Merge pull request #7285 from hyperlogic/tony/hand-controller-move-improvements

Hand controller mouse improvements
This commit is contained in:
Chris Collins 2016-03-09 16:34:35 -08:00
commit ddb09ec222
12 changed files with 388 additions and 34 deletions

View file

@ -10,9 +10,9 @@
//
var DEBUGGING = false;
var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all
var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all
var lastX = 0;
var lastY = 0;
var lastY = 0;
Math.clamp=function(a,b,c) {
return Math.max(b,Math.min(c,a));
@ -54,9 +54,11 @@ function debugPrint(message) {
var leftRightBias = 0.0;
var filteredRotatedLeft = Vec3.UNIT_NEG_Y;
var filteredRotatedRight = Vec3.UNIT_NEG_Y;
var lastAlpha = 0;
Script.update.connect(function(deltaTime) {
// avatar frame
var poseRight = Controller.getPoseValue(Controller.Standard.RightHand);
var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand);
@ -65,53 +67,59 @@ Script.update.connect(function(deltaTime) {
var screenSizeX = screenSize.x;
var screenSizeY = screenSize.y;
var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
// transform hand facing vectors from avatar frame into sensor frame.
var worldToSensorMatrix = Mat4.inverse(MyAvatar.sensorToWorldMatrix);
var rotatedRight = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y)));
var rotatedLeft = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y)));
lastRotatedRight = rotatedRight;
// Decide which hand should be controlling the pointer
// by comparing which one is moving more, and by
// tending to stay with the one moving more.
var BIAS_ADJUST_RATE = 0.5;
var BIAS_ADJUST_DEADZONE = 0.05;
leftRightBias += (Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity)) * BIAS_ADJUST_RATE;
if (leftRightBias < BIAS_ADJUST_DEADZONE) {
leftRightBias = 0.0;
} else if (leftRightBias > (1.0 - BIAS_ADJUST_DEADZONE)) {
leftRightBias = 1.0;
// by comparing which one is moving more, and by
// tending to stay with the one moving more.
if (deltaTime > 0.001) {
// leftRightBias is a running average of the difference in angular hand speed.
// a positive leftRightBias indicates the right hand is spinning faster then the left hand.
// a negative leftRightBias indicates the left hand is spnning faster.
var BIAS_ADJUST_PERIOD = 1.0;
var tau = Math.clamp(deltaTime / BIAS_ADJUST_PERIOD, 0, 1);
newLeftRightBias = Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity);
leftRightBias = (1 - tau) * leftRightBias + tau * newLeftRightBias;
}
// add a bit of hysteresis to prevent control flopping back and forth
// between hands when they are both mostly stationary.
var alpha;
var HYSTERESIS_OFFSET = 0.25;
if (lastAlpha > 0.5) {
// prefer right hand over left
alpha = leftRightBias > -HYSTERESIS_OFFSET ? 1 : 0;
} else {
alpha = leftRightBias > HYSTERESIS_OFFSET ? 1 : 0;
}
lastAlpha = alpha;
// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
var VELOCITY_FILTER_GAIN = 0.5;
filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, alpha);
var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
var absoluteYaw = -rotated.x; // from -1 left to 1 right
var ROTATION_BOUND = 0.6;
var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
// using only from -ROTATION_BOUND to ROTATION_BOUND
var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var x = screenSizeX * xRatio;
var y = screenSizeY * yRatio;
var x = Math.clamp(screenSizeX * (absoluteYaw + 0.5), 0, screenSizeX);
var y = Math.clamp(screenSizeX * absolutePitch, 0, screenSizeY);
// don't move the reticle with the hand controllers unless the controllers are actually being moved
// take a time average of angular velocity, and don't move mouse at all if it's below threshold
var AVERAGING_INTERVAL = 0.95;
var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.03;
var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - alpha) + Vec3.length(poseRight.angularVelocity) * alpha;
angularVelocityTrailingAverage = angularVelocityTrailingAverage * AVERAGING_INTERVAL + angularVelocityMagnitude * (1.0 - AVERAGING_INTERVAL);
if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) {
if ((angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) {
moveReticleAbsolute(x, y);
lastX = x;
lastY = y;
@ -121,5 +129,3 @@ Script.update.connect(function(deltaTime) {
Script.scriptEnding.connect(function(){
mapping.disable();
});

