// // EntityScriptingInterface.cpp // 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 // #include #include "EntityTree.h" #include "LightEntityItem.h" #include "ModelEntityItem.h" #include "ZoneEntityItem.h" #include "EntitiesLogging.h" #include "EntitySimulation.h" #include "EntityActionInterface.h" #include "EntityActionFactoryInterface.h" #include "EntityScriptingInterface.h" EntityScriptingInterface::EntityScriptingInterface() : _entityTree(NULL) { auto nodeList = DependencyManager::get(); connect(nodeList.data(), &NodeList::canAdjustLocksChanged, this, &EntityScriptingInterface::canAdjustLocksChanged); connect(nodeList.data(), &NodeList::canRezChanged, this, &EntityScriptingInterface::canRezChanged); } void EntityScriptingInterface::queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties) { getEntityPacketSender()->queueEditEntityMessage(packetType, entityID, properties); } bool EntityScriptingInterface::canAdjustLocks() { auto nodeList = DependencyManager::get(); return nodeList->getThisNodeCanAdjustLocks(); } bool EntityScriptingInterface::canRez() { auto nodeList = DependencyManager::get(); return nodeList->getThisNodeCanRez(); } void EntityScriptingInterface::setEntityTree(EntityTree* modelTree) { if (_entityTree) { disconnect(_entityTree, &EntityTree::addingEntity, this, &EntityScriptingInterface::addingEntity); disconnect(_entityTree, &EntityTree::deletingEntity, this, &EntityScriptingInterface::deletingEntity); disconnect(_entityTree, &EntityTree::clearingEntities, this, &EntityScriptingInterface::clearingEntities); } _entityTree = modelTree; if (_entityTree) { connect(_entityTree, &EntityTree::addingEntity, this, &EntityScriptingInterface::addingEntity); connect(_entityTree, &EntityTree::deletingEntity, this, &EntityScriptingInterface::deletingEntity); connect(_entityTree, &EntityTree::clearingEntities, this, &EntityScriptingInterface::clearingEntities); } } void bidForSimulationOwnership(EntityItemProperties& properties) { // We make a bid for simulation ownership by declaring our sessionID as simulation owner // in the outgoing properties. The EntityServer may accept the bid or might not. auto nodeList = DependencyManager::get(); const QUuid myNodeID = nodeList->getSessionUUID(); properties.setSimulatorID(myNodeID); } QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) { EntityItemProperties propertiesWithSimID = properties; EntityItemID id = EntityItemID(QUuid::createUuid()); // If we have a local entity tree set, then also update it. bool success = true; if (_entityTree) { _entityTree->lockForWrite(); EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID); if (entity) { entity->setLastBroadcast(usecTimestampNow()); // This Node is creating a new object. If it's in motion, set this Node as the simulator. bidForSimulationOwnership(propertiesWithSimID); // and make note of it now, so we can act on it right away. entity->setSimulatorID(propertiesWithSimID.getSimulatorID()); } else { qCDebug(entities) << "script failed to add new Entity to local Octree"; success = false; } _entityTree->unlock(); } // queue the packet if (success) { queueEntityMessage(PacketTypeEntityAdd, id, propertiesWithSimID); } return id; } EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identity) { EntityItemProperties results; if (_entityTree) { _entityTree->lockForRead(); EntityItemPointer entity = _entityTree->findEntityByEntityItemID(EntityItemID(identity)); if (entity) { results = entity->getProperties(); // TODO: improve sitting points and naturalDimensions in the future, // for now we've included the old sitting points model behavior for entity types that are models // we've also added this hack for setting natural dimensions of models if (entity->getType() == EntityTypes::Model) { const FBXGeometry* geometry = _entityTree->getGeometryForEntity(entity); if (geometry) { results.setSittingPoints(geometry->sittingPoints); Extents meshExtents = geometry->getUnscaledMeshExtents(); results.setNaturalDimensions(meshExtents.maximum - meshExtents.minimum); } } } _entityTree->unlock(); } return results; } QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties