Merge pull request #5088 from sethalves/actions

spring action with rotation and position target, rework grab script to use it
This commit is contained in:
Andrew Meadows 2015-06-11 13:23:57 -07:00
commit a3c5ea1b58
22 changed files with 840 additions and 126 deletions

View file

@ -4,7 +4,7 @@
// Created by Eric Levin on May 1, 2015
// Copyright 2015 High Fidelity, Inc.
//
// Grab's physically moveable entities with the mouse, by applying a spring force.
// Grab's physically moveable entities with the mouse, by applying a spring force.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -20,7 +20,7 @@ var ANGULAR_DAMPING_RATE = 0.40;
// NOTE: to improve readability global variable names start with 'g'
var gIsGrabbing = false;
var gGrabbedEntity = null;
var gPrevMouse = {x: 0, y: 0};
var gActionID = null;
var gEntityProperties;
var gStartPosition;
var gStartRotation;
@ -31,20 +31,20 @@ var gPlaneNormal = ZERO_VEC3;
// gMaxGrabDistance is a function of the size of the object.
var gMaxGrabDistance;
// gGrabMode defines the degrees of freedom of the grab target positions
// relative to gGrabStartPosition options include:
// gGrabMode defines the degrees of freedom of the grab target positions
// relative to gGrabStartPosition options include:
// xzPlane (default)
// verticalCylinder (SHIFT)
// rotate (CONTROL)
// Modes to eventually support?:
// xyPlane
// yzPlane
// xyPlane
// yzPlane
// polar
// elevationAzimuth
var gGrabMode = "xzplane";
var gGrabMode = "xzplane";
// gGrabOffset allows the user to grab an object off-center. It points from ray's intersection
// with the move-plane to object center (at the moment the grab is initiated). Future target positions
// gGrabOffset allows the user to grab an object off-center. It points from ray's intersection
// with the move-plane to object center (at the moment the grab is initiated). Future target positions
// are relative to the ray's intersection by the same offset.
var gGrabOffset = { x: 0, y: 0, z: 0 };
@ -53,13 +53,14 @@ var gTargetRotation;
var gLiftKey = false; // SHIFT
var gRotateKey = false; // CONTROL
var gInitialMouse = { x: 0, y: 0 };
var gPreviousMouse = { x: 0, y: 0 };
var gMouseCursorLocation = { x: 0, y: 0 };
var gMouseAtRotateStart = { x: 0, y: 0 };
var gBeaconHeight = 0.10;
var gAngularVelocity = ZERO_VEC3;
// var gAngularVelocity = ZERO_VEC3;
// TODO: play sounds again when we aren't leaking AudioInjector threads
// var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
@ -166,7 +167,7 @@ function computeNewGrabPlane() {
var xzOffset = Vec3.subtract(gPointOnPlane, Camera.getPosition());
xzOffset.y = 0;
gXzDistanceToGrab = Vec3.length(xzOffset);
if (gGrabMode !== "rotate" && maybeResetMousePosition) {
// we reset the mouse position whenever we stop rotating
Window.setCursorPosition(gMouseAtRotateStart.x, gMouseAtRotateStart.y);
@ -177,6 +178,7 @@ function mousePressEvent(event) {
if (!event.isLeftButton) {
return;
}
gInitialMouse = {x: event.x, y: event.y };
gPreviousMouse = {x: event.x, y: event.y };
var pickRay = Camera.computePickRay(event.x, event.y);
@ -193,12 +195,13 @@ function mousePressEvent(event) {
var clickedEntity = pickResults.entityID;
var entityProperties = Entities.getEntityProperties(clickedEntity)
var objectPosition = entityProperties.position;
gStartPosition = entityProperties.position;
gStartRotation = entityProperties.rotation;
var cameraPosition = Camera.getPosition();
gBeaconHeight = Vec3.length(entityProperties.dimensions);
gMaxGrabDistance = gBeaconHeight / MAX_SOLID_ANGLE;
if (Vec3.distance(objectPosition, cameraPosition) > gMaxGrabDistance) {
if (Vec3.distance(gStartPosition, cameraPosition) > gMaxGrabDistance) {
// don't allow grabs of things far away
return;
}
@ -209,20 +212,20 @@ function mousePressEvent(event) {
gGrabbedEntity = clickedEntity;
gCurrentPosition = entityProperties.position;
gOriginalGravity = entityProperties.gravity;
