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Merge pull request #13714 from sabrina-shanman/safe-teleport-target
Create CollisionPick API
This commit is contained in:
commit
dce7b6eae6
13 changed files with 776 additions and 6 deletions
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@ -6708,7 +6708,8 @@ void Application::registerScriptEngineWithApplicationServices(ScriptEnginePointe
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registerInteractiveWindowMetaType(scriptEngine.data());
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DependencyManager::get<PickScriptingInterface>()->registerMetaTypes(scriptEngine.data());
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auto pickScriptingInterface = DependencyManager::get<PickScriptingInterface>();
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pickScriptingInterface->registerMetaTypes(scriptEngine.data());
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// connect this script engines printedMessage signal to the global ScriptEngines these various messages
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connect(scriptEngine.data(), &ScriptEngine::printedMessage,
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353
interface/src/raypick/CollisionPick.cpp
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353
interface/src/raypick/CollisionPick.cpp
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@ -0,0 +1,353 @@
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//
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// Created by Sabrina Shanman 7/16/2018
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// Copyright 2018 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 "CollisionPick.h"
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#include <QtCore/QDebug>
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#include <glm/gtx/transform.hpp>
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#include "ScriptEngineLogging.h"
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#include "UUIDHasher.h"
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void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::vector<ContactTestResult>& objectIntersections, std::unordered_map<QUuid, QVariantMap>& intersections, std::unordered_map<QUuid, QVariantList>& collisionPointPairs) {
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for (auto& objectIntersection : objectIntersections) {
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auto at = intersections.find(objectIntersection.foundID);
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if (at == intersections.end()) {
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QVariantMap intersectingObject;
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intersectingObject["id"] = objectIntersection.foundID;
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intersectingObject["type"] = intersectionType;
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intersections[objectIntersection.foundID] = intersectingObject;
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collisionPointPairs[objectIntersection.foundID] = QVariantList();
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}
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QVariantMap collisionPointPair;
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collisionPointPair["pointOnPick"] = vec3toVariant(objectIntersection.testCollisionPoint);
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collisionPointPair["pointOnObject"] = vec3toVariant(objectIntersection.foundCollisionPoint);
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collisionPointPairs[objectIntersection.foundID].append(collisionPointPair);
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}
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}
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QVariantMap CollisionPickResult::toVariantMap() const {
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QVariantMap variantMap;
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variantMap["intersects"] = intersects;
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std::unordered_map<QUuid, QVariantMap> intersections;
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std::unordered_map<QUuid, QVariantList> collisionPointPairs;
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buildObjectIntersectionsMap(ENTITY, entityIntersections, intersections, collisionPointPairs);
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buildObjectIntersectionsMap(AVATAR, avatarIntersections, intersections, collisionPointPairs);
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QVariantList qIntersectingObjects;
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for (auto& intersectionKeyVal : intersections) {
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const QUuid& id = intersectionKeyVal.first;
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QVariantMap& intersection = intersectionKeyVal.second;
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intersection["collisionContacts"] = collisionPointPairs[id];
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qIntersectingObjects.append(intersection);
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}
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variantMap["intersectingObjects"] = qIntersectingObjects;
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variantMap["loaded"] = (loadState == LOAD_STATE_LOADED);
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variantMap["collisionRegion"] = pickVariant;
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return variantMap;
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}
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bool CollisionPick::isShapeInfoReady() {
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if (_mathPick.shouldComputeShapeInfo()) {
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if (_cachedResource && _cachedResource->isLoaded()) {
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computeShapeInfo(_mathPick, *_mathPick.shapeInfo, _cachedResource);
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return true;
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}
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return false;
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}
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return true;
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}
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void CollisionPick::computeShapeInfo(CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource) {
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// This code was copied and modified from RenderableModelEntityItem::computeShapeInfo
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// TODO: Move to some shared code area (in entities-renderer? model-networking?)
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// after we verify this is working and do a diff comparison with RenderableModelEntityItem::computeShapeInfo
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// to consolidate the code.
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// We may also want to make computeShapeInfo always abstract away from the gpu model mesh, like it does here.
