdoc, only used internally.
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Q_INVOKABLE QUuid addModelEntity(const QString& name, const QString& modelUrl, const QString& shapeType, bool dynamic,
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const glm::vec3& position, const glm::vec3& gravity);
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/// gets the current model properties for a specific model
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/// this function will not find return results in script engine contexts which don't have access to models
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/**jsdoc
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* Return the properties for the specified {EntityID}.
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* not be sent to the server and will only be visible/accessible on the local client.
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* @param {EntityItemProperties} properties Properties of the entity to create.
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* @param {EntityPropertyFlags} [desiredProperties=[]] Array containing the names of the properties you
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* would like to get. If the array is empty, all properties will be returned.
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* @return {EntityItemProperties} The entity properties for the specified entity.
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*/
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Q_INVOKABLE EntityItemProperties getEntityProperties(QUuid entityID);
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Q_INVOKABLE EntityItemProperties getEntityProperties(QUuid identity, EntityPropertyFlags desiredProperties);
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/// edits a model updating only the included properties, will return the identified EntityItemID in case of
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/// successful edit, if the input entityID is for an unknown model this function will have no effect
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/**jsdoc
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* Updates an entity with the specified properties.
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*
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* @function Entities.editEntity
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* @return {EntityID} The EntityID of the entity if the edit was successful, otherwise the null {EntityID}.
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*/
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Q_INVOKABLE QUuid editEntity(QUuid entityID, const EntityItemProperties& properties);
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/// deletes a model
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/**jsdoc
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* Deletes an entity.
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*
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* @function Entities.deleteEntity
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* @param {EntityID} entityID The ID of the entity to delete.
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*/
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Q_INVOKABLE void deleteEntity(QUuid entityID);
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/// Allows a script to call a method on an entity's script. The method will execute in the entity script
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/// engine. If the entity does not have an entity script or the method does not exist, this call will have
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/// no effect.
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/**jsdoc
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* Call a method on an entity. If it is running an entity script (specified by the `script` property)
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* and it exposes a property with the specified name `method`, it will be called
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* using `params` as the list of arguments.
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*
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* @function Entities.callEntityMethod
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* @param {EntityID} entityID The ID of the entity to call the method on.
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* @param {string} method The name of the method to call.
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* @param {string[]} params The list of parameters to call the specified method with.
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*/
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Q_INVOKABLE void callEntityMethod(QUuid entityID, const QString& method, const QStringList& params = QStringList());
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/// finds the closest model to the center point, within the radius
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/// will return a EntityItemID.isKnownID = false if no models are in the radius
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/// this function will not find any models in script engine contexts which don't have access to models
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/**jsdoc
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*/
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Q_INVOKABLE QUuid findClosestEntity(const glm::vec3& center, float radius) const;
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/// finds models within the search sphere specified by the center point and radius
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@ -19,6 +19,7 @@ exports.handlers = {
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'../../libraries/script-engine/src',
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'../../libraries/networking/src',
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'../../libraries/animation/src',
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'../../libraries/entities/src',
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];
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var exts = ['.h', '.cpp'];
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