gTargetPosition = objectPosition;
gTargetPosition = gStartPosition;
// compute the grab point
var nearestPoint = Vec3.subtract(objectPosition, cameraPosition);
var nearestPoint = Vec3.subtract(gStartPosition, cameraPosition);
var distanceToGrab = Vec3.dot(nearestPoint, pickRay.direction);
nearestPoint = Vec3.multiply(distanceToGrab, pickRay.direction);
gPointOnPlane = Vec3.sum(cameraPosition, nearestPoint);
// compute the grab offset
gGrabOffset = Vec3.subtract(objectPosition, gPointOnPlane);
gGrabOffset = Vec3.subtract(gStartPosition, gPointOnPlane);
computeNewGrabPlane();
updateDropLine(objectPosition);
updateDropLine(gStartPosition);
// TODO: play sounds again when we aren't leaking AudioInjector threads
//Audio.playSound(grabSound, { position: entityProperties.position, volume: VOLUME });
@ -235,6 +238,8 @@ function mouseReleaseEvent() {
}
gIsGrabbing = false
Entities.deleteAction(gGrabbedEntity, gActionID);
gActionID = null;
Overlays.editOverlay(gBeacon, { visible: false });
@ -254,18 +259,24 @@ function mouseMoveEvent(event) {
gOriginalGravity = entityProperties.gravity;
}
var actionArgs = {};
if (gGrabMode === "rotate") {
var deltaMouse = { x: 0, y: 0 };
var dx = event.x - gPreviousMouse.x;
var dy = event.y - gPreviousMouse.y;
var dx = event.x - gInitialMouse.x;
var dy = event.y - gInitialMouse.y;
var orientation = Camera.getOrientation();
var dragOffset = Vec3.multiply(dx, Quat.getRight(orientation));
dragOffset = Vec3.sum(dragOffset, Vec3.multiply(-dy, Quat.getUp(orientation)));
var axis = Vec3.cross(dragOffset, Quat.getFront(orientation));
var axis = Vec3.normalize(axis);
var ROTATE_STRENGTH = 8.0; // magic number tuned by hand
gAngularVelocity = Vec3.multiply(ROTATE_STRENGTH, axis);
axis = Vec3.normalize(axis);
var ROTATE_STRENGTH = 0.4; // magic number tuned by hand
var angle = ROTATE_STRENGTH * Math.sqrt((dx * dx) + (dy * dy));
var deltaQ = Quat.angleAxis(angle, axis);
// var qZero = entityProperties.rotation;
var qZero = gStartRotation;
var qOne = Quat.multiply(deltaQ, qZero);
actionArgs = {targetRotation: qOne, angularTimeScale: 0.1};
} else {
var newTargetPosition;
if (gGrabMode === "verticalCylinder") {
@ -288,9 +299,18 @@ function mouseMoveEvent(event) {
}
}
gTargetPosition = Vec3.sum(newTargetPosition, gGrabOffset);
actionArgs = {targetPosition: gTargetPosition, linearTimeScale: 0.1};
}
gPreviousMouse = { x: event.x, y: event.y };
gMouseCursorLocation = { x: Window.getCursorPositionX(), y: Window.getCursorPositionY() };
if (!gActionID) {
gActionID = Entities.addAction("spring", gGrabbedEntity, actionArgs);
} else {
Entities.updateAction(gGrabbedEntity, gActionID, actionArgs);
}
updateDropLine(gTargetPosition);
}
function keyReleaseEvent(event) {
@ -313,38 +333,8 @@ function keyPressEvent(event) {
computeNewGrabPlane();
}
function update(deltaTime) {
if (!gIsGrabbing) {
return;
}
var entityProperties = Entities.getEntityProperties(gGrabbedEntity);
gCurrentPosition = entityProperties.position;
if (gGrabMode === "rotate") {
gAngularVelocity = Vec3.subtract(gAngularVelocity, Vec3.multiply(gAngularVelocity, ANGULAR_DAMPING_RATE));
Entities.editEntity(gGrabbedEntity, { angularVelocity: gAngularVelocity, });
}
// always push toward linear grab position, even when rotating
var newVelocity = ZERO_VEC3;
var dPosition = Vec3.subtract(gTargetPosition, gCurrentPosition);
var delta = Vec3.length(dPosition);
if (delta > CLOSE_ENOUGH) {
var MAX_POSITION_DELTA = 4.0;
if (delta > MAX_POSITION_DELTA) {
dPosition = Vec3.multiply(dPosition, MAX_POSITION_DELTA / delta);
}
// desired speed is proportional to displacement by the inverse of timescale
// (for critically damped motion)
newVelocity = Vec3.multiply(dPosition, INV_MOVE_TIMESCALE);
}
Entities.editEntity(gGrabbedEntity, { velocity: newVelocity, });
updateDropLine(gTargetPosition);
}
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.update.connect(update);