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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ShapeType type = shapeInfo.getType();
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glm::vec3 dimensions = pick.transform.getScale();
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if (type == SHAPE_TYPE_COMPOUND) {
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// should never fall in here when collision model not fully loaded
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// TODO: assert that all geometries exist and are loaded
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//assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
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const FBXGeometry& collisionGeometry = resource->getFBXGeometry();
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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pointCollection.clear();
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uint32_t i = 0;
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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pointCollection.push_back(QVector<glm::vec3>());
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ShapeInfo::PointList& pointsInPart = pointCollection[i];
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// run through all the triangles and (uniquely) add each point to the hull
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uint32_t numIndices = (uint32_t)meshPart.triangleIndices.size();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += TRIANGLE_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.triangleIndices[j + 2]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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}
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// run through all the quads and (uniquely) add each point to the hull
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numIndices = (uint32_t)meshPart.quadIndices.size();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % QUAD_STRIDE == 0);
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numIndices -= numIndices % QUAD_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += QUAD_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.quadIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.quadIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.quadIndices[j + 2]];
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glm::vec3 p3 = mesh.vertices[meshPart.quadIndices[j + 3]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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if (!pointsInPart.contains(p3)) {
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pointsInPart << p3;
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}
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}
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if (pointsInPart.size() == 0) {
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qCDebug(scriptengine) << "Warning -- meshPart has no faces";
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pointCollection.pop_back();
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continue;
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}
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++i;
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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glm::vec3 scaleToFit = dimensions / resource->getFBXGeometry().getUnscaledMeshExtents().size();
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// multiply each point by scale
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for (int32_t i = 0; i < pointCollection.size(); i++) {
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for (int32_t j = 0; j < pointCollection[i].size(); j++) {
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// back compensate for registration so we can apply that offset to the shapeInfo later
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pointCollection[i][j] = scaleToFit * pointCollection[i][j];
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}
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}
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shapeInfo.setParams(type, dimensions, resource->getURL().toString());
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} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
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const FBXGeometry& fbxGeometry = resource->getFBXGeometry();
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int numFbxMeshes = fbxGeometry.meshes.size();
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int totalNumVertices = 0;
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for (int i = 0; i < numFbxMeshes; i++) {
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const FBXMesh& mesh = fbxGeometry.meshes.at(i);
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totalNumVertices += mesh.vertices.size();
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}
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const int32_t MAX_VERTICES_PER_STATIC_MESH = 1e6;
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if (totalNumVertices > MAX_VERTICES_PER_STATIC_MESH) {
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qWarning() << "model" << resource->getURL() << "has too many vertices" << totalNumVertices << "and will collide as a box.";
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shapeInfo.setParams(SHAPE_TYPE_BOX, 0.5f * dimensions);
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return;
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}
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auto& meshes = resource->getFBXGeometry().meshes;
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int32_t numMeshes = (int32_t)(meshes.size());
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const int MAX_ALLOWED_MESH_COUNT = 1000;
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if (numMeshes > MAX_ALLOWED_MESH_COUNT) {
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// too many will cause the deadlock timer to throw...
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shapeInfo.setParams(SHAPE_TYPE_BOX, 0.5f * dimensions);
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return;
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}
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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pointCollection.clear();
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if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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pointCollection.resize(numMeshes);
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} else {
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pointCollection.resize(1);
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}
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ShapeInfo::TriangleIndices& triangleIndices = shapeInfo.getTriangleIndices();
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triangleIndices.clear();
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Extents extents;
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int32_t meshCount = 0;
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int32_t pointListIndex = 0;
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for (auto& mesh : meshes) {
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if (!mesh.vertices.size()) {
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continue;
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}
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QVector<glm::vec3> vertices = mesh.vertices;
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ShapeInfo::PointList& points = pointCollection[pointListIndex];
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// reserve room
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int32_t sizeToReserve = (int32_t)(vertices.count());
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if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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// a list of points for each mesh
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pointListIndex++;
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} else {
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// only one list of points
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sizeToReserve += (int32_t)points.size();
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}
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points.reserve(sizeToReserve);
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// copy points
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const glm::vec3* vertexItr = vertices.cbegin();
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while (vertexItr != vertices.cend()) {
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glm::vec3 point = *vertexItr;
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points.push_back(point);
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extents.addPoint(point);
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++vertexItr;
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}
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if (type == SHAPE_TYPE_STATIC_MESH) {
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// copy into triangleIndices
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size_t triangleIndicesCount = 0;
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for (const FBXMeshPart& meshPart : mesh.parts) {
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triangleIndicesCount += meshPart.triangleIndices.count();
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}
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triangleIndices.reserve((int)triangleIndicesCount);
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for (const FBXMeshPart& meshPart : mesh.parts) {
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const int* indexItr = meshPart.triangleIndices.cbegin();
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while (indexItr != meshPart.triangleIndices.cend()) {
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triangleIndices.push_back(*indexItr);
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++indexItr;
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}
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}
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} else if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
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// for each mesh copy unique part indices, separated by special bogus (flag) index values
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for (const FBXMeshPart& meshPart : mesh.parts) {
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// collect unique list of indices for this part
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std::set<int32_t> uniqueIndices;
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auto numIndices = meshPart.triangleIndices.count();
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices% TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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auto indexItr = meshPart.triangleIndices.cbegin();
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while (indexItr != meshPart.triangleIndices.cend()) {