165
examples/tests/mat4test.js Normal file
View file

@ -0,0 +1,165 @@
//
// mat4test.js
// examples/tests
//
// Created by Anthony Thibault on 2016/3/7
// Copyright 2016 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
//
var IDENTITY = {r0c0: 1, r0c1: 0, r0c2: 0, r0c3: 0,
r1c0: 0, r1c1: 1, r1c2: 0, r1c3: 0,
r2c0: 0, r2c1: 0, r2c2: 1, r2c3: 0,
r3c0: 0, r3c1: 0, r3c2: 0, r3c3: 1};
var ROT_ZERO = {x: 0, y: 0, z: 0, w: 1};
var ROT_Y_180 = {x: 0, y: 1, z: 0, w: 0};
var ONE = {x: 1, y: 1, z: 1};
var ZERO = {x: 0, y: 0, z: 0};
var ONE_TWO_THREE = {x: 1, y: 2, z: 3};
var ONE_HALF = {x: 0.5, y: 0.5, z: 0.5};
var EPSILON = 0.000001;
function mat4FuzzyEqual(a, b) {
var r, c;
for (r = 0; r < 4; r++) {
for (c = 0; c < 4; c++) {
if (Math.abs(a["r" + r + "c" + c] - b["r" + r + "c" + c]) > EPSILON) {
return false;
}
}
}
return true;
}
function vec3FuzzyEqual(a, b) {
if (Math.abs(a.x - b.x) > EPSILON ||
Math.abs(a.y - b.y) > EPSILON ||
Math.abs(a.z - b.z) > EPSILON) {
return false;
}
return true;
}
function quatFuzzyEqual(a, b) {
if (Math.abs(a.x - b.x) > EPSILON ||
Math.abs(a.y - b.y) > EPSILON ||
Math.abs(a.z - b.z) > EPSILON ||
Math.abs(a.w - b.w) > EPSILON) {
return false;
}
return true;
}
var failureCount = 0;
var testCount = 0;
function assert(test) {
testCount++;
if (!test) {
print("MAT4 TEST " + testCount + " failed!");
failureCount++;
}
}
function testCreate() {
var test0 = Mat4.createFromScaleRotAndTrans(ONE, {x: 0, y: 0, z: 0, w: 1}, ZERO);
assert(mat4FuzzyEqual(test0, IDENTITY));
var test1 = Mat4.createFromRotAndTrans({x: 0, y: 0, z: 0, w: 1}, ZERO);
assert(mat4FuzzyEqual(test1, IDENTITY));
var test2 = Mat4.createFromRotAndTrans(ROT_Y_180, ONE_TWO_THREE);
assert(mat4FuzzyEqual(test2, {r0c0: -1, r0c1: 0, r0c2: 0, r0c3: 1,
r1c0: 0, r1c1: 1, r1c2: 0, r1c3: 2,
r2c0: 0, r2c1: 0, r2c2: -1, r2c3: 3,
r3c0: 0, r3c1: 0, r3c2: 0, r3c3: 1}));
var test3 = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
assert(mat4FuzzyEqual(test3, {r0c0: -0.5, r0c1: 0, r0c2: 0, r0c3: 1,
r1c0: 0, r1c1: 0.5, r1c2: 0, r1c3: 2,
r2c0: 0, r2c1: 0, r2c2: -0.5, r2c3: 3,
r3c0: 0, r3c1: 0, r3c2: 0, r3c3: 1}));
}
function testExtractTranslation() {
var test0 = Mat4.extractTranslation(IDENTITY);
assert(vec3FuzzyEqual(ZERO, test0));