92
examples/stick.js Normal file
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@ -0,0 +1,92 @@
// stick.js
// examples
//
// Created by Seth Alves on 2015-6-10
// Copyright 2015 High Fidelity, Inc.
//
// Allow avatar to hold a stick
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var hand = "left";
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var stickID = null;
var actionID = nullActionID;
// sometimes if this is run immediately the stick doesn't get created? use a timer.
Script.setTimeout(function() {
stickID = Entities.addEntity({
type: "Model",
modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
dimensions: {x: .11, y: .11, z: .59},
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
rotation: MyAvatar.orientation,
damping: .1,
collisionsWillMove: true
});
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -0.9},
hand: hand,
timeScale: 0.15});
}, 3000);
function cleanUp() {
Entities.deleteEntity(stickID);
}
function positionStick(stickOrientation) {
var baseOffset = {x: 0.0, y: 0.0, z: -0.9};
var offset = Vec3.multiplyQbyV(stickOrientation, baseOffset);
Entities.updateAction(stickID, actionID, {relativePosition: offset,
relativeRotation: stickOrientation});
}
function mouseMoveEvent(event) {
if (!stickID || actionID == nullActionID) {
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * -90, mouseXRatio * -90, 0);
positionStick(stickOrientation);
}
function initControls(){
if (hand == "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
}
}
function update(deltaTime){
var palmPosition = Controller.getSpatialControlPosition(controllerID);
controllerActive = (Vec3.length(palmPosition) > 0);
if(!controllerActive){
return;
}
stickOrientation = Controller.getSpatialControlRawRotation(controllerID);
var adjustment = Quat.fromPitchYawRollDegrees(180, 0, 0);
stickOrientation = Quat.multiply(stickOrientation, adjustment);
positionStick(stickOrientation);
}
Script.scriptEnding.connect(cleanUp);
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Script.update.connect(update);

View file

@ -100,6 +100,7 @@
#include "ModelPackager.h"
#include "Util.h"
#include "InterfaceLogging.h"
#include "InterfaceActionFactory.h"
#include "avatar/AvatarManager.h"
@ -257,6 +258,7 @@ bool setupEssentials(int& argc, char** argv) {
DependencyManager::registerInheritance<LimitedNodeList, NodeList>();
DependencyManager::registerInheritance<AvatarHashMap, AvatarManager>();
DependencyManager::registerInheritance<EntityActionFactoryInterface, InterfaceActionFactory>();
Setting::init();
@ -293,7 +295,8 @@ bool setupEssentials(int& argc, char** argv) {
auto discoverabilityManager = DependencyManager::set<DiscoverabilityManager>();
auto sceneScriptingInterface = DependencyManager::set<SceneScriptingInterface>();
auto offscreenUi = DependencyManager::set<OffscreenUi>();
auto pathUtils = DependencyManager::set<PathUtils>();
auto pathUtils = DependencyManager::set<PathUtils>();
auto actionFactory = DependencyManager::set<InterfaceActionFactory>();
return true;
}

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@ -0,0 +1,49 @@
//
// InterfaceActionFactory.cpp
// libraries/entities/src
//
// Created by Seth Alves on 2015-6-2
// Copyright 2015 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 <avatar/AvatarActionHold.h>
#include <ObjectActionPullToPoint.h>
#include <ObjectActionSpring.h>
#include "InterfaceActionFactory.h"
EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation,
EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments) {
EntityActionPointer action = nullptr;
switch (type) {
case ACTION_TYPE_NONE:
return nullptr;
case ACTION_TYPE_PULL_TO_POINT:
action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity);
break;
case ACTION_TYPE_SPRING:
action = (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
break;
case ACTION_TYPE_HOLD:
action = (EntityActionPointer) new AvatarActionHold(id, ownerEntity);
break;
}
bool ok = action->updateArguments(arguments);
if (ok) {
ownerEntity->addAction(simulation, action);
return action;
}
action = nullptr;
return action;
}