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uniqueIndices.insert(*indexItr);
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++indexItr;
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}
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// store uniqueIndices in triangleIndices
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triangleIndices.reserve(triangleIndices.size() + (int32_t)uniqueIndices.size());
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for (auto index : uniqueIndices) {
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triangleIndices.push_back(index);
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}
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// flag end of part
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triangleIndices.push_back(END_OF_MESH_PART);
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}
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// flag end of mesh
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triangleIndices.push_back(END_OF_MESH);
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}
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++meshCount;
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}
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// scale and shift
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extentsSize;
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for (int32_t i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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for (auto points : pointCollection) {
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for (int32_t i = 0; i < points.size(); ++i) {
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points[i] = (points[i] * scaleToFit);
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}
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}
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shapeInfo.setParams(type, 0.5f * dimensions, resource->getURL().toString());
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}
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}
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CollisionRegion CollisionPick::getMathematicalPick() const {
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return _mathPick;
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}
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const std::vector<ContactTestResult> CollisionPick::filterIntersections(const std::vector<ContactTestResult>& intersections) const {
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std::vector<ContactTestResult> filteredIntersections;
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const QVector<QUuid>& ignoreItems = getIgnoreItems();
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const QVector<QUuid>& includeItems = getIncludeItems();
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bool isWhitelist = includeItems.size();
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for (const auto& intersection : intersections) {
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const QUuid& id = intersection.foundID;
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if (!ignoreItems.contains(id) && (!isWhitelist || includeItems.contains(id))) {
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filteredIntersections.push_back(intersection);
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}
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}
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return filteredIntersections;
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}
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PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pick) {
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if (!isShapeInfoReady()) {
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// Cannot compute result
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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const auto& entityIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_ENTITY, *pick.shapeInfo, pick.transform));
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, entityIntersections, std::vector<ContactTestResult>());
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}
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PickResultPointer CollisionPick::getOverlayIntersection(const CollisionRegion& pick) {
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), isShapeInfoReady() ? CollisionPickResult::LOAD_STATE_LOADED : CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pick) {
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if (!isShapeInfoReady()) {
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// Cannot compute result
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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const auto& avatarIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_AVATAR, *pick.shapeInfo, pick.transform));
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, std::vector<ContactTestResult>(), avatarIntersections);
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}
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PickResultPointer CollisionPick::getHUDIntersection(const CollisionRegion& pick) {
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), isShapeInfoReady() ? CollisionPickResult::LOAD_STATE_LOADED : CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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102
interface/src/raypick/CollisionPick.h
Normal file
102
interface/src/raypick/CollisionPick.h
Normal file
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@ -0,0 +1,102 @@
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//
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// Created by Sabrina Shanman 7/11/2018
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// Copyright 2018 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_CollisionPick_h
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#define hifi_CollisionPick_h
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#include <PhysicsEngine.h>
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#include <model-networking/ModelCache.h>
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#include <RegisteredMetaTypes.h>
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#include <Pick.h>
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class CollisionPickResult : public PickResult {
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public:
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enum LoadState {
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LOAD_STATE_UNKNOWN,
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LOAD_STATE_NOT_LOADED,
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LOAD_STATE_LOADED
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};
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CollisionPickResult() {}
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CollisionPickResult(const QVariantMap& pickVariant) : PickResult(pickVariant) {}
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CollisionPickResult(const CollisionRegion& searchRegion, LoadState loadState, const std::vector<ContactTestResult>& entityIntersections, const std::vector<ContactTestResult>& avatarIntersections) :
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PickResult(searchRegion.toVariantMap()),
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loadState(loadState),
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intersects(entityIntersections.size() || avatarIntersections.size()),
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entityIntersections(entityIntersections),
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avatarIntersections(avatarIntersections) {
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}
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CollisionPickResult(const CollisionPickResult& collisionPickResult) : PickResult(collisionPickResult.pickVariant) {
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avatarIntersections = collisionPickResult.avatarIntersections;
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entityIntersections = collisionPickResult.entityIntersections;
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intersects = collisionPickResult.intersects;
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loadState = collisionPickResult.loadState;
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}
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LoadState loadState { LOAD_STATE_UNKNOWN };
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bool intersects { false };
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std::vector<ContactTestResult> entityIntersections;
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std::vector<ContactTestResult> avatarIntersections;
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QVariantMap toVariantMap() const override;
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bool doesIntersect() const override { return intersects; }
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bool checkOrFilterAgainstMaxDistance(float maxDistance) override { return true; }
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PickResultPointer compareAndProcessNewResult(const PickResultPointer& newRes) override {
|
||||
const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
|
||||
|
||||
for (ContactTestResult& entityIntersection : newCollisionResult->entityIntersections) {
|
||||
entityIntersections.push_back(entityIntersection);
|
||||
}
|
||||
for (ContactTestResult& avatarIntersection : newCollisionResult->avatarIntersections) {
|
||||
avatarIntersections.push_back(avatarIntersection);
|
||||
}
|
||||
|
||||
intersects = entityIntersections.size() || avatarIntersections.size();
|
||||
if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
|
||||
loadState = (LoadState)newCollisionResult->loadState;
|
||||
}
|
||||
|
||||
return std::make_shared<CollisionPickResult>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class CollisionPick : public Pick<CollisionRegion> {
|
||||
public:
|
||||
CollisionPick(const PickFilter& filter, float maxDistance, bool enabled, CollisionRegion collisionRegion, PhysicsEnginePointer physicsEngine) :
|
||||
Pick(filter, maxDistance, enabled),
|
||||
_mathPick(collisionRegion),
|
||||
_physicsEngine(physicsEngine) {
|
||||
if (collisionRegion.shouldComputeShapeInfo()) {
|
||||
_cachedResource = DependencyManager::get<ModelCache>()->getCollisionGeometryResource(collisionRegion.modelURL);
|
||||
}
|
||||
}
|
||||
|
||||
CollisionRegion getMathematicalPick() const override;
|
||||
PickResultPointer getDefaultResult(const QVariantMap& pickVariant) const override {
|
||||
return std::make_shared<CollisionPickResult>(pickVariant, CollisionPickResult::LOAD_STATE_UNKNOWN, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
|
||||
}
|
||||
PickResultPointer getEntityIntersection(const CollisionRegion& pick) override;
|
||||
PickResultPointer getOverlayIntersection(const CollisionRegion& pick) override;
|
||||
PickResultPointer getAvatarIntersection(const CollisionRegion& pick) override;
|
||||
PickResultPointer getHUDIntersection(const CollisionRegion& pick) override;
|
||||
|
||||
protected:
|
||||
// Returns true if pick.shapeInfo is valid. Otherwise, attempts to get the shapeInfo ready for use.