var test1 = Mat4.extractTranslation(Mat4.createFromRotAndTrans(ROT_Y_180, ONE_TWO_THREE));
assert(vec3FuzzyEqual(ONE_TWO_THREE, test1));
}
function testExtractRotation() {
var test0 = Mat4.extractRotation(IDENTITY);
assert(quatFuzzyEqual(ROT_ZERO, test0));
var test1 = Mat4.extractRotation(Mat4.createFromRotAndTrans(ROT_Y_180, ONE_TWO_THREE));
assert(quatFuzzyEqual(ROT_Y_180, test1));
}
function testExtractScale() {
var test0 = Mat4.extractScale(IDENTITY);
assert(vec3FuzzyEqual(ONE, test0));
var test1 = Mat4.extractScale(Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE));
assert(vec3FuzzyEqual(ONE_HALF, test1));
var test2 = Mat4.extractScale(Mat4.createFromScaleRotAndTrans(ONE_TWO_THREE, ROT_ZERO, ONE_TWO_THREE));
assert(vec3FuzzyEqual(ONE_TWO_THREE, test2));
}
function testTransformPoint() {
var test0 = Mat4.transformPoint(IDENTITY, ONE);
assert(vec3FuzzyEqual(ONE, test0));
var m = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
var test1 = Mat4.transformPoint(m, ONE);
assert(vec3FuzzyEqual({x: 0.5, y: 2.5, z: 2.5}, test1));
}
function testTransformVector() {
var test0 = Mat4.transformVector(IDENTITY, ONE);
assert(vec3FuzzyEqual(ONE, test0));
var m = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
var test1 = Mat4.transformVector(m, ONE);
assert(vec3FuzzyEqual({x: -0.5, y: 0.5, z: -0.5}, test1));
}
function testInverse() {
var test0 = IDENTITY;
assert(mat4FuzzyEqual(IDENTITY, Mat4.multiply(test0, Mat4.inverse(test0))));
var test1 = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
assert(mat4FuzzyEqual(IDENTITY, Mat4.multiply(test1, Mat4.inverse(test1))));
var test2 = Mat4.extractScale(Mat4.createFromScaleRotAndTrans(ONE_TWO_THREE, ROT_ZERO, ONE_TWO_THREE));
assert(mat4FuzzyEqual(IDENTITY, Mat4.multiply(test2, Mat4.inverse(test2))));
}
function testFront() {
var test0 = IDENTITY;
assert(mat4FuzzyEqual({x: 0, y: 0, z: -1}, Mat4.getFront(test0)));
var test1 = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
assert(mat4FuzzyEqual({x: 0, y: 0, z: 1}, Mat4.getFront(test1)));
}
function testMat4() {
testCreate();
testExtractTranslation();
testExtractRotation();
testExtractScale();
testTransformPoint();
testTransformVector();
testInverse();
testFront();
print("MAT4 TEST complete! (" + (testCount - failureCount) + "/" + testCount + ") tests passed!");
}
testMat4();