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@ -0,0 +1,28 @@
//
// InterfaceActionFactory.cpp
// interface/src/
//
// Created by Seth Alves on 2015-6-10
// Copyright 2015 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_InterfaceActionFactory_h
#define hifi_InterfaceActionFactory_h
#include "EntityActionFactoryInterface.h"
class InterfaceActionFactory : public EntityActionFactoryInterface {
public:
InterfaceActionFactory() : EntityActionFactoryInterface() { }
virtual ~InterfaceActionFactory() { }
virtual EntityActionPointer factory(EntitySimulation* simulation,
EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments);
};
#endif // hifi_InterfaceActionFactory_h

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@ -0,0 +1,108 @@
//
// AvatarActionHold.cpp
// interface/src/avatar/
//
// Created by Seth Alves 2015-6-9
// Copyright 2015 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 "avatar/MyAvatar.h"
#include "avatar/AvatarManager.h"
#include "AvatarActionHold.h"
AvatarActionHold::AvatarActionHold(QUuid id, EntityItemPointer ownerEntity) :
ObjectActionSpring(id, ownerEntity) {
#if WANT_DEBUG
qDebug() << "AvatarActionHold::AvatarActionHold";
#endif
}
AvatarActionHold::~AvatarActionHold() {
#if WANT_DEBUG
qDebug() << "AvatarActionHold::~AvatarActionHold";
#endif
}
void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::vec3 palmPosition;
if (_hand == "right") {
palmPosition = myAvatar->getRightPalmPosition();
} else {
palmPosition = myAvatar->getLeftPalmPosition();
}
auto rotation = myAvatar->getWorldAlignedOrientation();
auto offset = rotation * _relativePosition;
auto position = palmPosition + offset;
rotation *= _relativeRotation;
lockForWrite();
_positionalTarget = position;
_rotationalTarget = rotation;
unlock();
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
bool rPOk = true;
glm::vec3 relativePosition =
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false);
bool rROk = true;
glm::quat relativeRotation =
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false);
bool tSOk = true;
float timeScale =
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false);
bool hOk = true;
QString hand =
EntityActionInterface::extractStringArgument("hold", arguments, "hand", hOk, false);
lockForWrite();
if (rPOk) {
_relativePosition = relativePosition;
} else if (!_parametersSet) {
_relativePosition = glm::vec3(0.0f, 0.0f, 1.0f);
}
if (rROk) {
_relativeRotation = relativeRotation;
} else if (!_parametersSet) {
_relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
}
if (tSOk) {
_linearTimeScale = timeScale;
_angularTimeScale = timeScale;
} else if (!_parametersSet) {
_linearTimeScale = 0.2;
_angularTimeScale = 0.2;
}
if (hOk) {
hand = hand.toLower();
if (hand == "left") {
_hand = "left";
} else if (hand == "right") {
_hand = "right";
} else {
qDebug() << "hold action -- invalid hand argument:" << hand;
_hand = "right";
}
} else if (!_parametersSet) {
_hand = "right";
}
_parametersSet = true;
_positionalTargetSet = true;
_rotationalTargetSet = true;
_active = true;
unlock();
return true;
}

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@ -0,0 +1,35 @@
//
// AvatarActionHold.h
// interface/src/avatar/
//
// Created by Seth Alves 2015-6-9
// Copyright 2015 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_AvatarActionHold_h
#define hifi_AvatarActionHold_h
#include <QUuid>
#include <EntityItem.h>
#include <ObjectActionSpring.h>
class AvatarActionHold : public ObjectActionSpring {
public:
AvatarActionHold(QUuid id, EntityItemPointer ownerEntity);
virtual ~AvatarActionHold();
virtual bool updateArguments(QVariantMap arguments);
virtual void updateActionWorker(float deltaTimeStep);
private:
glm::vec3 _relativePosition;
glm::quat _relativeRotation;
QString _hand;
bool _parametersSet = false;
};
#endif // hifi_AvatarActionHold_h

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@ -1012,7 +1012,9 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) {
checkAndCallPreload(entityID);
auto entity = static_cast<EntityTree*>(_tree)->findEntityByID(entityID);
addEntityToScene(entity);
if (entity) {
addEntityToScene(entity);
}
}
void EntityTreeRenderer::addEntityToScene(EntityItemPointer entity) {