properties) { EntityItemID entityID(id); // If we have a local entity tree set, then also update it. if (_entityTree) { _entityTree->lockForWrite(); bool updatedEntity = _entityTree->updateEntity(entityID, properties); _entityTree->unlock(); if (updatedEntity) { _entityTree->lockForRead(); EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID); if (entity) { // make sure the properties has a type, so that the encode can know which properties to include properties.setType(entity->getType()); if (properties.hasTerseUpdateChanges()) { auto nodeList = DependencyManager::get(); const QUuid myNodeID = nodeList->getSessionUUID(); if (entity->getSimulatorID() == myNodeID) { // we think we already own the simulation, so make sure to send ALL TerseUpdate properties entity->getAllTerseUpdateProperties(properties); // TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object // is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update // and instead let the physics simulation decide when to send a terse update. This would remove // the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling // balls" test. However, even if we solve this problem we still need to provide a "slerp the visible // proxy toward the true physical position" feature to hide the final glitches in the remote watcher's // simulation. } // we make a bid for (or assert existing) simulation ownership properties.setSimulatorID(myNodeID); } entity->setLastBroadcast(usecTimestampNow()); } _entityTree->unlock(); queueEntityMessage(PacketTypeEntityEdit, entityID, properties); return id; } return QUuid(); } queueEntityMessage(PacketTypeEntityEdit, entityID, properties); return id; } void EntityScriptingInterface::deleteEntity(QUuid id) { EntityItemID entityID(id); bool shouldDelete = true; // If we have a local entity tree set, then also update it. if (_entityTree) { _entityTree->lockForWrite(); EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID); if (entity) { if (entity->getLocked()) { shouldDelete = false; } else { _entityTree->deleteEntity(entityID); } } _entityTree->unlock(); } // if at this point, we know the id, and we should still delete the entity, send the update to the entity server if (shouldDelete) { getEntityPacketSender()->queueEraseEntityMessage(entityID); } } QUuid EntityScriptingInterface::findClosestEntity(const glm::vec3& center, float radius) const { EntityItemID result; if (_entityTree) { _entityTree->lockForRead(); EntityItemPointer closestEntity = _entityTree->findClosestEntity(center, radius); _entityTree->unlock(); if (closestEntity) { result = closestEntity->getEntityItemID(); } } return result; } void EntityScriptingInterface::dumpTree() const { if (_entityTree) { _entityTree->lockForRead(); _entityTree->dumpTree(); _entityTree->unlock(); } } QVector EntityScriptingInterface::findEntities(const glm::vec3& center, float radius) const { QVector result; if (_entityTree) { _entityTree->lockForRead(); QVector entities; _entityTree->findEntities(center, radius, entities); _entityTree->unlock(); foreach (EntityItemPointer entity, entities) { result << entity->getEntityItemID(); } } return result; } QVector EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corner, const glm::vec3& dimensions) const { QVector result; if (_entityTree) { _entityTree->lockForRead(); AABox box(corner, dimensions); QVector entities; _entityTree->findEntities(box, entities); _entityTree->unlock(); foreach (EntityItemPointer entity, entities) { result << entity->getEntityItemID(); } } return result; } RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking) { return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking); } RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking) { return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking); } RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType, bool precisionPicking) { RayToEntityIntersectionResult result; if (_entityTree) { OctreeElement* element; EntityItemPointer intersectedEntity = NULL; result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face, (void**)&intersectedEntity, lockType, &result.accurate, precisionPicking); if (result.intersects && intersectedEntity) { result.entityID = intersectedEntity->getEntityItemID(); result.properties = intersectedEntity->getProperties(); result.intersection = ray.origin + (ray.direction * result.distance); } } return result; } void EntityScriptingInterface::setLightsArePickable(bool value) { LightEntityItem::setLightsArePickable(value); } bool EntityScriptingInterface::getLightsArePickable() const { return LightEntityItem::getLightsArePickable(); } void EntityScriptingInterface::setZonesArePickable(bool value) { ZoneEntityItem::setZonesArePickable(value); } bool EntityScriptingInterface::getZonesArePickable() const { return ZoneEntityItem::getZonesArePickable(); } void EntityScriptingInterface::setDrawZoneBoundaries(bool value) { ZoneEntityItem::setDrawZoneBoundaries(value); } bool EntityScriptingInterface::getDrawZoneBoundaries() const { return ZoneEntityItem::getDrawZoneBoundaries(); } void EntityScriptingInterface::setSendPhysicsUpdates(bool value) { EntityItem::setSendPhysicsUpdates(value); } bool EntityScriptingInterface::getSendPhysicsUpdates() const { return EntityItem::getSendPhysicsUpdates(); } RayToEntityIntersectionResult::RayToEntityIntersectionResult() : intersects(false), accurate(true), // assume it's accurate entityID(), properties(), distance(0), face(), entity(NULL) { } QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, const RayToEntityIntersectionResult& value) { QScriptValue obj = engine->newObject(); obj.setProperty("intersects", value.intersects); obj.setProperty("accurate", value.accurate); QScriptValue entityItemValue = EntityItemIDtoScriptValue(engine, value.entityID); obj.setProperty("entityID", entityItemValue); QScriptValue propertiesValue = EntityItemPropertiesToScriptValue(engine, value.properties); obj.setProperty("properties", propertiesValue); obj.setProperty("distance", value.distance); QString faceName = ""; // handle BoxFace switch (value.face) { case MIN_X_FACE: faceName = "MIN_X_FACE"; break; case MAX_X_FACE: faceName = "MAX_X_FACE"; break; case MIN_Y_FACE: faceName = "MIN_Y_FACE"; break; case MAX_Y_FACE: faceName = "MAX_Y_FACE"; break; case MIN_Z_FACE: faceName = "MIN_Z_FACE"; break; case MAX_Z_FACE: faceName = "MAX_Z_FACE"; break; case UNKNOWN_FACE: faceName = "UNKNOWN_FACE"; break; } obj.setProperty("face", faceName); QScriptValue intersection = vec3toScriptValue(engine, value.intersection); obj.setProperty("intersection", intersection); return obj; } void RayToEntityIntersectionResultFromScriptValue(const QScriptValue& object, RayToEntityIntersectionResult& value) { value.intersects = object.property("intersects").toVariant().toBool(); value.accurate = object.property("accurate").toVariant().toBool(); QScriptValue entityIDValue = object.property("entityID"); // EntityItemIDfromScriptValue(entityIDValue, value.entityID); quuidFromScriptValue(entityIDValue, value.entityID); QScriptValue entityPropertiesValue = object.property("properties"); if (entityPropertiesValue.isValid()) { EntityItemPropertiesFromScriptValueHonorReadOnly(entityPropertiesValue, value.properties); } value.distance = object.property("distance").toVariant().toFloat(); QString faceName = object.property("face").toVariant().toString(); if (faceName == "MIN_X_FACE") { value.face = MIN_X_FACE; } else if (faceName == "MAX_X_FACE") { value.face = MAX_X_FACE; } else if (faceName == "MIN_Y_FACE") { value.face = MIN_Y_FACE; } else if (faceName == "MAX_Y_FACE") { value.face = MAX_Y_FACE; } else if (faceName == "MIN_Z_FACE") { value.face = MIN_Z_FACE; } else { value.face = MAX_Z_FACE; }; QScriptValue intersection = object.property("intersection"); if (intersection.isValid()) { vec3FromScriptValue(intersection, value.intersection); } } bool EntityScriptingInterface::setVoxels(QUuid entityID, std::function actor) { if (!