// // Shape3DOverlay.cpp // interface/src/ui/overlays // // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // include this before QGLWidget, which includes an earlier version of OpenGL #include "Shape3DOverlay.h" #include #include #include #include QString const Shape3DOverlay::TYPE = "shape"; Shape3DOverlay::Shape3DOverlay(const Shape3DOverlay* shape3DOverlay) : Volume3DOverlay(shape3DOverlay), _shape(shape3DOverlay->_shape) { } void Shape3DOverlay::render(RenderArgs* args) { if (!_renderVisible) { return; // do nothing if we're not visible } float alpha = getAlpha(); xColor color = getColor(); const float MAX_COLOR = 255.0f; glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha); auto batch = args->_batch; if (batch) { auto geometryCache = DependencyManager::get(); auto shapePipeline = args->_shapePipeline; if (!shapePipeline) { shapePipeline = _isSolid ? geometryCache->getOpaqueShapePipeline() : geometryCache->getWireShapePipeline(); } batch->setModelTransform(getRenderTransform()); if (_isSolid) { geometryCache->renderSolidShapeInstance(args, *batch, _shape, cubeColor, shapePipeline); } else { geometryCache->renderWireShapeInstance(args, *batch, _shape, cubeColor, shapePipeline); } } } const render::ShapeKey Shape3DOverlay::getShapeKey() { auto builder = render::ShapeKey::Builder(); if (isTransparent()) { builder.withTranslucent(); } if (!getIsSolid()) { builder.withUnlit().withDepthBias(); } return builder.build(); } Shape3DOverlay* Shape3DOverlay::createClone() const { return new Shape3DOverlay(this); } static const std::array shapeStrings { { "Line", "Triangle", "Quad", "Hexagon", "Octagon", "Circle", "Cube", "Sphere", "Tetrahedron", "Octahedron", "Dodecahedron", "Icosahedron", "Torus", "Cone", "Cylinder" } }; void Shape3DOverlay::setProperties(const QVariantMap& properties) { Volume3DOverlay::setProperties(properties); auto shape = properties["shape"]; if (shape.isValid()) { const QString shapeStr = shape.toString(); for (size_t i = 0; i < shapeStrings.size(); ++i) { if (shapeStr == shapeStrings[i]) { this->_shape = static_cast(i); break; } } } auto borderSize = properties["borderSize"]; if (borderSize.isValid()) { float value = borderSize.toFloat(); setBorderSize(value); } } /**jsdoc * These are the properties of a shape {@link Overlays.OverlayType|OverlayType}. * @typedef {object} Overlays.ShapeProperties * * @property {string} type=shape - Has the value "shape". Read-only. * @property {Color} color=255,255,255 - The color of the overlay. * @property {number} alpha=0.7 - The opacity of the overlay, 0.0 - 1.0. * @property {number} pulseMax=0 - The maximum value of the pulse multiplier. * @property {number} pulseMin=0 - The minimum value of the pulse multiplier. * @property {number} pulsePeriod=1 - The duration of the color and alpha pulse, in seconds. A pulse multiplier value goes from * pulseMin to pulseMax, then pulseMax to pulseMin in one period. * @property {number} alphaPulse=0 - If non-zero, the alpha of the overlay is pulsed: the alpha value is multiplied by the * current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * used.) * @property {number} colorPulse=0 - If non-zero, the color of the overlay is pulsed: the color value is multiplied by the * current pulse multiplier value each frame. If > 0 the pulse multiplier is applied in phase with the pulse period; if < 0 * the pulse multiplier is applied out of phase with the pulse period. (The magnitude of the property isn't otherwise * used.) * @property {boolean} visible=true - If true, the overlay is rendered, otherwise it is not rendered. * * @property {string} name="" - A friendly name for the overlay. * @property {Vec3} position - The position of the overlay center. Synonyms: p1, point, and * start. * @property {Vec3} localPosition - The local position of the overlay relative to its parent if the overlay has a * parentID set, otherwise the same value as position. * @property {Quat} rotation - The orientation of the overlay. Synonym: orientation. * @property {Quat} localRotation - The orientation of the overlay relative to its parent if the overlay has a * parentID set, otherwise the same value as rotation. * @property {boolean} isSolid=false - Synonyms: solid, isFilled, and filled. * Antonyms: isWire and wire. * @property {boolean} isDashedLine=false - If true, a dashed line is drawn on the overlay's edges. Synonym: * dashed. * @property {boolean} ignoreRayIntersection=false - If true, * {@link Overlays.findRayIntersection|findRayIntersection} ignores the overlay. * @property {boolean} drawInFront=false - If true, the overlay is rendered in front of other overlays that don't * have drawInFront set to true, and in front of entities. * @property {boolean} grabbable=false - Signal to grabbing scripts whether or not this overlay can be grabbed. * @property {Uuid} parentID=null - The avatar, entity, or overlay that the overlay is parented to. * @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if * parentID is an avatar skeleton. A value of 65535 means "no joint". * * @property {Vec3} dimensions - The dimensions of the overlay. Synonyms: scale, size. * * @property {Shape} shape=Hexagon - The geometrical shape of the overlay. * @property {number} borderSize - Not used. */ QVariant Shape3DOverlay::getProperty(const QString& property) { if (property == "borderSize") { return _borderSize; } if (property == "shape") { return shapeStrings[_shape]; } return Volume3DOverlay::getProperty(property); } Transform Shape3DOverlay::evalRenderTransform() { // TODO: handle registration point?? glm::vec3 position = getWorldPosition(); glm::vec3 dimensions = getDimensions(); glm::quat rotation = getWorldOrientation(); Transform transform; transform.setScale(dimensions); transform.setTranslation(position); transform.setRotation(rotation); return transform; }