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@ -0,0 +1,33 @@
//
// EntityActionFactoryInterface.cpp
// libraries/entities/src
//
// Created by Seth Alves on 2015-6-2
// Copyright 2015 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_EntityActionFactoryInterface_h
#define hifi_EntityActionFactoryInterface_h
#include <DependencyManager.h>
#include "EntityActionInterface.h"
class EntityActionFactoryInterface : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
EntityActionFactoryInterface() { }
virtual ~EntityActionFactoryInterface() { }
virtual EntityActionPointer factory(EntitySimulation* simulation,
EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments) { assert(false); return nullptr; }
};
#endif // hifi_EntityActionFactoryInterface_h

View file

@ -22,6 +22,12 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
if (normalizedActionTypeString == "pulltopoint") {
return ACTION_TYPE_PULL_TO_POINT;
}
if (normalizedActionTypeString == "spring") {
return ACTION_TYPE_SPRING;
}
if (normalizedActionTypeString == "hold") {
return ACTION_TYPE_HOLD;
}
qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
return ACTION_TYPE_NONE;
@ -33,31 +39,37 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
return "none";
case ACTION_TYPE_PULL_TO_POINT:
return "pullToPoint";
case ACTION_TYPE_SPRING:
return "spring";
case ACTION_TYPE_HOLD:
return "hold";
}
assert(false);
return "none";
}
glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok) {
QString argumentName, bool& ok, bool required) {
if (!arguments.contains(argumentName)) {
qDebug() << objectName << "requires argument:" << argumentName;
if (required) {
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return vec3();
return glm::vec3();
}
QVariant resultV = arguments[argumentName];
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
qDebug() << objectName << "argument" << argumentName << "must be a map";
ok = false;
return vec3();
return glm::vec3();
}
QVariantMap resultVM = resultV.toMap();
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
ok = false;
return vec3();
return glm::vec3();
}
QVariant xV = resultVM["x"];
@ -73,17 +85,65 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
if (!xOk || !yOk || !zOk) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z and values of type float.";
ok = false;
return vec3();
return glm::vec3();
}
return vec3(x, y, z);
return glm::vec3(x, y, z);
}
glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required) {
if (!arguments.contains(argumentName)) {
if (required) {
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return glm::quat();
}
QVariant resultV = arguments[argumentName];
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
qDebug() << objectName << "argument" << argumentName << "must be a map, not" << resultV.typeName();
ok = false;
return glm::quat();
}
QVariantMap resultVM = resultV.toMap();
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
ok = false;
return glm::quat();
}
QVariant xV = resultVM["x"];
QVariant yV = resultVM["y"];
QVariant zV = resultVM["z"];
QVariant wV = resultVM["w"];
bool xOk = true;
bool yOk = true;
bool zOk = true;
bool wOk = true;
float x = xV.toFloat(&xOk);
float y = yV.toFloat(&yOk);
float z = zV.toFloat(&zOk);
float w = wV.toFloat(&wOk);
if (!xOk || !yOk || !zOk || !wOk) {
qDebug() << objectName << "argument" << argumentName
<< "must be a map with keys of x, y, z, w and values of type float.";
ok = false;
return glm::quat();
}
return glm::quat(w, x, y, z);
}
float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok) {
QString argumentName, bool& ok, bool required) {
if (!arguments.contains(argumentName)) {
qDebug() << objectName << "requires argument:" << argumentName;
if (required) {
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return 0.0f;
}
@ -99,3 +159,18 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa
return v;
}
QString EntityActionInterface::extractStringArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required) {
if (!arguments.contains(argumentName)) {
if (required) {
qDebug() << objectName << "requires argument:" << argumentName;
}
ok = false;
return "";
}
QVariant vV = arguments[argumentName];
QString v = vV.toString();
return v;
}