|
||||
bool isShapeInfoReady();
|
||||
void computeShapeInfo(CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource);
|
||||
const std::vector<ContactTestResult> filterIntersections(const std::vector<ContactTestResult>& intersections) const;
|
||||
|
||||
CollisionRegion _mathPick;
|
||||
PhysicsEnginePointer _physicsEngine;
|
||||
QSharedPointer<GeometryResource> _cachedResource;
|
||||
};
|
||||
|
||||
#endif // hifi_CollisionPick_h
|
|
@ -11,6 +11,7 @@
|
|||
#include <QVariant>
|
||||
#include "GLMHelpers.h"
|
||||
|
||||
#include "Application.h"
|
||||
#include <PickManager.h>
|
||||
|
||||
#include "StaticRayPick.h"
|
||||
|
@ -20,6 +21,7 @@
|
|||
#include "StaticParabolaPick.h"
|
||||
#include "JointParabolaPick.h"
|
||||
#include "MouseParabolaPick.h"
|
||||
#include "CollisionPick.h"
|
||||
|
||||
#include <ScriptEngine.h>
|
||||
|
||||
|
@ -31,6 +33,8 @@ unsigned int PickScriptingInterface::createPick(const PickQuery::PickType type,
|
|||
return createStylusPick(properties);
|
||||
case PickQuery::PickType::Parabola:
|
||||
return createParabolaPick(properties);
|
||||
case PickQuery::PickType::Collision:
|
||||
return createCollisionPick(properties);
|
||||
default:
|
||||
return PickManager::INVALID_PICK_ID;
|
||||
}
|
||||
|
@ -234,6 +238,48 @@ unsigned int PickScriptingInterface::createParabolaPick(const QVariant& properti
|
|||
return PickManager::INVALID_PICK_ID;
|
||||
}
|
||||
|
||||
/**jsdoc
|
||||
* A Shape defines a physical volume.
|
||||
*
|
||||
* @typedef {object} Shape
|
||||
* @property {string} shapeType The type of shape to use. Can be one of the following: "box", "sphere", "capsule-x", "capsule-y", "capsule-z", "cylinder-x", "cylinder-y", "cylinder-z"
|
||||
* @property {Vec3} dimensions - The size to scale the shape to.
|
||||
*/
|
||||
|
||||
// TODO: Add this property to the Shape jsdoc above once model picks work properly
|
||||
// * @property {string} modelURL - If shapeType is one of: "compound", "simple-hull", "simple-compound", or "static-mesh", this defines the model to load to generate the collision volume.
|
||||
|
||||
/**jsdoc
|
||||
* A set of properties that can be passed to {@link Picks.createPick} to create a new Collision Pick.
|
||||
|
||||
* @typedef {object} Picks.CollisionPickProperties
|
||||
* @property {Shape} shape - The information about the collision region's size and shape.
|
||||
* @property {Vec3} position - The position of the collision region.
|
||||
* @property {Quat} orientation - The orientation of the collision region.
