overte-HifiExperiments/libraries/entities/src/EntityScriptingInterface.h
2015-12-01 11:13:01 -08:00

192 lines
9.1 KiB
C++

//
// EntityScriptingInterface.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/6/13.
// Copyright 2013 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
//
// TODO: How will we handle collision callbacks with Entities
//
#ifndef hifi_EntityScriptingInterface_h
#define hifi_EntityScriptingInterface_h
#include <QtCore/QObject>
#include <QtCore/QStringList>
#include <DependencyManager.h>
#include <Octree.h>
#include <OctreeScriptingInterface.h>
#include <RegisteredMetaTypes.h>
#include "PolyVoxEntityItem.h"
#include "LineEntityItem.h"
#include "PolyLineEntityItem.h"
#include "EntityTree.h"
#include "EntityEditPacketSender.h"
#include "EntitiesScriptEngineProvider.h"
#include "EntityItemProperties.h"
class EntityTree;
class MouseEvent;
class RayToEntityIntersectionResult {
public:
RayToEntityIntersectionResult();
bool intersects;
bool accurate;
QUuid entityID;
EntityItemProperties properties;
float distance;
BoxFace face;
glm::vec3 intersection;
glm::vec3 surfaceNormal;
EntityItemPointer entity;
};
Q_DECLARE_METATYPE(RayToEntityIntersectionResult)
QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, const RayToEntityIntersectionResult& results);
void RayToEntityIntersectionResultFromScriptValue(const QScriptValue& object, RayToEntityIntersectionResult& results);
/// handles scripting of Entity commands from JS passed to assigned clients
class EntityScriptingInterface : public OctreeScriptingInterface, public Dependency {
Q_OBJECT
public:
EntityScriptingInterface();
EntityEditPacketSender* getEntityPacketSender() const { return (EntityEditPacketSender*)getPacketSender(); }
virtual NodeType_t getServerNodeType() const { return NodeType::EntityServer; }
virtual OctreeEditPacketSender* createPacketSender() { return new EntityEditPacketSender(); }
void setEntityTree(EntityTreePointer modelTree);
EntityTreePointer getEntityTree() { return _entityTree; }
void setEntitiesScriptEngine(EntitiesScriptEngineProvider* engine) { _entitiesScriptEngine = engine; }
public slots:
// returns true if the DomainServer will allow this Node/Avatar to make changes
Q_INVOKABLE bool canAdjustLocks();
// returns true if the DomainServer will allow this Node/Avatar to rez new entities
Q_INVOKABLE bool canRez();
/// adds a model with the specific properties
Q_INVOKABLE QUuid addEntity(const EntityItemProperties& properties);
/// gets the current model properties for a specific model
/// this function will not find return results in script engine contexts which don't have access to models
Q_INVOKABLE EntityItemProperties getEntityProperties(QUuid entityID);
Q_INVOKABLE EntityItemProperties getEntityProperties(QUuid identity, EntityPropertyFlags desiredProperties);
/// edits a model updating only the included properties, will return the identified EntityItemID in case of
/// successful edit, if the input entityID is for an unknown model this function will have no effect
Q_INVOKABLE QUuid editEntity(QUuid entityID, EntityItemProperties properties);
/// deletes a model
Q_INVOKABLE void deleteEntity(QUuid entityID);
/// Allows a script to call a method on an entity's script. The method will execute in the entity script
/// engine. If the entity does not have an entity script or the method does not exist, this call will have
/// no effect.
