// // SceneScriptingInterface.h // interface/src/scripting // // Created by Sam Gateau on 2/24/15. // 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 // #ifndef hifi_SceneScriptingInterface_h #define hifi_SceneScriptingInterface_h #include #include #include "model/Stage.h" class SceneScriptingInterface : public QObject, public Dependency { Q_OBJECT SINGLETON_DEPENDENCY Q_PROPERTY(bool shouldRenderAvatars READ shouldRenderAvatars WRITE setShouldRenderAvatars) Q_PROPERTY(bool shouldRenderEntities READ shouldRenderEntities WRITE setShouldRenderEntities) public: Q_INVOKABLE void setStageOrientation(const glm::quat& orientation); Q_INVOKABLE void setStageLocation(float longitude, float latitude, float altitude); Q_INVOKABLE float getStageLocationLongitude() const; Q_INVOKABLE float getStageLocationLatitude() const; Q_INVOKABLE float getStageLocationAltitude() const; Q_INVOKABLE void setStageDayTime(float hour); Q_INVOKABLE float getStageDayTime() const; Q_INVOKABLE void setStageYearTime(int day); Q_INVOKABLE int getStageYearTime() const; // Enable/disable the stage sun model which uses the key light to simulate // the sun light based on the location of the stage trelative to earth and the current time Q_INVOKABLE void setStageSunModelEnable(bool isEnabled); Q_INVOKABLE bool isStageSunModelEnabled() const; Q_INVOKABLE void setKeyLightColor(const glm::vec3& color); Q_INVOKABLE glm::vec3 getKeyLightColor() const; Q_INVOKABLE void setKeyLightIntensity(float intensity); Q_INVOKABLE float getKeyLightIntensity() const; Q_INVOKABLE void setKeyLightAmbientIntensity(float intensity); Q_INVOKABLE float getKeyLightAmbientIntensity() const; // setKeyLightDIrection is only effective if stage Sun model is disabled Q_INVOKABLE void setKeyLightDirection(const glm::vec3& direction); Q_INVOKABLE glm::vec3 getKeyLightDirection() const; Q_INVOKABLE void setBackgroundMode(const QString& mode); Q_INVOKABLE QString getBackgroundMode() const; model::SunSkyStagePointer getSkyStage() const; Q_INVOKABLE void setShouldRenderAvatars(bool shouldRenderAvatars); Q_INVOKABLE bool shouldRenderAvatars() const { return _shouldRenderAvatars; } Q_INVOKABLE void setShouldRenderEntities(bool shouldRenderEntities); Q_INVOKABLE bool shouldRenderEntities() const { return _shouldRenderEntities; } // Controlling the rendering engine Q_INVOKABLE void setEngineRenderOpaque(bool renderOpaque); Q_INVOKABLE bool doEngineRenderOpaque() const { return _engineRenderOpaque; } Q_INVOKABLE void setEngineRenderTransparent(bool renderTransparent); Q_INVOKABLE bool doEngineRenderTransparent() const { return _engineRenderTransparent; } Q_INVOKABLE void setEngineCullOpaque(bool cullOpaque); Q_INVOKABLE bool doEngineCullOpaque() const { return _engineCullOpaque; } Q_INVOKABLE void setEngineCullTransparent(bool cullTransparent); Q_INVOKABLE bool doEngineCullTransparent() const { return _engineCullTransparent; } Q_INVOKABLE void setEngineSortOpaque(bool sortOpaque); Q_INVOKABLE bool doEngineSortOpaque() const { return _engineSortOpaque; } Q_INVOKABLE void setEngineSortTransparent(bool sortTransparent); Q_INVOKABLE bool doEngineSortTransparent() const { return _engineSortTransparent; } void clearEngineCounters(); void setEngineDrawnOpaqueItems(int count) { _numDrawnOpaqueItems = count; } Q_INVOKABLE int getEngineNumDrawnOpaqueItems() { return _numDrawnOpaqueItems; } void setEngineDrawnTransparentItems(int count) { _numDrawnTransparentItems = count; } Q_INVOKABLE int getEngineNumDrawnTransparentItems() { return _numDrawnTransparentItems; } void setEngineDrawnOverlay3DItems(int count) { _numDrawnOverlay3DItems = count; } Q_INVOKABLE int getEngineNumDrawnOverlay3DItems() { return _numDrawnOverlay3DItems; } void setEngineFeedOpaqueItems(int count) { _numFeedOpaqueItems = count; } Q_INVOKABLE int getEngineNumFeedOpaqueItems() { return _numFeedOpaqueItems; } void setEngineFeedTransparentItems(int count) { _numFeedTransparentItems = count; } Q_INVOKABLE int getEngineNumFeedTransparentItems() { return _numFeedTransparentItems; } void setEngineFeedOverlay3DItems(int count) { _numFeedOverlay3DItems = count; } Q_INVOKABLE int getEngineNumFeedOverlay3DItems() { return _numFeedOverlay3DItems; } Q_INVOKABLE void setEngineMaxDrawnOpaqueItems(int count) { _maxDrawnOpaqueItems = count; } Q_INVOKABLE int getEngineMaxDrawnOpaqueItems() { return _maxDrawnOpaqueItems; } Q_INVOKABLE void setEngineMaxDrawnTransparentItems(int count) { _maxDrawnTransparentItems = count; } Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _maxDrawnTransparentItems; } Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _maxDrawnOverlay3DItems = count; } Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _maxDrawnOverlay3DItems; } Q_INVOKABLE void setEngineDisplayItemStatus(bool display) { _drawItemStatus = display; } Q_INVOKABLE bool doEngineDisplayItemStatus() { return _drawItemStatus; } Q_INVOKABLE void setEngineDisplayHitEffect(bool display) { _drawHitEffect = display; } Q_INVOKABLE bool doEngineDisplayHitEffect() { return _drawHitEffect; } signals: void shouldRenderAvatarsChanged(bool shouldRenderAvatars); void shouldRenderEntitiesChanged(bool shouldRenderEntities); protected: SceneScriptingInterface(); ~SceneScriptingInterface() {}; model::SunSkyStagePointer _skyStage = std::make_shared(); bool _shouldRenderAvatars = true; bool _shouldRenderEntities = true; bool _engineRenderOpaque = true; bool _engineRenderTransparent = true; bool _engineCullOpaque = true; bool _engineCullTransparent = true; bool _engineSortOpaque = true; bool _engineSortTransparent = true; int _numFeedOpaqueItems = 0; int _numDrawnOpaqueItems = 0; int _numFeedTransparentItems = 0; int _numDrawnTransparentItems = 0; int _numFeedOverlay3DItems = 0; int _numDrawnOverlay3DItems = 0; int _maxDrawnOpaqueItems = -1; int _maxDrawnTransparentItems = -1; int _maxDrawnOverlay3DItems = -1; bool _drawItemStatus = false; bool _drawHitEffect = false; }; #endif // hifi_SceneScriptingInterface_h