View file

@ -416,8 +416,9 @@ void MyAvatar::simulate(float deltaTime) {
}
}
// thread-safe
glm::mat4 MyAvatar::getSensorToWorldMatrix() const {
return _sensorToWorldMatrix;
return _sensorToWorldMatrixCache.get();
}
// Pass a recent sample of the HMD to the avatar.
@ -442,6 +443,8 @@ void MyAvatar::updateSensorToWorldMatrix() {
_sensorToWorldMatrix = desiredMat * glm::inverse(_bodySensorMatrix);
lateUpdatePalms();
_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
}
// Update avatar head rotation with sensor data

View file

@ -22,7 +22,7 @@
#include "Avatar.h"
#include "AtRestDetector.h"
#include "MyCharacterController.h"
#include <ThreadSafeValueCache.h>
class ModelItemID;
@ -78,6 +78,9 @@ class MyAvatar : public Avatar {
Q_PROPERTY(controller::Pose rightHandPose READ getRightHandPose)
Q_PROPERTY(controller::Pose leftHandTipPose READ getLeftHandTipPose)
Q_PROPERTY(controller::Pose rightHandTipPose READ getRightHandTipPose)
Q_PROPERTY(glm::mat4 sensorToWorldMatrix READ getSensorToWorldMatrix)
Q_PROPERTY(float energy READ getEnergy WRITE setEnergy)
public:
@ -98,8 +101,9 @@ public:
const glm::vec3& getHMDSensorPosition() const { return _hmdSensorPosition; }
const glm::quat& getHMDSensorOrientation() const { return _hmdSensorOrientation; }
const glm::vec2& getHMDSensorFacingMovingAverage() const { return _hmdSensorFacingMovingAverage; }
glm::mat4 getSensorToWorldMatrix() const;
// thread safe
Q_INVOKABLE glm::mat4 getSensorToWorldMatrix() const;
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
@ -390,6 +394,7 @@ private:
// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
glm::mat4 _sensorToWorldMatrix;
ThreadSafeValueCache<glm::mat4> _sensorToWorldMatrixCache { glm::mat4() };
struct FollowHelper {
FollowHelper();

View file

@ -0,0 +1,71 @@
//
// Mat4.cpp
// libraries/script-engine/src
//
// Created by Anthony Thibault on 3/7/16.
// Copyright 2016 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 <QDebug>
#include <GLMHelpers.h>
#include "ScriptEngineLogging.h"
#include "Mat4.h"
glm::mat4 Mat4::multiply(const glm::mat4& m1, const glm::mat4& m2) const {
return m1 * m2;
}
glm::mat4 Mat4::createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const {
return ::createMatFromQuatAndPos(rot, trans);
}
glm::mat4 Mat4::createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const {
return createMatFromScaleQuatAndPos(scale, rot, trans);
}
glm::vec3 Mat4::extractTranslation(const glm::mat4& m) const {
return ::extractTranslation(m);
}
glm::quat Mat4::extractRotation(const glm::mat4& m) const {
return ::glmExtractRotation(m);
}
glm::vec3 Mat4::extractScale(const glm::mat4& m) const {
return ::extractScale(m);
}
glm::vec3 Mat4::transformPoint(const glm::mat4& m, const glm::vec3& point) const {
return ::transformPoint(m, point);
}
glm::vec3 Mat4::transformVector(const glm::mat4& m, const glm::vec3& vector) const {
return ::transformVectorFast(m, vector);
}
glm::mat4 Mat4::inverse(const glm::mat4& m) const {
return glm::inverse(m);
}
glm::vec3 Mat4::getFront(const glm::mat4& m) const {
return glm::vec3(-m[0][2], -m[1][2], -m[2][2]);
}
glm::vec3 Mat4::getRight(const glm::mat4& m) const {
return glm::vec3(m[0][0], m[1][0], m[2][0]);
}
glm::vec3 Mat4::getUp(const glm::mat4& m) const {
return glm::vec3(m[0][1], m[1][1], m[2][1]);
}
void Mat4::print(const QString& label, const glm::mat4& m) const {
qCDebug(scriptengine) << qPrintable(label) <<
"row0 =" << m[0][0] << "," << m[1][0] << "," << m[2][0] << "," << m[3][0] <<
"row1 =" << m[0][1] << "," << m[1][1] << "," << m[2][1] << "," << m[3][1] <<
"row2 =" << m[0][2] << "," << m[1][2] << "," << m[2][2] << "," << m[3][2] <<
"row3 =" << m[0][3] << "," << m[1][3] << "," << m[2][3] << "," << m[3][3];
}