|
||||
*/
|
||||
unsigned int PickScriptingInterface::createCollisionPick(const QVariant& properties) {
|
||||
QVariantMap propMap = properties.toMap();
|
||||
|
||||
bool enabled = false;
|
||||
if (propMap["enabled"].isValid()) {
|
||||
enabled = propMap["enabled"].toBool();
|
||||
}
|
||||
|
||||
PickFilter filter = PickFilter();
|
||||
if (propMap["filter"].isValid()) {
|
||||
filter = PickFilter(propMap["filter"].toUInt());
|
||||
}
|
||||
|
||||
float maxDistance = 0.0f;
|
||||
if (propMap["maxDistance"].isValid()) {
|
||||
maxDistance = propMap["maxDistance"].toFloat();
|
||||
}
|
||||
|
||||
CollisionRegion collisionRegion(propMap);
|
||||
|
||||
return DependencyManager::get<PickManager>()->addPick(PickQuery::Collision, std::make_shared<CollisionPick>(filter, maxDistance, enabled, collisionRegion, qApp->getPhysicsEngine()));
|
||||
}
|
||||
|
||||
void PickScriptingInterface::enablePick(unsigned int uid) {
|
||||
DependencyManager::get<PickManager>()->enablePick(uid);
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
|
||||
#include <RegisteredMetaTypes.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <PhysicsEngine.h>
|
||||
#include <Pick.h>
|
||||
|
||||
/**jsdoc
|
||||
|
@ -62,6 +63,7 @@ class PickScriptingInterface : public QObject, public Dependency {
|
|||
public:
|
||||
unsigned int createRayPick(const QVariant& properties);
|
||||
unsigned int createStylusPick(const QVariant& properties);
|
||||
unsigned int createCollisionPick(const QVariant& properties);
|
||||
unsigned int createParabolaPick(const QVariant& properties);
|
||||
|
||||
void registerMetaTypes(QScriptEngine* engine);
|
||||
|
@ -72,7 +74,7 @@ public:
|
|||
* with PickType.Ray, depending on which optional parameters you pass, you could create a Static Ray Pick, a Mouse Ray Pick, or a Joint Ray Pick.
|
||||
* @function Picks.createPick
|
||||
* @param {PickType} type A PickType that specifies the method of picking to use
|
||||
* @param {Picks.RayPickProperties|Picks.StylusPickProperties|Picks.ParabolaPickProperties} properties A PickProperties object, containing all the properties for initializing this Pick
|
||||
* @param {Picks.RayPickProperties|Picks.StylusPickProperties|Picks.ParabolaPickProperties|Picks.CollisionPickProperties} properties A PickProperties object, containing all the properties for initializing this Pick
|
||||
* @returns {number} The ID of the created Pick. Used for managing the Pick. 0 if invalid.
|
||||
*/
|
||||
Q_INVOKABLE unsigned int createPick(const PickQuery::PickType type, const QVariant& properties);
|
||||
|
@ -141,11 +143,40 @@ public:
|
|||
* @property {PickParabola} parabola The PickParabola that was used. Valid even if there was no intersection.
|
||||
*/
|
||||
|
||||
/**jsdoc
|
||||
* An intersection result for a Collision Pick.
|
||||
*
|
||||
* @typedef {object} CollisionPickResult
|
||||
* @property {boolean} intersects If there was at least one valid intersection (intersectingObjects.length > 0)
|
||||
* @property {IntersectingObject[]} intersectingObjects The collision information of each object which intersect with the CollisionRegion.
|
||||
* @property {CollisionRegion} collisionRegion The CollisionRegion that was used. Valid even if there was no intersection.
|
||||
*/
|
||||
|
||||
// TODO: Add this to the CollisionPickResult jsdoc once model collision picks are working
|
||||
//* @property {boolean} loaded If the CollisionRegion was successfully loaded (may be false if a model was used)
|
||||
|
||||
/**jsdoc
|
||||
* Information about the Collision Pick's intersection with an object
|
||||
*
|
||||
* @typedef {object} IntersectingObject
|
||||
* @property {QUuid} id The ID of the object.
|
||||
* @property {number} type The type of the object, either Picks.INTERSECTED_ENTITY() or Picks.INTERSECTED_AVATAR()
|
||||
* @property {CollisionContact[]} collisionContacts Pairs of points representing penetration information between the pick and the object
|
||||
*/
|
||||
|
||||
/**jsdoc
|
||||
* A pair of points that represents part of an overlap between a Collision Pick and an object in the physics engine. Points which are further apart represent deeper overlap
|
||||
*
|
||||
* @typedef {object} CollisionContact
|
||||
* @property {Vec3} pointOnPick A point representing a penetration of the object's surface into the volume of the pick, in world space.
|
||||
* @property {Vec3} pointOnObject A point representing a penetration of the pick's surface into the volume of the found object, in world space.
|
||||
*/
|
||||
|
||||
/**jsdoc
|
||||
* Get the most recent pick result from this Pick. This will be updated as long as the Pick is enabled.
|
||||
* @function Picks.getPrevPickResult
|
||||
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
|
||||
* @returns {RayPickResult|StylusPickResult} The most recent intersection result. This will be different for different PickTypes.
|
||||
* @returns {RayPickResult|StylusPickResult|ParabolaPickResult|CollisionPickResult} The most recent intersection result. This will be different for different PickTypes.
