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Picks API JSDoc stubs
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2 changed files with 122 additions and 40 deletions
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@ -31,6 +31,20 @@ unsigned int PickScriptingInterface::createPick(const PickQuery::PickType type,
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}
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}
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/**jsdoc
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* A set of properties that can be passed to {@link Picks.createPick} to create a new Ray Pick.
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* @typedef {object} Picks.RayPickProperties
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* @property {boolean} [enabled=false] If this Pick should start enabled or not. Disabled Picks do not updated their pick results.
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* @property {number} [filter=Picks.PICK_NOTHING] The filter for this Pick to use, constructed using filter flags combined using bitwise OR.
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* @property {float} [maxDistance=0.0] The max distance at which this Pick will intersect. 0.0 = no max. < 0.0 is invalid.
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* @property {string} [joint] Only for Joint or Mouse Ray Picks. If "Mouse", it will create a Ray Pick that follows the system mouse, in desktop or HMD.
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* If "Avatar", it will create a Joint Ray Pick that follows your avatar's head. Otherwise, it will create a Joint Ray Pick that follows the given joint, if it
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* exists on your current avatar.
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* @property {Vec3} [posOffset=Vec3.ZERO] Only for Joint Ray Picks. A local joint position offset, in meters. x = upward, y = forward, z = lateral
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* @property {Vec3} [dirOffset=Vec3.UP] Only for Joint Ray Picks. A local joint direction offset. x = upward, y = forward, z = lateral
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* @property {Vec3} [position] Only for Static Ray Picks. The world-space origin of the ray.
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* @property {Vec3} [direction=-Vec3.UP] Only for Static Ray Picks. The world-space direction of the ray.
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*/
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unsigned int PickScriptingInterface::createRayPick(const QVariant& properties) {
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QVariantMap propMap = properties.toMap();
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@ -83,6 +97,14 @@ unsigned int PickScriptingInterface::createRayPick(const QVariant& properties) {
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return PickManager::INVALID_PICK_ID;
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}
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/**jsdoc
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* A set of properties that can be passed to {@link Picks.createPick} to create a new Ray Pick.
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* @typedef {object} Picks.StylusPickProperties
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* @property {number} [hand=-1] An integer. 0 == left, 1 == right. Invalid otherwise.
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* @property {boolean} [enabled=false] If this Pick should start enabled or not. Disabled Picks do not updated their pick results.
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* @property {number} [filter=Picks.PICK_NOTHING] The filter for this Pick to use, constructed using filter flags combined using bitwise OR.
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* @property {float} [maxDistance=0.0] The max distance at which this Pick will intersect. 0.0 = no max. < 0.0 is invalid.
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*/
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unsigned int PickScriptingInterface::createStylusPick(const QVariant& properties) {
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QVariantMap propMap = properties.toMap();
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@ -22,19 +22,22 @@
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* @hifi-interface
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* @hifi-client-entity
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*
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* @property PICK_NOTHING {number} A filter flag. Don't intersect with anything.
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* @property PICK_ENTITIES {number} A filter flag. Include entities when intersecting.
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* @property PICK_OVERLAYS {number} A filter flag. Include overlays when intersecting.
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* @property PICK_AVATARS {number} A filter flag. Include avatars when intersecting.
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* @property PICK_HUD {number} A filter flag. Include the HUD sphere when intersecting in HMD mode.
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* @property PICK_COARSE {number} A filter flag. Pick against coarse meshes, instead of exact meshes.
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* @property PICK_INCLUDE_INVISIBLE {number} A filter flag. Include invisible objects when intersecting.
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* @property PICK_INCLUDE_NONCOLLIDABLE {number} A filter flag. Include non-collidable objects when intersecting.
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* @property INTERSECTED_NONE {number} An intersection type. Intersected nothing with the given filter flags.
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* @property INTERSECTED_ENTITY {number} An intersection type. Intersected an entity.
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* @property INTERSECTED_OVERLAY {number} An intersection type. Intersected an overlay.
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* @property INTERSECTED_AVATAR {number} An intersection type. Intersected an avatar.
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* @property INTERSECTED_HUD {number} An intersection type. Intersected the HUD sphere.
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* @property PICK_NOTHING {number} A filter flag. Don't intersect with anything. <em>Read-only.</em>
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* @property PICK_ENTITIES {number} A filter flag. Include entities when intersecting. <em>Read-only.</em>
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* @property PICK_OVERLAYS {number} A filter flag. Include overlays when intersecting. <em>Read-only.</em>
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* @property PICK_AVATARS {number} A filter flag. Include avatars when intersecting. <em>Read-only.</em>
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* @property PICK_HUD {number} A filter flag. Include the HUD sphere when intersecting in HMD mode. <em>Read-only.</em>
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* @property PICK_COARSE {number} A filter flag. Pick against coarse meshes, instead of exact meshes. <em>Read-only.</em>
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* @property PICK_INCLUDE_INVISIBLE {number} A filter flag. Include invisible objects when intersecting. <em>Read-only.</em>
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* @property PICK_INCLUDE_NONCOLLIDABLE {number} A filter flag. Include non-collidable objects when intersecting.
