mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 12:14:00 +02:00
provide a way for scripts to get information about what actions an entity has and what the arguments of those actions are
This commit is contained in:
parent
c0c1116c69
commit
0970f010a4
15 changed files with 136 additions and 30 deletions
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@ -30,6 +30,7 @@ public:
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virtual const EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
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virtual bool updateArguments(QVariantMap arguments) { assert(false); return false; }
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virtual QVariantMap getArguments() { assert(false); return QVariantMap(); }
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virtual QByteArray serialize();
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virtual void deserialize(QByteArray serializedArguments);
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@ -9,6 +9,7 @@
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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 "QVariantGLM.h"
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#include "avatar/MyAvatar.h"
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#include "avatar/AvatarManager.h"
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@ -118,6 +119,21 @@ bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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return true;
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}
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QVariantMap AvatarActionHold::getArguments() {
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QVariantMap arguments;
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lockForRead();
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if (_parametersSet) {
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arguments["relativePosition"] = glmToQMap(_relativePosition);
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arguments["relativeRotation"] = glmToQMap(_relativeRotation);
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arguments["timeScale"] = _linearTimeScale;
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arguments["hand"] = _hand;
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}
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unlock();
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return arguments;
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}
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QByteArray AvatarActionHold::serialize() {
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QByteArray ba;
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QDataStream dataStream(&ba, QIODevice::WriteOnly);
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@ -25,6 +25,8 @@ public:
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virtual EntityActionType getType() { return ACTION_TYPE_HOLD; }
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual void updateActionWorker(float deltaTimeStep);
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virtual QByteArray serialize();
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@ -38,6 +38,7 @@ public:
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virtual const EntityItemWeakPointer getOwnerEntity() const = 0;
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) = 0;
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virtual bool updateArguments(QVariantMap arguments) = 0;
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virtual QVariantMap getArguments() = 0;
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virtual QByteArray serialize() = 0;
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virtual void deserialize(QByteArray serializedArguments) = 0;
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@ -1492,7 +1492,6 @@ void EntityItem::setActionData(QByteArray actionData) {
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}
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}
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bool EntityItem::serializeActionData() {
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if (_objectActions.size() == 0) {
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_actionData = QByteArray();
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@ -1521,7 +1520,15 @@ bool EntityItem::serializeActionData() {
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return true;
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}
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const QByteArray EntityItem::getActionData() const {
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return _actionData;
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}
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QVariantMap EntityItem::getActionArguments(const QUuid& actionID) {
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QVariantMap result;
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if (_objectActions.contains(actionID)) {
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EntityActionPointer action = _objectActions[actionID];
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result = action->getArguments();
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}
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return result;
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}
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@ -386,6 +386,8 @@ public:
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void setActionData(QByteArray actionData);
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const QByteArray getActionData() const;
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bool hasActions() { return !_objectActions.empty(); }
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QList<QUuid> getActionIDs() { return _objectActions.keys(); }
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QVariantMap getActionArguments(const QUuid& actionID);
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protected:
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@ -62,7 +62,7 @@ void EntityScriptingInterface::setEntityTree(EntityTree* modelTree) {
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}
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void bidForSimulationOwnership(EntityItemProperties& properties) {
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// We make a bid for simulation ownership by declaring our sessionID as simulation owner
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// We make a bid for simulation ownership by declaring our sessionID as simulation owner
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// in the outgoing properties. The EntityServer may accept the bid or might not.
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid myNodeID = nodeList->getSessionUUID();
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@ -113,7 +113,7 @@ EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identit
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if (entity) {
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results = entity->getProperties();
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// TODO: improve sitting points and naturalDimensions in the future,
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// TODO: improve sitting points and naturalDimensions in the future,
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// for now we've included the old sitting points model behavior for entity types that are models
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// we've also added this hack for setting natural dimensions of models
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if (entity->getType() == EntityTypes::Model) {
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@ -149,15 +149,15 @@ QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties proper
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if (properties.hasTerseUpdateChanges()) {
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid myNodeID = nodeList->getSessionUUID();
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if (entity->getSimulatorID() == myNodeID) {
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// we think we already own the simulation, so make sure to send ALL TerseUpdate properties
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entity->getAllTerseUpdateProperties(properties);
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// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
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// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
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// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
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// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
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// and instead let the physics simulation decide when to send a terse update. This would remove
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// the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling
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// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
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// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
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// proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
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// simulation.
