overte-JulianGro/libraries/models/src/EntityScriptingInterface.h
2014-06-26 11:52:45 -07:00

106 lines
4.4 KiB
C++

//
// ModelsScriptingInterface.h
// libraries/models/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
//
#ifndef hifi_ModelsScriptingInterface_h
#define hifi_ModelsScriptingInterface_h
#include <QtCore/QObject>
#include <CollisionInfo.h>
#include <Octree.h>
#include <OctreeScriptingInterface.h>
#include <RegisteredMetaTypes.h>
#include "ModelEditPacketSender.h"
class RayToModelIntersectionResult {
public:
RayToModelIntersectionResult();
bool intersects;
bool accurate;
ModelItemID modelID;
ModelItemProperties modelProperties;
float distance;
BoxFace face;
glm::vec3 intersection;
};
Q_DECLARE_METATYPE(RayToModelIntersectionResult)
QScriptValue RayToModelIntersectionResultToScriptValue(QScriptEngine* engine, const RayToModelIntersectionResult& results);
void RayToModelIntersectionResultFromScriptValue(const QScriptValue& object, RayToModelIntersectionResult& results);
/// handles scripting of Model commands from JS passed to assigned clients
class ModelsScriptingInterface : public OctreeScriptingInterface {
Q_OBJECT
public:
ModelsScriptingInterface();
ModelEditPacketSender* getModelPacketSender() const { return (ModelEditPacketSender*)getPacketSender(); }
virtual NodeType_t getServerNodeType() const { return NodeType::ModelServer; }
virtual OctreeEditPacketSender* createPacketSender() { return new ModelEditPacketSender(); }
void setModelTree(ModelTree* modelTree) { _modelTree = modelTree; }
ModelTree* getModelTree(ModelTree*) { return _modelTree; }
public slots:
/// adds a model with the specific properties
ModelItemID addModel(const ModelItemProperties& properties);
/// identify a recently created model to determine its true ID
ModelItemID identifyModel(ModelItemID modelID);
/// 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
ModelItemProperties getModelProperties(ModelItemID modelID);
/// edits a model updating only the included properties, will return the identified ModelItemID in case of
/// successful edit, if the input modelID is for an unknown model this function will have no effect
ModelItemID editModel(ModelItemID modelID, const ModelItemProperties& properties);
/// deletes a model
void deleteModel(ModelItemID modelID);
/// finds the closest model to the center point, within the radius
/// will return a ModelItemID.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
ModelItemID findClosestModel(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
QVector<ModelItemID> findModels(const glm::vec3& center, float radius) const;
/// If the scripting context has visible voxels, this will determine a ray intersection, the results
/// may be inaccurate if the engine is unable to access the visible voxels, in which case result.accurate
/// will be false.
Q_INVOKABLE RayToModelIntersectionResult findRayIntersection(const PickRay& ray);
/// If the scripting context has visible voxels, this will determine a ray intersection, and will block in
/// order to return an accurate result
Q_INVOKABLE RayToModelIntersectionResult findRayIntersectionBlocking(const PickRay& ray);
signals:
void modelCollisionWithVoxel(const ModelItemID& modelID, const VoxelDetail& voxel, const CollisionInfo& collision);
void modelCollisionWithModel(const ModelItemID& idA, const ModelItemID& idB, const CollisionInfo& collision);
private:
void queueModelMessage(PacketType packetType, ModelItemID modelID, const ModelItemProperties& properties);
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
RayToModelIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType);
uint32_t _nextCreatorTokenID;
ModelTree* _modelTree;
};
#endif // hifi_ModelsScriptingInterface_h