Q_INVOKABLE void callEntityMethod(QUuid entityID, const QString& method, const QStringList& params = QStringList());
/// finds the closest model to the center point, within the radius
/// will return a EntityItemID.isKnownID = false if no models are in the radius
/// this function will not find any models in script engine contexts which don't have access to models
Q_INVOKABLE QUuid findClosestEntity(const glm::vec3& center, float radius) const;
/// finds models within the search sphere specified by the center point and radius
/// this function will not find any models in script engine contexts which don't have access to models
Q_INVOKABLE QVector<QUuid> findEntities(const glm::vec3& center, float radius) const;
/// finds models within the search sphere specified by the center point and radius
/// this function will not find any models in script engine contexts which don't have access to models
Q_INVOKABLE QVector<QUuid> findEntitiesInBox(const glm::vec3& corner, const glm::vec3& dimensions) const;
/// If the scripting context has visible entities, this will determine a ray intersection, the results
/// may be inaccurate if the engine is unable to access the visible entities, in which case result.accurate
/// will be false.
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue());
/// If the scripting context has visible entities, this will determine a ray intersection, and will block in
/// order to return an accurate result
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue());
Q_INVOKABLE void setLightsArePickable(bool value);
Q_INVOKABLE bool getLightsArePickable() const;
Q_INVOKABLE void setZonesArePickable(bool value);
Q_INVOKABLE bool getZonesArePickable() const;
Q_INVOKABLE void setDrawZoneBoundaries(bool value);
Q_INVOKABLE bool getDrawZoneBoundaries() const;
Q_INVOKABLE bool setVoxelSphere(QUuid entityID, const glm::vec3& center, float radius, int value);
Q_INVOKABLE bool setVoxel(QUuid entityID, const glm::vec3& position, int value);
Q_INVOKABLE bool setAllVoxels(QUuid entityID, int value);
Q_INVOKABLE bool setVoxelsInCuboid(QUuid entityID, const glm::vec3& lowPosition,
const glm::vec3& cuboidSize, int value);
Q_INVOKABLE bool setAllPoints(QUuid entityID, const QVector<glm::vec3>& points);
Q_INVOKABLE bool appendPoint(QUuid entityID, const glm::vec3& point);
Q_INVOKABLE void dumpTree() const;
Q_INVOKABLE QUuid addAction(const QString& actionTypeString, const QUuid& entityID, const QVariantMap& arguments);
Q_INVOKABLE bool updateAction(const QUuid& entityID, const QUuid& actionID, const QVariantMap& arguments);
Q_INVOKABLE bool deleteAction(const QUuid& entityID, const QUuid& actionID);
Q_INVOKABLE QVector<QUuid> getActionIDs(const QUuid& entityID);
Q_INVOKABLE QVariantMap getActionArguments(const QUuid& entityID, const QUuid& actionID);
Q_INVOKABLE glm::vec3 voxelCoordsToWorldCoords(const QUuid& entityID, glm::vec3 voxelCoords);
Q_INVOKABLE glm::vec3 worldCoordsToVoxelCoords(const QUuid& entityID, glm::vec3 worldCoords);
Q_INVOKABLE glm::vec3 voxelCoordsToLocalCoords(const QUuid& entityID, glm::vec3 voxelCoords);
Q_INVOKABLE glm::vec3 localCoordsToVoxelCoords(const QUuid& entityID, glm::vec3 localCoords);
signals:
void collisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
void canAdjustLocksChanged(bool canAdjustLocks);
void canRezChanged(bool canRez);
void mousePressOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void mouseMoveOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void mouseReleaseOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void clickDownOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void holdingClickOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void clickReleaseOnEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void hoverEnterEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void hoverOverEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void hoverLeaveEntity(const EntityItemID& entityItemID, const MouseEvent& event);
void enterEntity(const EntityItemID& entityItemID);
void leaveEntity(const EntityItemID& entityItemID);
void deletingEntity(const EntityItemID& entityID);
void addingEntity(const EntityItemID& entityID);
void clearingEntities();
private:
bool actionWorker(const QUuid& entityID, std::function<bool(EntitySimulation*, EntityItemPointer)> actor);
bool setVoxels(QUuid entityID, std::function<bool(PolyVoxEntityItem&)> actor);
bool setPoints(QUuid entityID, std::function<bool(LineEntityItem&)> actor);
void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude);
EntityTreePointer _entityTree;
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;
};
#endif // hifi_EntityScriptingInterface_h