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* <em>Read-only.</em>
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* @property PICK_ALL_INTERSECTIONS {number} <em>Read-only.</em>
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* @property INTERSECTED_NONE {number} An intersection type. Intersected nothing with the given filter flags. <em>Read-only.</em>
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* @property INTERSECTED_ENTITY {number} An intersection type. Intersected an entity. <em>Read-only.</em>
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* @property INTERSECTED_OVERLAY {number} An intersection type. Intersected an overlay. <em>Read-only.</em>
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* @property INTERSECTED_AVATAR {number} An intersection type. Intersected an avatar. <em>Read-only.</em>
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* @property INTERSECTED_HUD {number} An intersection type. Intersected the HUD sphere. <em>Read-only.</em>
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* @property {number} perFrameTimeBudget - The max number of usec to spend per frame updating Pick results. <em>Read-only.</em>
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*/
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class PickScriptingInterface : public QObject, public Dependency {
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@ -61,46 +64,31 @@ public:
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void registerMetaTypes(QScriptEngine* engine);
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/**jsdoc
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* A set of properties that can be passed to {@link Picks.createPick} to create a new Pick.
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*
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* Different {@link Picks.PickType}s use different properties, and within one PickType, the properties you choose can lead to a wide range of behaviors. For example,
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* with PickType.Ray, depending on which optional parameters you pass, you could create a Static Ray Pick, a Mouse Ray Pick, or a Joint Ray Pick.
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*
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* @typedef {Object} Picks.PickProperties
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* @property {boolean} [enabled=false] If this Pick should start enabled or not. Disabled Picks do not updated their pick results.
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* @property {number} [filter=Picks.PICK_NOTHING] The filter for this Pick to use, constructed using filter flags combined using bitwise OR.
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* @property {float} [maxDistance=0.0] The max distance at which this Pick will intersect. 0.0 = no max. < 0.0 is invalid.
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* @property {string} [joint] Only for Joint or Mouse Ray Picks. If "Mouse", it will create a Ray Pick that follows the system mouse, in desktop or HMD.
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* If "Avatar", it will create a Joint Ray Pick that follows your avatar's head. Otherwise, it will create a Joint Ray Pick that follows the given joint, if it
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* exists on your current avatar.
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* @property {Vec3} [posOffset=Vec3.ZERO] Only for Joint Ray Picks. A local joint position offset, in meters. x = upward, y = forward, z = lateral
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* @property {Vec3} [dirOffset=Vec3.UP] Only for Joint Ray Picks. A local joint direction offset. x = upward, y = forward, z = lateral
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* @property {Vec3} [position] Only for Static Ray Picks. The world-space origin of the ray.
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* @property {Vec3} [direction=-Vec3.UP] Only for Static Ray Picks. The world-space direction of the ray.
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* @property {number} [hand=-1] Only for Stylus Picks. An integer. 0 == left, 1 == right. Invalid otherwise.
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*/
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/**jsdoc
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* Adds a new Pick.
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* Different {@link PickType}s use different properties, and within one PickType, the properties you choose can lead to a wide range of behaviors. For example,
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* with PickType.Ray, depending on which optional parameters you pass, you could create a Static Ray Pick, a Mouse Ray Pick, or a Joint Ray Pick.
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* @function Picks.createPick
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* @param {Picks.PickType} type A PickType that specifies the method of picking to use
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* @param {Picks.PickProperties} properties A PickProperties object, containing all the properties for initializing this Pick
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* @param {PickType} type A PickType that specifies the method of picking to use
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* @param {Picks.RayPickProperties|Picks.StylusPickProperties} properties A PickProperties object, containing all the properties for initializing this Pick
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* @returns {number} The ID of the created Pick. Used for managing the Pick. 0 if invalid.
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*/
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Q_INVOKABLE unsigned int createPick(const PickQuery::PickType type, const QVariant& properties);
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/**jsdoc
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* Enables a Pick.
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* @function Picks.enablePick
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* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
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*/
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Q_INVOKABLE void enablePick(unsigned int uid);
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/**jsdoc
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* Disables a Pick.
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* @function Picks.disablePick
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* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
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*/
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Q_INVOKABLE void disablePick(unsigned int uid);
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/**jsdoc
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* Removes a Pick.
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* @function Picks.removePick
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@ -140,7 +128,7 @@ public:
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* Get the most recent pick result from this Pick. This will be updated as long as the Pick is enabled.
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* @function Picks.getPrevPickResult
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* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
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* @returns {PickResult} The most recent intersection result. This will be slightly different for different PickTypes. See {@link Picks.RayPickResult} and {@link Picks.StylusPickResult}.
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* @returns {Picks.RayPickResult|Picks.StylusPickResult} The most recent intersection result. This will be different for different PickTypes.
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*/
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Q_INVOKABLE QVariantMap getPrevPickResult(unsigned int uid);
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@ -151,6 +139,7 @@ public:
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* @param {boolean} precisionPicking Whether or not to use precision picking
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*/
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Q_INVOKABLE void setPrecisionPicking(unsigned int uid, bool precisionPicking);
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/**jsdoc
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* Sets a list of Entity IDs, Overlay IDs, and/or Avatar IDs to ignore during intersection. Not used by Stylus Picks.
