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Currently, only BillboardOverlays can be added to a panel, but more types of overlays will be supported in the future.
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
//
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// FloatingUIPanel.cpp
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// interface/src/ui/overlays
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//
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// Created by Zander Otavka on 7/2/15.
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// Copyright 2014 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 "FloatingUIPanel.h"
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#include <QVariant>
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#include <RegisteredMetaTypes.h>
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#include "Application.h"
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glm::quat FloatingUIPanel::getOffsetRotation() const {
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if (getActualOffsetRotation() == glm::quat(0, 0, 0, 0)) {
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return Application::getInstance()->getCamera()->getOrientation() * glm::quat(0, 0, 1, 0);
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}
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return getActualOffsetRotation();
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}
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QScriptValue FloatingUIPanel::getProperty(const QString &property) {
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if (property == "offsetPosition") {
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return vec3toScriptValue(_scriptEngine, getOffsetPosition());
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}
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if (property == "offsetRotation") {
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return quatToScriptValue(_scriptEngine, getActualOffsetRotation());
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}
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if (property == "facingRotation") {
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return quatToScriptValue(_scriptEngine, getFacingRotation());
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}
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return QScriptValue();
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}
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void FloatingUIPanel::setProperties(const QScriptValue &properties) {
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QScriptValue offsetPosition = properties.property("offsetPosition");
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if (offsetPosition.isValid()) {
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QScriptValue x = offsetPosition.property("x");
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QScriptValue y = offsetPosition.property("y");
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QScriptValue z = offsetPosition.property("z");
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if (x.isValid() && y.isValid() && z.isValid()) {
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glm::vec3 newPosition;
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newPosition.x = x.toVariant().toFloat();
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newPosition.y = y.toVariant().toFloat();
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newPosition.z = z.toVariant().toFloat();
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setOffsetPosition(newPosition);
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}
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}
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QScriptValue offsetRotation = properties.property("offsetRotation");
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if (offsetRotation.isValid()) {
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QScriptValue x = offsetRotation.property("x");
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QScriptValue y = offsetRotation.property("y");
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QScriptValue z = offsetRotation.property("z");
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QScriptValue w = offsetRotation.property("w");
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if (x.isValid() && y.isValid() && z.isValid() && w.isValid()) {
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glm::quat newRotation;
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newRotation.x = x.toVariant().toFloat();
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newRotation.y = y.toVariant().toFloat();
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newRotation.z = z.toVariant().toFloat();
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newRotation.w = w.toVariant().toFloat();
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setOffsetRotation(newRotation);
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}
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}
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QScriptValue facingRotation = properties.property("facingRotation");
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if (offsetRotation.isValid()) {
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QScriptValue x = facingRotation.property("x");
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QScriptValue y = facingRotation.property("y");
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QScriptValue z = facingRotation.property("z");
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QScriptValue w = facingRotation.property("w");
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if (x.isValid() && y.isValid() && z.isValid() && w.isValid()) {
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glm::quat newRotation;
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newRotation.x = x.toVariant().toFloat();
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newRotation.y = y.toVariant().toFloat();
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newRotation.z = z.toVariant().toFloat();
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newRotation.w = w.toVariant().toFloat();
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setFacingRotation(newRotation);
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}
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}
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}
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