|
||||
*/
|
||||
Q_INVOKABLE QVariantMap getPrevPickResult(unsigned int uid);
|
||||
|
||||
|
|
|
@ -863,3 +863,90 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
|
|||
}
|
||||
}
|
||||
|
||||
struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
|
||||
AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
|
||||
btCollisionWorld::ContactResultCallback(),
|
||||
desiredObjectType(desiredObjectType),
|
||||
collisionObject(),
|
||||
contacts(),
|
||||
myAvatarCollisionObject(myAvatarCollisionObject) {
|
||||
const btCollisionShape* collisionShape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
|
||||
|
||||
collisionObject.setCollisionShape(const_cast<btCollisionShape*>(collisionShape));
|
||||
|
||||
btTransform bulletTransform;
|
||||
bulletTransform.setOrigin(glmToBullet(transform.getTranslation()));
|
||||
bulletTransform.setRotation(glmToBullet(transform.getRotation()));
|
||||
|
||||
collisionObject.setWorldTransform(bulletTransform);
|
||||
}
|
||||
|
||||
~AllContactsCallback() {
|
||||
ObjectMotionState::getShapeManager()->releaseShape(collisionObject.getCollisionShape());
|
||||
}
|
||||
|
||||
MotionStateType desiredObjectType;
|
||||
btCollisionObject collisionObject;
|
||||
std::vector<ContactTestResult> contacts;
|
||||
btCollisionObject* myAvatarCollisionObject;
|
||||
|
||||
bool needsCollision(btBroadphaseProxy* proxy) const override {
|
||||
return true;
|
||||
}
|
||||
|
||||
btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0, int partId0, int index0, const btCollisionObjectWrapper* colObj1, int partId1, int index1) override {
|
||||
const btCollisionObject* otherBody;
|
||||
btVector3 penetrationPoint;
|
||||
btVector3 otherPenetrationPoint;
|
||||
if (colObj0->m_collisionObject == &collisionObject) {
|
||||
otherBody = colObj1->m_collisionObject;
|
||||
penetrationPoint = getWorldPoint(cp.m_localPointB, colObj1->getWorldTransform());
|
||||
otherPenetrationPoint = getWorldPoint(cp.m_localPointA, colObj0->getWorldTransform());
|
||||
} else {
|
||||
otherBody = colObj0->m_collisionObject;
|
||||
penetrationPoint = getWorldPoint(cp.m_localPointA, colObj0->getWorldTransform());
|
||||
otherPenetrationPoint = getWorldPoint(cp.m_localPointB, colObj1->getWorldTransform());
|
||||
}
|
||||
|
||||
// TODO: Give MyAvatar a motion state so we don't have to do this
|
||||
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
|
||||
contacts.emplace_back(Physics::getSessionUUID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!(otherBody->getInternalType() & btCollisionObject::CO_RIGID_BODY)) {
|
||||
return 0;
|
||||
}
|
||||
const btRigidBody* collisionCandidate = static_cast<const btRigidBody*>(otherBody);
|
||||
|
||||
const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
|
||||
const ObjectMotionState* candidate = dynamic_cast<const ObjectMotionState*>(motionStateCandidate);
|
||||
if (!candidate || candidate->getType() != desiredObjectType) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This is the correct object type. Add it to the list.
|
||||
contacts.emplace_back(candidate->getObjectID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
protected:
|
||||
static btVector3 getWorldPoint(const btVector3& localPoint, const btTransform& transform) {
|
||||
return quatRotate(transform.getRotation(), localPoint) + transform.getOrigin();
|
||||
}
|
||||
};
|
||||
|
||||
const std::vector<ContactTestResult> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
|
||||
// TODO: Give MyAvatar a motion state so we don't have to do this
|
||||
btCollisionObject* myAvatarCollisionObject = nullptr;
|
||||
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && _myAvatarController) {
|
||||
myAvatarCollisionObject = _myAvatarController->getCollisionObject();
|
||||
}
|
||||
|
||||
auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform, myAvatarCollisionObject);
|
||||
_dynamicsWorld->contactTest(&contactCallback.collisionObject, contactCallback);
|
||||
|
||||
return contactCallback.contacts;
|
||||
}
|
||||
|
||||
|
|
|
@ -43,6 +43,28 @@ public:
|
|||
void* _b; // ObjectMotionState pointer
|
||||
};
|
||||
|
||||
struct ContactTestResult {
|
||||
ContactTestResult() = delete;
|
||||
|
||||
ContactTestResult(const ContactTestResult& contactTestResult) :
|
||||
foundID(contactTestResult.foundID),
|
||||
testCollisionPoint(contactTestResult.testCollisionPoint),
|
||||
foundCollisionPoint(contactTestResult.foundCollisionPoint) {
|
||||
}
|
||||
|
||||
ContactTestResult(QUuid foundID, glm::vec3 testCollisionPoint, glm::vec3 otherCollisionPoint) :
|
||||
foundID(foundID),
|
||||
testCollisionPoint(testCollisionPoint),
|
||||
foundCollisionPoint(otherCollisionPoint) {
|
||||
}
|
||||
|
||||
QUuid foundID;
|
||||
// The deepest point of an intersection within the volume of the test shape, in world space.
|
||||
glm::vec3 testCollisionPoint;
|
||||
// The deepest point of an intersection within the volume of the found object, in world space.