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* @function Picks.setIgnoreItems
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@ -158,6 +147,7 @@ public:
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* @param {Uuid[]} ignoreItems A list of IDs to ignore.
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*/
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Q_INVOKABLE void setIgnoreItems(unsigned int uid, const QScriptValue& ignoreItems);
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/**jsdoc
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* Sets a list of Entity IDs, Overlay IDs, and/or Avatar IDs to include during intersection, instead of intersecting with everything. Stylus
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* Picks <b>only</b> intersect with objects in their include list.
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@ -174,6 +164,7 @@ public:
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* @returns {boolean} True if the Pick is a Joint Ray Pick with joint == "_CONTROLLER_LEFTHAND" or "_CAMERA_RELATIVE_CONTROLLER_LEFTHAND", or a Stylus Pick with hand == 0.
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*/
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Q_INVOKABLE bool isLeftHand(unsigned int uid);
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/**jsdoc
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* Check if a Pick is associated with the right hand.
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* @function Picks.isRightHand
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@ -181,6 +172,7 @@ public:
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* @returns {boolean} True if the Pick is a Joint Ray Pick with joint == "_CONTROLLER_RIGHTHAND" or "_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND", or a Stylus Pick with hand == 1.
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*/
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Q_INVOKABLE bool isRightHand(unsigned int uid);
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/**jsdoc
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* Check if a Pick is associated with the system mouse.
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* @function Picks.isMouse
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@ -189,28 +181,96 @@ public:
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*/
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Q_INVOKABLE bool isMouse(unsigned int uid);
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// FIXME: Move to other property definitions.
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Q_PROPERTY(unsigned int perFrameTimeBudget READ getPerFrameTimeBudget WRITE setPerFrameTimeBudget)
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/**jsdoc
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* The max number of usec to spend per frame updating Pick results.
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* @typedef {number} Picks.perFrameTimeBudget
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*/
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unsigned int getPerFrameTimeBudget() const;
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void setPerFrameTimeBudget(unsigned int numUsecs);
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public slots:
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/**jsdoc
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* @function Picks.PICK_NOTHING
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* @returns {number}
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*/
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static constexpr unsigned int PICK_NOTHING() { return 0; }
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/**jsdoc
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* @function Picks.PICK_ENTITIES
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* @returns {number}
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*/
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static constexpr unsigned int PICK_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_ENTITIES); }
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/**jsdoc
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* @function Picks.PICK_OVERLAYS
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* @returns {number}
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*/
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static constexpr unsigned int PICK_OVERLAYS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_OVERLAYS); }
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/**jsdoc
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* @function Picks.PICK_AVATARS
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* @returns {number}
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*/
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static constexpr unsigned int PICK_AVATARS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_AVATARS); }
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/**jsdoc
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* @function Picks.PICK_HUD
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* @returns {number}
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*/
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static constexpr unsigned int PICK_HUD() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_HUD); }
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/**jsdoc
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* @function Picks.PICK_COARSE
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* @returns {number}
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*/
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static constexpr unsigned int PICK_COARSE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_COARSE); }
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/**jsdoc
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* @function Picks.PICK_INCLUDE_INVISIBLE
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* @returns {number}
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*/
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static constexpr unsigned int PICK_INCLUDE_INVISIBLE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_INCLUDE_INVISIBLE); }
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/**jsdoc
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* @function Picks.PICK_INCLUDE_NONCOLLIDABLE
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* @returns {number}
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*/
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static constexpr unsigned int PICK_INCLUDE_NONCOLLIDABLE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_INCLUDE_NONCOLLIDABLE); }
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/**jsdoc
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* @function Picks.PICK_ALL_INTERSECTIONS
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* @returns {number}
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*/
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static constexpr unsigned int PICK_ALL_INTERSECTIONS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_ALL_INTERSECTIONS); }
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/**jsdoc
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* @function Picks.INTERSECTED_NONE
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* @returns {number}
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*/
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static constexpr unsigned int INTERSECTED_NONE() { return IntersectionType::NONE; }
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/**jsdoc
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* @function Picks.INTERSECTED_ENTITY
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* @returns {number}
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*/
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static constexpr unsigned int INTERSECTED_ENTITY() { return IntersectionType::ENTITY; }
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/**jsdoc
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* @function Picks.INTERSECTED_OVERLAY
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* @returns {number}
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*/
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static constexpr unsigned int INTERSECTED_OVERLAY() { return IntersectionType::OVERLAY; }
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/**jsdoc
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* @function Picks.INTERSECTED_AVATAR
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* @returns {number}
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*/
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static constexpr unsigned int INTERSECTED_AVATAR() { return IntersectionType::AVATAR; }
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/**jsdoc
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* @function Picks.INTERSECTED_HUD
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* @returns {number}
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*/
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static constexpr unsigned int INTERSECTED_HUD() { return IntersectionType::HUD; }
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};
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