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}
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@ -204,7 +204,7 @@ void EntityScriptingInterface::deleteEntity(QUuid id) {
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}
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QUuid EntityScriptingInterface::findClosestEntity(const glm::vec3& center, float radius) const {
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EntityItemID result;
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EntityItemID result;
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if (_entityTree) {
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_entityTree->lockForRead();
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EntityItemPointer closestEntity = _entityTree->findClosestEntity(center, radius);
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@ -264,8 +264,8 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlock
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return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking);
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}
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
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Octree::lockType lockType,
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
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Octree::lockType lockType,
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bool precisionPicking) {
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@ -273,8 +273,8 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorke
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if (_entityTree) {
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OctreeElement* element;
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EntityItemPointer intersectedEntity = NULL;
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result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
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(void**)&intersectedEntity, lockType, &result.accurate,
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result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
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(void**)&intersectedEntity, lockType, &result.accurate,
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precisionPicking);
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if (result.intersects && intersectedEntity) {
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result.entityID = intersectedEntity->getEntityItemID();
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@ -318,15 +318,15 @@ bool EntityScriptingInterface::getSendPhysicsUpdates() const {
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}
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RayToEntityIntersectionResult::RayToEntityIntersectionResult() :
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intersects(false),
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RayToEntityIntersectionResult::RayToEntityIntersectionResult() :
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intersects(false),
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accurate(true), // assume it's accurate
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entityID(),
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properties(),
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distance(0),
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face(),
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entity(NULL)
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{
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{
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}
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QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, const RayToEntityIntersectionResult& value) {
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@ -341,7 +341,7 @@ QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, c
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obj.setProperty("distance", value.distance);
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QString faceName = "";
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QString faceName = "";
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// handle BoxFace
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switch (value.face) {
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case MIN_X_FACE:
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@ -446,35 +446,35 @@ bool EntityScriptingInterface::setPoints(QUuid entityID, std::function<bool(Line
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if (!_entityTree) {
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return false;
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}
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EntityItemPointer entity = static_cast<EntityItemPointer>(_entityTree->findEntityByEntityItemID(entityID));
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if (!entity) {
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qCDebug(entities) << "EntityScriptingInterface::setPoints no entity with ID" << entityID;
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}
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EntityTypes::EntityType entityType = entity->getType();
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if (entityType != EntityTypes::Line) {
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return false;
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}
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auto now = usecTimestampNow();
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LineEntityItem* lineEntity = static_cast<LineEntityItem*>(entity.get());
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_entityTree->lockForWrite();
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bool success = actor(*lineEntity);
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entity->setLastEdited(now);
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entity->setLastBroadcast(now);
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_entityTree->unlock();
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_entityTree->lockForRead();
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EntityItemProperties properties = entity->getProperties();
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_entityTree->unlock();
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properties.setLinePointsDirty();
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properties.setLastEdited(now);
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queueEntityMessage(PacketTypeEntityEdit, entityID, properties);
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return success;
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}
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@ -509,7 +509,6 @@ bool EntityScriptingInterface::appendPoint(QUuid entityID, const glm::vec3& poin
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{
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return lineEntity.appendPoint(point);
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});
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}
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@ -585,9 +584,27 @@ bool EntityScriptingInterface::updateAction(const QUuid& entityID, const QUuid&
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});
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}
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bool EntityScriptingInterface::deleteAction(const QUuid& entityID, const QUuid& actionID) {
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return actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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return entity->removeAction(simulation, actionID);
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});
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}
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QVector<QUuid> EntityScriptingInterface::getActionIDs(const QUuid& entityID) {
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QVector<QUuid> result;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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QList<QUuid> actionIDs = entity->getActionIDs();
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result = QVector<QUuid>::fromList(actionIDs);
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return true;
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});
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return result;
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}
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QVariantMap EntityScriptingInterface::getActionArguments(const QUuid& entityID, const QUuid& actionID) {
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QVariantMap result;
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actionWorker(entityID, [&](EntitySimulation* simulation, EntityItemPointer entity) {
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result = entity->getActionArguments(actionID);
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return true;
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});
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return result;
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}
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@ -122,7 +122,7 @@ public slots:
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Q_INVOKABLE bool setVoxelSphere(QUuid entityID, const glm::vec3& center, float radius, int value);
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Q_INVOKABLE bool setVoxel(QUuid entityID, const glm::vec3& position, int value);