|
||||
glm::vec3 foundCollisionPoint;
|
||||
};
|
||||
|
||||
using ContactMap = std::map<ContactKey, ContactInfo>;
|
||||
using CollisionEvents = std::vector<Collision>;
|
||||
|
||||
|
@ -103,6 +125,9 @@ public:
|
|||
void setShowBulletConstraints(bool value);
|
||||
void setShowBulletConstraintLimits(bool value);
|
||||
|
||||
// Function for getting colliding ObjectMotionStates in the world of specified type
|
||||
const std::vector<ContactTestResult> getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const;
|
||||
|
||||
private:
|
||||
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
|
||||
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
|
||||
|
|
|
@ -164,7 +164,7 @@ public:
|
|||
Ray = 0,
|
||||
Stylus,
|
||||
Parabola,
|
||||
|
||||
Collision,
|
||||
NUM_PICK_TYPES
|
||||
};
|
||||
Q_ENUM(PickType)
|
||||
|
|
|
@ -101,6 +101,7 @@ void PickManager::update() {
|
|||
_stylusPickCacheOptimizer.update(cachedPicks[PickQuery::Stylus], _nextPickToUpdate[PickQuery::Stylus], expiry, false);
|
||||
_rayPickCacheOptimizer.update(cachedPicks[PickQuery::Ray], _nextPickToUpdate[PickQuery::Ray], expiry, shouldPickHUD);
|
||||
_parabolaPickCacheOptimizer.update(cachedPicks[PickQuery::Parabola], _nextPickToUpdate[PickQuery::Parabola], expiry, shouldPickHUD);
|
||||
_collisionPickCacheOptimizer.update(cachedPicks[PickQuery::Collision], _nextPickToUpdate[PickQuery::Collision], expiry, false);
|
||||
}
|
||||
|
||||
bool PickManager::isLeftHand(unsigned int uid) {
|
||||
|
|
|
@ -59,13 +59,14 @@ protected:
|
|||
|
||||
std::shared_ptr<PickQuery> findPick(unsigned int uid) const;
|
||||
std::unordered_map<PickQuery::PickType, std::unordered_map<unsigned int, std::shared_ptr<PickQuery>>> _picks;
|
||||
unsigned int _nextPickToUpdate[PickQuery::NUM_PICK_TYPES] { 0, 0, 0 };
|
||||
unsigned int _nextPickToUpdate[PickQuery::NUM_PICK_TYPES] { 0, 0, 0, 0 };
|
||||
std::unordered_map<unsigned int, PickQuery::PickType> _typeMap;
|
||||
unsigned int _nextPickID { INVALID_PICK_ID + 1 };
|
||||
|
||||
PickCacheOptimizer<PickRay> _rayPickCacheOptimizer;
|
||||
PickCacheOptimizer<StylusTip> _stylusPickCacheOptimizer;
|
||||
PickCacheOptimizer<PickParabola> _parabolaPickCacheOptimizer;
|
||||
PickCacheOptimizer<CollisionRegion> _collisionPickCacheOptimizer;
|
||||
|
||||
static const unsigned int DEFAULT_PER_FRAME_TIME_BUDGET = 3 * USECS_PER_MSEC;
|
||||
unsigned int _perFrameTimeBudget { DEFAULT_PER_FRAME_TIME_BUDGET };
|
||||
|
|
|
@ -20,8 +20,10 @@
|
|||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include "AACube.h"
|
||||
#include "ShapeInfo.h"
|
||||
#include "SharedUtil.h"
|
||||
#include "shared/Bilateral.h"
|
||||
#include "Transform.h"
|
||||
|
||||
class QColor;
|
||||
class QUrl;
|
||||
|
@ -251,6 +253,97 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
/**jsdoc
|
||||
* A CollisionPick defines a volume for checking collisions in the physics simulation.
|
||||
|
||||
* @typedef {object} CollisionPick
|
||||
* @property {Shape} shape - The information about the collision region's size and shape.
|
||||
* @property {Vec3} position - The position of the collision region.
|
||||
* @property {Quat} orientation - The orientation of the collision region.