View file

@ -0,0 +1,45 @@
//
// Mat4.h
// libraries/script-engine/src
//
// Created by Anthony Thibault on 3/7/16.
// Copyright 2016 High Fidelity, Inc.
//
// Scriptable 4x4 Matrix class library.
//
// 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_Mat4_h
#define hifi_Mat4_h
#include <QObject>
#include <QString>
/// Scriptable Mat4 object. Used exclusively in the JavaScript API
class Mat4 : public QObject {
Q_OBJECT
public slots:
glm::mat4 multiply(const glm::mat4& m1, const glm::mat4& m2) const;
glm::mat4 createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const;
glm::mat4 createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const;
glm::vec3 extractTranslation(const glm::mat4& m) const;
glm::quat extractRotation(const glm::mat4& m) const;
glm::vec3 extractScale(const glm::mat4& m) const;
glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& point) const;
glm::vec3 transformVector(const glm::mat4& m, const glm::vec3& vector) const;
glm::mat4 inverse(const glm::mat4& m) const;
glm::vec3 getFront(const glm::mat4& m) const;
glm::vec3 getRight(const glm::mat4& m) const;
glm::vec3 getUp(const glm::mat4& m) const;
void print(const QString& label, const glm::mat4& m) const;
};
#endif // hifi_Mat4_h

View file

@ -315,6 +315,7 @@ void ScriptEngine::init() {
registerGlobalObject("Entities", entityScriptingInterface.data());
registerGlobalObject("Quat", &_quatLibrary);
registerGlobalObject("Vec3", &_vec3Library);
registerGlobalObject("Mat4", &_mat4Library);
registerGlobalObject("Uuid", &_uuidLibrary);
registerGlobalObject("AnimationCache", DependencyManager::get<AnimationCache>().data());
registerGlobalObject("Messages", DependencyManager::get<MessagesClient>().data());

View file

@ -34,6 +34,7 @@
#include "ArrayBufferClass.h"
#include "AudioScriptingInterface.h"
#include "Quat.h"
#include "Mat4.h"
#include "ScriptCache.h"
#include "ScriptUUID.h"
#include "Vec3.h"
@ -199,6 +200,7 @@ protected:
QString _fileNameString;
Quat _quatLibrary;
Vec3 _vec3Library;
Mat4 _mat4Library;
ScriptUUID _uuidLibrary;
std::atomic<bool> _isUserLoaded { false };
bool _isReloading { false };
@ -219,4 +221,4 @@ protected:
static std::atomic<bool> _stoppingAllScripts;
};
#endif // hifi_ScriptEngine_h
#endif // hifi_ScriptEngine_h

View file

@ -376,6 +376,15 @@ glm::mat4 createMatFromQuatAndPos(const glm::quat& q, const glm::vec3& p) {
return m;
}
// create matrix from a non-uniform scale, orientation and position
glm::mat4 createMatFromScaleQuatAndPos(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) {
glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);
glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);
glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);
return glm::mat4(glm::vec4(xAxis, 0.0f), glm::vec4(yAxis, 0.0f),
glm::vec4(zAxis, 0.0f), glm::vec4(trans, 1.0f));
}
// cancel out roll and pitch
glm::quat cancelOutRollAndPitch(const glm::quat& q) {
glm::vec3 zAxis = q * glm::vec3(0.0f, 0.0f, 1.0f);

View file

@ -212,6 +212,7 @@ glm::detail::tvec4<T, P> lerp(const glm::detail::tvec4<T, P>& x, const glm::deta
}
glm::mat4 createMatFromQuatAndPos(const glm::quat& q, const glm::vec3& p);
glm::mat4 createMatFromScaleQuatAndPos(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans);
glm::quat cancelOutRollAndPitch(const glm::quat& q);
glm::mat4 cancelOutRollAndPitch(const glm::mat4& m);
glm::vec3 transformPoint(const glm::mat4& m, const glm::vec3& p);