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Q_INVOKABLE bool setAllVoxels(QUuid entityID, int value);
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Q_INVOKABLE bool setAllPoints(QUuid entityID, const QVector<glm::vec3>& points);
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Q_INVOKABLE bool appendPoint(QUuid entityID, const glm::vec3& point);
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Q_INVOKABLE QUuid addAction(const QString& actionTypeString, const QUuid& entityID, const QVariantMap& arguments);
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Q_INVOKABLE bool updateAction(const QUuid& entityID, const QUuid& actionID, const QVariantMap& arguments);
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Q_INVOKABLE bool deleteAction(const QUuid& entityID, const QUuid& actionID);
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Q_INVOKABLE QVector<QUuid> getActionIDs(const QUuid& entityID);
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Q_INVOKABLE QVariantMap getActionArguments(const QUuid& entityID, const QUuid& actionID);
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signals:
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void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
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void queueEntityMessage(PacketType packetType, EntityItemID entityID, const EntityItemProperties& properties);
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/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
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RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
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bool precisionPicking);
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EntityTree* _entityTree;
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@ -34,7 +34,9 @@ public:
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virtual void removeFromSimulation(EntitySimulation* simulation) const;
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virtual const EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
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virtual bool updateArguments(QVariantMap arguments) { return false; }
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virtual QVariantMap getArguments() { return QVariantMap(); }
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// this is called from updateAction and should be overridden by subclasses
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virtual void updateActionWorker(float deltaTimeStep) {}
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virtual glm::vec3 getAngularVelocity();
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virtual void setAngularVelocity(glm::vec3 angularVelocity);
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void lockForRead() { _lock.lockForRead(); }
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bool tryLockForRead() { return _lock.tryLockForRead(); }
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void lockForWrite() { _lock.lockForWrite(); }
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bool tryLockForWrite() { return _lock.tryLockForWrite(); }
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@ -9,6 +9,8 @@
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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 "QVariantGLM.h"
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#include "ObjectActionOffset.h"
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const uint16_t ObjectActionOffset::offsetVersion = 1;
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return true;
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}
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QVariantMap ObjectActionOffset::getArguments() {
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QVariantMap arguments;
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lockForRead();
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arguments["pointToOffsetFrom"] = glmToQMap(_pointToOffsetFrom);
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arguments["linearTimeScale"] = _linearTimeScale;
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arguments["linearDistance"] = _linearDistance;
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unlock();
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return arguments;
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}
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QByteArray ObjectActionOffset::serialize() {
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QByteArray ba;
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QDataStream dataStream(&ba, QIODevice::WriteOnly);
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@ -25,6 +25,8 @@ public:
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virtual EntityActionType getType() { return ACTION_TYPE_OFFSET; }
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual void updateActionWorker(float deltaTimeStep);
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virtual QByteArray serialize();
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@ -9,6 +9,8 @@
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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 "QVariantGLM.h"
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#include "ObjectActionSpring.h"
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const uint16_t ObjectActionSpring::springVersion = 1;
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@ -150,6 +152,24 @@ bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
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return true;
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}
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QVariantMap ObjectActionSpring::getArguments() {
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QVariantMap arguments;
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lockForRead();
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if (_positionalTargetSet) {
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arguments["linearTimeScale"] = _linearTimeScale;
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arguments["targetPosition"] = glmToQMap(_positionalTarget);
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}
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if (_rotationalTargetSet) {
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arguments["targetRotation"] = glmToQMap(_rotationalTarget);
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arguments["angularTimeScale"] = _angularTimeScale;
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}
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unlock();
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return arguments;
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}
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QByteArray ObjectActionSpring::serialize() {
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QByteArray ba;
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QDataStream dataStream(&ba, QIODevice::WriteOnly);
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@ -25,6 +25,8 @@ public:
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virtual EntityActionType getType() { return ACTION_TYPE_SPRING; }
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual void updateActionWorker(float deltaTimeStep);
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virtual QByteArray serialize();
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@ -24,6 +24,22 @@ QVariantList rgbColorToQList(rgbColor& v) {
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return QVariantList() << (int)(v[0]) << (int)(v[1]) << (int)(v[2]);
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}
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QVariantMap glmToQMap(const glm::vec3& g) {
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QVariantMap p;
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p["x"] = g.x;
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p["y"] = g.y;
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p["z"] = g.z;
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return p;
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}
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QVariantMap glmToQMap(const glm::quat& g) {
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QVariantMap q;
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q["x"] = g.x;
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q["y"] = g.y;
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q["z"] = g.z;
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q["w"] = g.w;
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return q;
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}
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glm::vec3 qListToGlmVec3(const QVariant q) {
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@ -21,6 +21,9 @@ QVariantList glmToQList(const glm::vec3& g);
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QVariantList glmToQList(const glm::quat& g);
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QVariantList rgbColorToQList(rgbColor& v);
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QVariantMap glmToQMap(const glm::vec3& g);
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QVariantMap glmToQMap(const glm::quat& g);
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glm::vec3 qListToGlmVec3(const QVariant q);
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glm::quat qListToGlmQuat(const QVariant q);
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void qListtoRgbColor(const QVariant q, rgbColor returnValue);
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