|
||||
*/
|
||||
class CollisionRegion : public MathPick {
|
||||
public:
|
||||
CollisionRegion() { }
|
||||
CollisionRegion(const QVariantMap& pickVariant) {
|
||||
if (pickVariant["shape"].isValid()) {
|
||||
auto shape = pickVariant["shape"].toMap();
|
||||
if (!shape.empty()) {
|
||||
ShapeType shapeType = SHAPE_TYPE_NONE;
|
||||
if (shape["shapeType"].isValid()) {
|
||||
shapeType = ShapeInfo::getShapeTypeForName(shape["shapeType"].toString());
|
||||
}
|
||||
if (shapeType >= SHAPE_TYPE_COMPOUND && shapeType <= SHAPE_TYPE_STATIC_MESH && shape["modelURL"].isValid()) {
|
||||
QString newURL = shape["modelURL"].toString();
|
||||
modelURL.setUrl(newURL);
|
||||
} else {
|
||||
modelURL.setUrl("");
|
||||
}
|
||||
|
||||
if (shape["dimensions"].isValid()) {
|
||||
transform.setScale(vec3FromVariant(shape["dimensions"]));
|
||||
}
|
||||
|
||||
shapeInfo->setParams(shapeType, transform.getScale() / 2.0f, modelURL.toString());
|
||||
}
|
||||
}
|
||||
|
||||
if (pickVariant["position"].isValid()) {
|
||||
transform.setTranslation(vec3FromVariant(pickVariant["position"]));
|
||||
}
|
||||
if (pickVariant["orientation"].isValid()) {
|
||||
transform.setRotation(quatFromVariant(pickVariant["orientation"]));
|
||||
}
|
||||
}
|
||||
|
||||
QVariantMap toVariantMap() const override {
|
||||
QVariantMap collisionRegion;
|
||||
|
||||
QVariantMap shape;
|
||||
shape["shapeType"] = ShapeInfo::getNameForShapeType(shapeInfo->getType());
|
||||
shape["modelURL"] = modelURL.toString();
|
||||
shape["dimensions"] = vec3toVariant(transform.getScale());
|
||||
|
||||
collisionRegion["shape"] = shape;
|
||||
|
||||
collisionRegion["position"] = vec3toVariant(transform.getTranslation());
|
||||
collisionRegion["orientation"] = quatToVariant(transform.getRotation());
|
||||
|
||||
return collisionRegion;
|
||||
}
|
||||
|
||||
operator bool() const override {
|
||||
return !(glm::any(glm::isnan(transform.getTranslation())) ||
|
||||
glm::any(glm::isnan(transform.getRotation())) ||
|
||||
shapeInfo->getType() == SHAPE_TYPE_NONE);
|
||||
}
|
||||
|
||||
bool operator==(const CollisionRegion& other) const {
|
||||
return glm::all(glm::equal(transform.getTranslation(), other.transform.getTranslation())) &&
|
||||
glm::all(glm::equal(transform.getRotation(), other.transform.getRotation())) &&
|
||||
glm::all(glm::equal(transform.getScale(), other.transform.getScale())) &&
|
||||
shapeInfo->getType() == other.shapeInfo->getType() &&
|
||||
modelURL == other.modelURL;
|
||||
}
|
||||
|
||||
bool shouldComputeShapeInfo() const {
|
||||
if (!(shapeInfo->getType() == SHAPE_TYPE_HULL ||
|
||||
(shapeInfo->getType() >= SHAPE_TYPE_COMPOUND &&
|
||||
shapeInfo->getType() <= SHAPE_TYPE_STATIC_MESH)
|
||||
)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return !shapeInfo->getPointCollection().size();
|
||||
}
|
||||
|
||||
// We can't load the model here because it would create a circular dependency, so we delegate that responsibility to the owning CollisionPick
|
||||
QUrl modelURL;
|
||||
|
||||
// We can't compute the shapeInfo here without loading the model first, so we delegate that responsibility to the owning CollisionPick
|
||||
std::shared_ptr<ShapeInfo> shapeInfo = std::make_shared<ShapeInfo>();
|
||||
Transform transform;
|
||||
};
|
||||
|
||||
namespace std {
|
||||
inline void hash_combine(std::size_t& seed) { }
|
||||
|
||||
|
@ -286,6 +379,15 @@ namespace std {
|
|||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<Transform> {
|
||||
size_t operator()(const Transform& a) const {
|
||||
size_t result = 0;
|
||||
hash_combine(result, a.getTranslation(), a.getRotation(), a.getScale());
|
||||
return result;
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<PickRay> {
|
||||
size_t operator()(const PickRay& a) const {
|
||||
|
@ -313,6 +415,15 @@ namespace std {
|
|||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<CollisionRegion> {
|
||||
size_t operator()(const CollisionRegion& a) const {
|
||||
size_t result = 0;
|
||||
hash_combine(result, a.transform, (int)a.shapeInfo->getType(), qHash(a.modelURL));
|
||||
return result;
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<QString> {
|
||||
size_t operator()(const QString& a) const {
|
||||
|
|
|
@ -68,12 +68,23 @@ const float MIN_HALF_EXTENT = 0.005f; // 0.5 cm
|
|||
|
||||
QString ShapeInfo::getNameForShapeType(ShapeType type) {
|
||||
if (((int)type <= 0) || ((int)type >= (int)SHAPETYPE_NAME_COUNT)) {
|
||||
type = (ShapeType)0;
|
||||
type = SHAPE_TYPE_NONE;
|
||||
}
|
||||
|
||||
return shapeTypeNames[(int)type];
|
||||
}
|
||||
|
||||
ShapeType ShapeInfo::getShapeTypeForName(QString string) {
|
||||
for (int i = 0; i < (int)SHAPETYPE_NAME_COUNT; i++) {
|
||||
auto name = shapeTypeNames[i];
|
||||
if (name == string) {
|
||||
return (ShapeType)i;
|
||||
}
|
||||
}
|
||||
|
||||
return SHAPE_TYPE_NONE;
|
||||
}
|
||||
|
||||
void ShapeInfo::clear() {
|
||||
_url.clear();
|
||||
_pointCollection.clear();
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
using TriangleIndices = QVector<int32_t>;
|
||||
|
||||
static QString getNameForShapeType(ShapeType type);
|
||||
static ShapeType getShapeTypeForName(QString string);
|
||||
|
||||
void clear();
|
||||
|
||||
|
|
Loading…
Reference in a new issue