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action for arrow flight, etc
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5 changed files with 252 additions and 1 deletions
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@ -14,6 +14,7 @@
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#include <avatar/AvatarActionHold.h>
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#include <ObjectActionOffset.h>
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#include <ObjectActionSpring.h>
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#include <ObjectActionTravelOriented.h>
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#include <LogHandler.h>
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#include "InterfaceActionFactory.h"
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@ -29,6 +30,8 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
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return std::make_shared<ObjectActionSpring>(id, ownerEntity);
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case ACTION_TYPE_HOLD:
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return std::make_shared<AvatarActionHold>(id, ownerEntity);
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case ACTION_TYPE_TRAVEL_ORIENTED:
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return std::make_shared<ObjectActionTravelOriented>(id, ownerEntity);
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}
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Q_ASSERT_X(false, Q_FUNC_INFO, "Unknown entity action type");
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@ -100,6 +100,9 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
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if (normalizedActionTypeString == "hold") {
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return ACTION_TYPE_HOLD;
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}
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if (normalizedActionTypeString == "traveloriented") {
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return ACTION_TYPE_TRAVEL_ORIENTED;
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}
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qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
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return ACTION_TYPE_NONE;
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@ -115,6 +118,8 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
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return "spring";
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case ACTION_TYPE_HOLD:
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return "hold";
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case ACTION_TYPE_TRAVEL_ORIENTED:
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return "travel-oriented";
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}
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assert(false);
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return "none";
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@ -28,7 +28,8 @@ enum EntityActionType {
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ACTION_TYPE_NONE = 0,
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ACTION_TYPE_OFFSET = 1000,
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ACTION_TYPE_SPRING = 2000,
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ACTION_TYPE_HOLD = 3000
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ACTION_TYPE_HOLD = 3000,
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ACTION_TYPE_TRAVEL_ORIENTED = 4000
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};
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203
libraries/physics/src/ObjectActionTravelOriented.cpp
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203
libraries/physics/src/ObjectActionTravelOriented.cpp
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@ -0,0 +1,203 @@
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//
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// ObjectActionTravelOriented.cpp
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-5
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "QVariantGLM.h"
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#include "ObjectActionTravelOriented.h"
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const uint16_t ObjectActionTravelOriented::actionVersion = 1;
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ObjectActionTravelOriented::ObjectActionTravelOriented(const QUuid& id, EntityItemPointer ownerEntity) :
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ObjectAction(ACTION_TYPE_TRAVEL_ORIENTED, id, ownerEntity) {
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#if WANT_DEBUG
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qDebug() << "ObjectActionTravelOriented::ObjectActionTravelOriented";
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#endif
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}
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ObjectActionTravelOriented::~ObjectActionTravelOriented() {
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#if WANT_DEBUG
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qDebug() << "ObjectActionTravelOriented::~ObjectActionTravelOriented";
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#endif
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}
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void ObjectActionTravelOriented::updateActionWorker(btScalar deltaTimeStep) {
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withReadLock([&]{
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auto ownerEntity = _ownerEntity.lock();
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if (!ownerEntity) {
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return;
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}
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void* physicsInfo = ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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qDebug() << "ObjectActionTravelOriented::updateActionWorker no rigidBody";
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return;
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}
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const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
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if (_angularTimeScale > MAX_TIMESCALE) {
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return;
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}
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// find normalized velocity
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glm::vec3 velocity = bulletToGLM(rigidBody->getLinearVelocity());
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float speed = glm::length(velocity);
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const float TRAVEL_ORIENTED_TOO_SLOW = 0.001; // meters / second
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if (speed < TRAVEL_ORIENTED_TOO_SLOW) {
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return;
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}
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velocity = glm::normalize(velocity);
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// find current angle of "forward"
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btQuaternion bodyRotation = rigidBody->getOrientation();
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glm::quat orientation = bulletToGLM(bodyRotation);
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glm::vec3 forwardInWorldFrame = glm::normalize(orientation * _forward);
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// find the rotation that would line up velocity and forward
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glm::quat rotationalTarget = glm::rotation(forwardInWorldFrame, velocity);
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btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
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auto alignmentDot = bodyRotation.dot(glmToBullet(rotationalTarget));
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const float ALMOST_ONE = 0.99999f;
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if (glm::abs(alignmentDot) < ALMOST_ONE) {
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btQuaternion target = glmToBullet(rotationalTarget);
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if (alignmentDot < 0.0f) {
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target = -target;
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}
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// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
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//
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// Q1 = dQ * Q0
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//
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// solving for dQ gives:
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//
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// dQ = Q1 * Q0^
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btQuaternion deltaQ = target * bodyRotation.inverse();
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float speed = deltaQ.getAngle() / _angularTimeScale;
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targetVelocity = speed * deltaQ.getAxis();
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if (speed > rigidBody->getAngularSleepingThreshold()) {
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rigidBody->activate();
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}
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}