View file

@ -34,6 +34,7 @@ static int collisionMetaTypeId = qRegisterMetaType<Collision>();
static int qMapURLStringMetaTypeId = qRegisterMetaType<QMap<QUrl,QString>>();
void registerMetaTypes(QScriptEngine* engine) {
qScriptRegisterMetaType(engine, mat4toScriptValue, mat4FromScriptValue);
qScriptRegisterMetaType(engine, vec4toScriptValue, vec4FromScriptValue);
qScriptRegisterMetaType(engine, vec3toScriptValue, vec3FromScriptValue);
qScriptRegisterMetaType(engine, qVectorVec3ToScriptValue, qVectorVec3FromScriptValue);
@ -53,6 +54,46 @@ void registerMetaTypes(QScriptEngine* engine) {
qScriptRegisterMetaType(engine, aaCubeToScriptValue, aaCubeFromScriptValue);
}
QScriptValue mat4toScriptValue(QScriptEngine* engine, const glm::mat4& mat4) {
QScriptValue obj = engine->newObject();
obj.setProperty("r0c0", mat4[0][0]);
obj.setProperty("r1c0", mat4[0][1]);
obj.setProperty("r2c0", mat4[0][2]);
obj.setProperty("r3c0", mat4[0][3]);
obj.setProperty("r0c1", mat4[1][0]);
obj.setProperty("r1c1", mat4[1][1]);
obj.setProperty("r2c1", mat4[1][2]);
obj.setProperty("r3c1", mat4[1][3]);
obj.setProperty("r0c2", mat4[2][0]);
obj.setProperty("r1c2", mat4[2][1]);
obj.setProperty("r2c2", mat4[2][2]);
obj.setProperty("r3c2", mat4[2][3]);
obj.setProperty("r0c3", mat4[3][0]);
obj.setProperty("r1c3", mat4[3][1]);
obj.setProperty("r2c3", mat4[3][2]);
obj.setProperty("r3c3", mat4[3][3]);
return obj;
}
void mat4FromScriptValue(const QScriptValue& object, glm::mat4& mat4) {
mat4[0][0] = object.property("r0c0").toVariant().toFloat();
mat4[0][1] = object.property("r1c0").toVariant().toFloat();
mat4[0][2] = object.property("r2c0").toVariant().toFloat();
mat4[0][3] = object.property("r3c0").toVariant().toFloat();
mat4[1][0] = object.property("r0c1").toVariant().toFloat();
mat4[1][1] = object.property("r1c1").toVariant().toFloat();
mat4[1][2] = object.property("r2c1").toVariant().toFloat();
mat4[1][3] = object.property("r3c1").toVariant().toFloat();
mat4[2][0] = object.property("r0c2").toVariant().toFloat();
mat4[2][1] = object.property("r1c2").toVariant().toFloat();
mat4[2][2] = object.property("r2c2").toVariant().toFloat();
mat4[2][3] = object.property("r3c2").toVariant().toFloat();
mat4[3][0] = object.property("r0c3").toVariant().toFloat();
mat4[3][1] = object.property("r1c3").toVariant().toFloat();
mat4[3][2] = object.property("r2c3").toVariant().toFloat();
mat4[3][3] = object.property("r3c3").toVariant().toFloat();
}
QScriptValue vec4toScriptValue(QScriptEngine* engine, const glm::vec4& vec4) {
QScriptValue obj = engine->newObject();
obj.setProperty("x", vec4.x);

View file

@ -28,6 +28,7 @@ Q_DECLARE_METATYPE(glm::vec4)
Q_DECLARE_METATYPE(glm::vec3)
Q_DECLARE_METATYPE(glm::vec2)
Q_DECLARE_METATYPE(glm::quat)
Q_DECLARE_METATYPE(glm::mat4)
Q_DECLARE_METATYPE(xColor)
Q_DECLARE_METATYPE(QVector<glm::vec3>)
Q_DECLARE_METATYPE(QVector<float>)
@ -35,6 +36,10 @@ Q_DECLARE_METATYPE(AACube)
void registerMetaTypes(QScriptEngine* engine);
// Mat4
QScriptValue mat4toScriptValue(QScriptEngine* engine, const glm::mat4& mat4);
void mat4FromScriptValue(const QScriptValue& object, glm::mat4& mat4);
// Vec4
QScriptValue vec4toScriptValue(QScriptEngine* engine, const glm::vec4& vec4);
void vec4FromScriptValue(const QScriptValue& object, glm::vec4& vec4);