View file

@ -14,12 +14,16 @@
#include <QUuid>
#include "EntityItem.h"
class EntitySimulation;
enum EntityActionType {
// keep these synchronized with actionTypeFromString and actionTypeToString
ACTION_TYPE_NONE,
ACTION_TYPE_PULL_TO_POINT
ACTION_TYPE_PULL_TO_POINT,
ACTION_TYPE_SPRING,
ACTION_TYPE_HOLD
};
@ -32,18 +36,35 @@ public:
virtual const EntityItemPointer& getOwnerEntity() const = 0;
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) = 0;
virtual bool updateArguments(QVariantMap arguments) = 0;
// virtual QByteArray serialize() = 0;
// static EntityActionPointer deserialize(EntityItemPointer ownerEntity, QByteArray data);
static EntityActionType actionTypeFromString(QString actionTypeString);
static QString actionTypeToString(EntityActionType actionType);
protected:
virtual glm::vec3 getPosition() = 0;
virtual void setPosition(glm::vec3 position) = 0;
virtual glm::quat getRotation() = 0;
virtual void setRotation(glm::quat rotation) = 0;
virtual glm::vec3 getLinearVelocity() = 0;
virtual void setLinearVelocity(glm::vec3 linearVelocity) = 0;
virtual glm::vec3 getAngularVelocity() = 0;
virtual void setAngularVelocity(glm::vec3 angularVelocity) = 0;
// these look in the arguments map for a named argument. if it's not found or isn't well formed,
// ok will be set to false (note that it's never set to true -- set it to true before calling these).
// if required is true, failure to extract an argument will cause a warning to be printed.
static glm::vec3 extractVec3Argument (QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
static glm::quat extractQuatArgument (QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
static float extractFloatArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
static QString extractStringArgument(QString objectName, QVariantMap arguments,
QString argumentName, bool& ok, bool required = true);
static glm::vec3 extractVec3Argument(QString objectName, QVariantMap arguments, QString argumentName, bool& ok);
static float extractFloatArgument(QString objectName, QVariantMap arguments, QString argumentName, bool& ok);
};
typedef std::shared_ptr<EntityActionInterface> EntityActionPointer;
#endif // hifi_EntityActionInterface_h

View file

@ -28,13 +28,16 @@
#include "EntityItemID.h"
#include "EntityItemProperties.h"
#include "EntityItemPropertiesDefaults.h"
#include "EntityActionInterface.h"
#include "EntityTypes.h"
class EntitySimulation;
class EntityTreeElement;
class EntityTreeElementExtraEncodeData;
class EntityActionInterface;
typedef std::shared_ptr<EntityActionInterface> EntityActionPointer;
namespace render {
class Scene;
class PendingChanges;

View file

@ -17,6 +17,8 @@
#include "ZoneEntityItem.h"
#include "EntitiesLogging.h"
#include "EntitySimulation.h"
#include "EntityActionInterface.h"
#include "EntityActionFactoryInterface.h"
#include "EntityScriptingInterface.h"
@ -491,12 +493,19 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
const QUuid& entityID,
const QVariantMap& arguments) {
QUuid actionID = QUuid::createUuid();
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
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 (simulation->actionFactory(actionType, actionID, entity, arguments)) {
if (actionFactory->factory(simulation, actionType, actionID, entity, arguments)) {
return true;
}
return false;

View file

@ -18,6 +18,7 @@
#include <PerfStat.h>
#include "EntityActionInterface.h"
#include "EntityItem.h"
#include "EntityTree.h"
@ -56,10 +57,6 @@ public:
friend class EntityTree;
virtual EntityActionPointer actionFactory(EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments) { return nullptr; }
virtual void addAction(EntityActionPointer action) { _actionsToAdd += action; }
virtual void removeAction(const QUuid actionID) { _actionsToRemove += actionID; }
virtual void removeActions(QList<QUuid> actionIDsToRemove) { _actionsToRemove += actionIDsToRemove; }

View file

@ -24,7 +24,14 @@ ObjectAction::~ObjectAction() {
}
void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) {
qDebug() << "ObjectAction::updateAction called";
if (!_active) {
return;
}
if (!_ownerEntity) {
qDebug() << "ObjectActionPullToPoint::updateAction no owner entity";
return;
}
updateActionWorker(deltaTimeStep);
}
void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
@ -33,3 +40,87 @@ void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
void ObjectAction::removeFromSimulation(EntitySimulation* simulation) const {
simulation->removeAction(_id);
}
btRigidBody* ObjectAction::getRigidBody() {
if (!_ownerEntity) {
return nullptr;
}
void* physicsInfo = _ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
return nullptr;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
return motionState->getRigidBody();
}
glm::vec3 ObjectAction::getPosition() {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return glm::vec3(0.0f);
}
return bulletToGLM(rigidBody->getCenterOfMassPosition());
}
void ObjectAction::setPosition(glm::vec3 position) {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return;
}
// XXX
// void setWorldTransform (const btTransform &worldTrans)
assert(false);
rigidBody->activate();
}
glm::quat ObjectAction::getRotation() {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
}
return bulletToGLM(rigidBody->getOrientation());
}
void ObjectAction::setRotation(glm::quat rotation) {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return;
}
// XXX
// void setWorldTransform (const btTransform &worldTrans)
assert(false);
rigidBody->activate();
}
glm::vec3 ObjectAction::getLinearVelocity() {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return glm::vec3(0.0f);
}
return bulletToGLM(rigidBody->getLinearVelocity());
}
void ObjectAction::setLinearVelocity(glm::vec3 linearVelocity) {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return;
}
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
rigidBody->activate();
}
glm::vec3 ObjectAction::getAngularVelocity() {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return glm::vec3(0.0f);
}
return bulletToGLM(rigidBody->getAngularVelocity());
}
void ObjectAction::setAngularVelocity(glm::vec3 angularVelocity) {
auto rigidBody = getRigidBody();
if (!rigidBody) {
return;
}
rigidBody->setAngularVelocity(glmToBullet(angularVelocity));
rigidBody->activate();
}