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// this action is aggresively critically damped and defeats the current velocity
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rigidBody->setAngularVelocity(targetVelocity);
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});
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}
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const float MIN_TIMESCALE = 0.1f;
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bool ObjectActionTravelOriented::updateArguments(QVariantMap arguments) {
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glm::vec3 forward;
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float angularTimeScale;
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bool needUpdate = false;
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bool somethingChanged = ObjectAction::updateArguments(arguments);
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withReadLock([&]{
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// targets are required, spring-constants are optional
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bool ok = true;
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forward = EntityActionInterface::extractVec3Argument("travel oriented action", arguments, "forward", ok, false);
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if (ok) {
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forward = _forward;
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}
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ok = true;
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angularTimeScale =
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EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", ok, false);
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if (!ok) {
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angularTimeScale = _angularTimeScale;
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}
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if (somethingChanged ||
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forward != _forward ||
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angularTimeScale != _angularTimeScale) {
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// something changed
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needUpdate = true;
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}
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});
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if (needUpdate) {
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withWriteLock([&] {
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_forward = forward;
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_angularTimeScale = glm::max(MIN_TIMESCALE, glm::abs(angularTimeScale));
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_active = (_forward != glm::vec3());
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auto ownerEntity = _ownerEntity.lock();
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if (ownerEntity) {
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ownerEntity->setActionDataDirty(true);
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ownerEntity->setActionDataNeedsTransmit(true);
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}
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});
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activateBody();
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}
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return true;
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}
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QVariantMap ObjectActionTravelOriented::getArguments() {
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QVariantMap arguments = ObjectAction::getArguments();
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withReadLock([&] {
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arguments["forward"] = glmToQMap(_forward);
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arguments["angularTimeScale"] = _angularTimeScale;
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});
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return arguments;
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}
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QByteArray ObjectActionTravelOriented::serialize() const {
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QByteArray serializedActionArguments;
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QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
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dataStream << ACTION_TYPE_SPRING;
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dataStream << getID();
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dataStream << ObjectActionTravelOriented::actionVersion;
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withReadLock([&] {
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dataStream << _forward;
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dataStream << _angularTimeScale;
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dataStream << localTimeToServerTime(_expires);
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dataStream << _tag;
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});
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return serializedActionArguments;
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}
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void ObjectActionTravelOriented::deserialize(QByteArray serializedArguments) {
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QDataStream dataStream(serializedArguments);
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EntityActionType type;
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dataStream >> type;
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assert(type == getType());
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QUuid id;
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dataStream >> id;
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assert(id == getID());
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uint16_t serializationVersion;
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dataStream >> serializationVersion;
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if (serializationVersion != ObjectActionTravelOriented::actionVersion) {
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assert(false);
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return;
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}
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withWriteLock([&] {
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dataStream >> _forward;
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dataStream >> _angularTimeScale;
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quint64 serverExpires;
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dataStream >> serverExpires;
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_expires = serverTimeToLocalTime(serverExpires);
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dataStream >> _tag;
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_active = (_forward != glm::vec3());
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});
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}
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39
libraries/physics/src/ObjectActionTravelOriented.h
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libraries/physics/src/ObjectActionTravelOriented.h
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//
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// ObjectActionTravelOriented.h
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// libraries/physics/src
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//
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// Created by Seth Alves 2016-8-28
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_ObjectActionTravelOriented_h
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#define hifi_ObjectActionTravelOriented_h
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#include "ObjectAction.h"
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class ObjectActionTravelOriented : public ObjectAction {
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public:
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ObjectActionTravelOriented(const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~ObjectActionTravelOriented();
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virtual bool updateArguments(QVariantMap arguments) override;
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virtual QVariantMap getArguments() override;
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virtual void updateActionWorker(float deltaTimeStep) override;
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virtual QByteArray serialize() const override;
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virtual void deserialize(QByteArray serializedArguments) override;
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protected:
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static const uint16_t actionVersion;
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glm::vec3 _forward { glm::vec3() }; // the vector in object space that should point in the direction of travel
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float _angularTimeScale { 0.1f };
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glm::vec3 _angularVelocityTarget;
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};
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#endif // hifi_ObjectActionTravelOriented_h
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