_entityTree) { return false; } EntityItemPointer entity = static_cast(_entityTree->findEntityByEntityItemID(entityID)); if (!entity) { qCDebug(entities) << "EntityScriptingInterface::setVoxelSphere no entity with ID" << entityID; return false; } EntityTypes::EntityType entityType = entity->getType(); if (entityType != EntityTypes::PolyVox) { return false; } auto now = usecTimestampNow(); PolyVoxEntityItem* polyVoxEntity = static_cast(entity.get()); _entityTree->lockForWrite(); actor(*polyVoxEntity); entity->setLastEdited(now); entity->setLastBroadcast(now); _entityTree->unlock(); _entityTree->lockForRead(); EntityItemProperties properties = entity->getProperties(); _entityTree->unlock(); properties.setVoxelDataDirty(); properties.setLastEdited(now); queueEntityMessage(PacketTypeEntityEdit, entityID, properties); return true; } bool EntityScriptingInterface::setPoints(QUuid entityID, std::function actor) { if (_entityTree) { return false; } EntityItemPointer entity = static_cast(_entityTree->findEntityByEntityItemID(entityID)); if (!entity) { qCDebug(entities) << "EntityScriptingInterface::setPoints no entity with ID" << entityID; } EntityTypes::EntityType entityType = entity->getType(); if (entityType != EntityTypes::Line) { return false; } auto now = usecTimestampNow(); LineEntityItem* lineEntity = static_cast(entity.get()); _entityTree->lockForWrite(); bool success = actor(*lineEntity); entity->setLastEdited(now); entity->setLastBroadcast(now); _entityTree->unlock(); _entityTree->lockForRead(); EntityItemProperties properties = entity->getProperties(); _entityTree->unlock(); properties.setLastEdited(now); queueEntityMessage(PacketTypeEntityEdit, entityID, properties); return success; } bool EntityScriptingInterface::setVoxelSphere(QUuid entityID, const glm::vec3& center, float radius, int value) { return setVoxels(entityID, [center, radius, value](PolyVoxEntityItem& polyVoxEntity) { polyVoxEntity.setSphere(center, radius, value); }); } bool EntityScriptingInterface::setVoxel(QUuid entityID, const glm::vec3& position, int value) { return setVoxels(entityID, [position, value](PolyVoxEntityItem& polyVoxEntity) { polyVoxEntity.setVoxelInVolume(position, value); }); } bool EntityScriptingInterface::setAllVoxels(QUuid entityID, int value) { return setVoxels(entityID, [value](PolyVoxEntityItem& polyVoxEntity) { polyVoxEntity.setAll(value); }); } bool EntityScriptingInterface::setAllPoints(QUuid entityID, const QVector& points) { return setPoints(entityID, [points](LineEntityItem& lineEntity) -> bool { return lineEntity.setLinePoints(points); }); } bool EntityScriptingInterface::actionWorker(const QUuid& entityID, std::function actor) { if (!_entityTree) { return false; } _entityTree->lockForWrite(); EntitySimulation* simulation = _entityTree->getSimulation(); EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID); if (!entity) { qDebug() << "actionWorker -- unknown entity" << entityID; _entityTree->unlock(); return false; } if (!simulation) { qDebug() << "actionWorker -- no simulation" << entityID; _entityTree->unlock(); return false; } bool success = actor(simulation, entity); _entityTree->unlock(); return success; } QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, const QUuid& entityID, const QVariantMap& arguments) { QUuid actionID = QUuid::createUuid(); auto actionFactory = DependencyManager::get(); bool success = actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) { // create this action even if the entity doesn't have physics info. it will often be the // case that a script adds an action immediately after an object is created, and the physicsInfo // is computed asynchronously. // if (!entity->getPhysicsInfo()) { // return false; // } EntityActionType actionType = EntityActionInterface::actionTypeFromString(actionTypeString); if (actionType == ACTION_TYPE_NONE) { return false; } if (actionFactory->factory(simulation, actionType, actionID, entity, arguments)) { return true; } return false; }); if (success) { return actionID; } return QUuid(); } bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid& actionID, const QVariantMap& arguments) { return actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) { return entity->updateAction(simulation, actionID, arguments); }); } bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid& actionID) { return actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) { return entity->removeAction(simulation, actionID); }); }