View file

@ -13,12 +13,17 @@
#ifndef hifi_ObjectAction_h
#define hifi_ObjectAction_h
#include <btBulletDynamicsCommon.h>
#include <QUuid>
#include <btBulletDynamicsCommon.h>
#include <EntityItem.h>
#include "ObjectMotionState.h"
#include "BulletUtil.h"
#include "EntityActionInterface.h"
class ObjectAction : public btActionInterface, public EntityActionInterface {
public:
ObjectAction(QUuid id, EntityItemPointer ownerEntity);
@ -30,6 +35,9 @@ public:
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
virtual bool updateArguments(QVariantMap arguments) { return false; }
// this is called from updateAction and should be overridden by subclasses
virtual void updateActionWorker(float deltaTimeStep) {}
// these are from btActionInterface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
virtual void debugDraw(btIDebugDraw* debugDrawer);
@ -39,6 +47,16 @@ private:
QReadWriteLock _lock;
protected:
virtual btRigidBody* getRigidBody();
virtual glm::vec3 getPosition();
virtual void setPosition(glm::vec3 position);
virtual glm::quat getRotation();
virtual void setRotation(glm::quat rotation);
virtual glm::vec3 getLinearVelocity();
virtual void setLinearVelocity(glm::vec3 linearVelocity);
virtual glm::vec3 getAngularVelocity();
virtual void setAngularVelocity(glm::vec3 angularVelocity);
bool tryLockForRead() { return _lock.tryLockForRead(); }
void lockForWrite() { _lock.lockForWrite(); }
void unlock() { _lock.unlock(); }

View file

@ -9,9 +9,6 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ObjectMotionState.h"
#include "BulletUtil.h"
#include "ObjectActionPullToPoint.h"
ObjectActionPullToPoint::ObjectActionPullToPoint(QUuid id, EntityItemPointer ownerEntity) :
@ -27,28 +24,34 @@ ObjectActionPullToPoint::~ObjectActionPullToPoint() {
#endif
}
void ObjectActionPullToPoint::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) {
void ObjectActionPullToPoint::updateActionWorker(btScalar deltaTimeStep) {
if (!tryLockForRead()) {
// don't risk hanging the thread running the physics simulation
return;
}
void* physicsInfo = _ownerEntity->getPhysicsInfo();
if (_active && physicsInfo) {
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (rigidBody) {
glm::vec3 offset = _target - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * _speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
}
}
void* physicsInfo = _ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
unlock();
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
unlock();
return;
}
glm::vec3 offset = _target - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * _speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
}
unlock();
}

View file

@ -23,7 +23,7 @@ public:
virtual ~ObjectActionPullToPoint();
virtual bool updateArguments(QVariantMap arguments);
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
virtual void updateActionWorker(float deltaTimeStep);
private:

View file

@ -0,0 +1,144 @@
//
// ObjectActionSpring.cpp
// libraries/physics/src
//
// Created by Seth Alves 2015-6-5
// Copyright 2015 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 "ObjectActionSpring.h"
ObjectActionSpring::ObjectActionSpring(QUuid id, EntityItemPointer ownerEntity) :
ObjectAction(id, ownerEntity) {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::ObjectActionSpring";
#endif
}
ObjectActionSpring::~ObjectActionSpring() {
#if WANT_DEBUG
qDebug() << "ObjectActionSpring::~ObjectActionSpring";
#endif
}
void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
if (!tryLockForRead()) {
// don't risk hanging the thread running the physics simulation
qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
return;
}
void* physicsInfo = _ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
unlock();
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState->getRigidBody();
if (!rigidBody) {
unlock();
qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
return;
}
// handle the linear part
if (_positionalTargetSet) {
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
float offsetLength = glm::length(offset);
float speed = offsetLength / _linearTimeScale;
if (offsetLength > IGNORE_POSITION_DELTA) {
glm::vec3 newVelocity = glm::normalize(offset) * speed;
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
rigidBody->activate();
} else {
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
// handle rotation
if (_rotationalTargetSet) {
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
// if qZero and qOne are too close to each other, we can get NaN for angle.
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
const float almostOne = 0.99999f;
if (glm::abs(alignmentDot) < almostOne) {
glm::quat target = _rotationalTarget;
if (alignmentDot < 0) {
target = -target;
}
glm::quat qZeroInverse = glm::inverse(bodyRotation);
glm::quat deltaQ = target * qZeroInverse;
glm::vec3 axis = glm::axis(deltaQ);
float angle = glm::angle(deltaQ);
assert(!isNaN(angle));
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
rigidBody->activate();
} else {
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
}
}
unlock();
}
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
// targets are required, spring-constants are optional
bool ptOk = true;
glm::vec3 positionalTarget =
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
bool pscOk = true;
float linearTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
return false;
}
bool rtOk = true;
glm::quat rotationalTarget =
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
bool rscOk = true;
float angularTimeScale =
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
if (!ptOk && !rtOk) {
qDebug() << "spring action requires either targetPosition or targetRotation argument";
return false;
}
lockForWrite();
_positionalTargetSet = _rotationalTargetSet = false;
if (ptOk) {
_positionalTarget = positionalTarget;
_positionalTargetSet = true;
if (pscOk) {
_linearTimeScale = linearTimeScale;
} else {
_linearTimeScale = 0.1f;
}
}
if (rtOk) {
_rotationalTarget = rotationalTarget;
_rotationalTargetSet = true;
if (rscOk) {
_angularTimeScale = angularTimeScale;
} else {
_angularTimeScale = 0.1f;
}
}
_active = true;
unlock();
return true;
}

View file

@ -0,0 +1,39 @@
//
// ObjectActionSpring.h
// libraries/physics/src
//
// Created by Seth Alves 2015-6-5
// Copyright 2015 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_ObjectActionSpring_h
#define hifi_ObjectActionSpring_h
#include <QUuid>
#include <EntityItem.h>
#include "ObjectAction.h"
class ObjectActionSpring : public ObjectAction {
public:
ObjectActionSpring(QUuid id, EntityItemPointer ownerEntity);
virtual ~ObjectActionSpring();
virtual bool updateArguments(QVariantMap arguments);
virtual void updateActionWorker(float deltaTimeStep);
protected:
glm::vec3 _positionalTarget;
float _linearTimeScale;
bool _positionalTargetSet;
glm::quat _rotationalTarget;
float _angularTimeScale;
bool _rotationalTargetSet;
};
#endif // hifi_ObjectActionSpring_h

View file

@ -9,10 +9,11 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PhysicsHelpers.h"
#include "PhysicsLogging.h"
#include "ShapeManager.h"
#include "ObjectActionPullToPoint.h"
#include "PhysicalEntitySimulation.h"
@ -234,29 +235,6 @@ void PhysicalEntitySimulation::handleCollisionEvents(CollisionEvents& collisionE
}
}
EntityActionPointer PhysicalEntitySimulation::actionFactory(EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments) {
EntityActionPointer action = nullptr;
switch (type) {
case ACTION_TYPE_NONE:
return nullptr;
case ACTION_TYPE_PULL_TO_POINT:
action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity);
break;
}
bool ok = action->updateArguments(arguments);
if (ok) {
ownerEntity->addAction(this, action);
return action;
}
action = nullptr;
return action;
}
void PhysicalEntitySimulation::applyActionChanges() {
if (_physicsEngine) {
foreach (EntityActionPointer actionToAdd, _actionsToAdd) {

View file

@ -32,10 +32,6 @@ public:
void init(EntityTree* tree, PhysicsEngine* engine, EntityEditPacketSender* packetSender);
virtual EntityActionPointer actionFactory(EntityActionType type,
QUuid id,
EntityItemPointer ownerEntity,
QVariantMap arguments);
virtual void applyActionChanges();
protected: // only called by EntitySimulation