Adding blacklist

This commit is contained in:
ericrius1 2015-12-24 11:48:40 -08:00
parent e8a6fd1f05
commit 390dce4613
9 changed files with 31 additions and 23 deletions

View file

@ -33,7 +33,7 @@
function castRay(event) {
var pickRay = Camera.computePickRay(event.x, event.y);
var pickResults = Entities.findRayIntersection(pickRay, true, [whiteListBox]);
var pickResults = Entities.findRayIntersection(pickRay, true, [], [blackListBox]);
if(pickResults.intersects) {
print("INTERSECTION");

View file

@ -487,7 +487,8 @@ void EntityTreeRenderer::deleteReleasedModels() {
}
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude,
const QVector<EntityItemID>& entityIdsToDiscard) {
RayToEntityIntersectionResult result;
if (_tree) {
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
@ -495,7 +496,7 @@ RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(cons
OctreeElementPointer element;
EntityItemPointer intersectedEntity = NULL;
result.intersects = entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance,
result.face, result.surfaceNormal, entityIdsToInclude,
result.face, result.surfaceNormal, entityIdsToInclude, entityIdsToDiscard,
(void**)&intersectedEntity, lockType, &result.accurate,
precisionPicking);
if (result.intersects && intersectedEntity) {

View file

@ -130,7 +130,8 @@ private:
QList<Model*> _releasedModels;
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>());
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>(),
const QVector<EntityItemID>& entityIdsToDiscard = QVector<EntityItemID>());
EntityItemID _currentHoverOverEntityID;
EntityItemID _currentClickingOnEntityID;

View file

@ -357,19 +357,21 @@ QVector<QUuid> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corn
return result;
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
QVector<EntityItemID> entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entities);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude, const QScriptValue& entityIdsToDiscard) {
QVector<EntityItemID> entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entitiesToInclude, entitiesToDiscard);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
const QVector<EntityItemID>& entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entities);
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude, const QScriptValue& entityIdsToDiscard) {
const QVector<EntityItemID>& entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
const QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entitiesToInclude, entitiesToDiscard);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard) {
RayToEntityIntersectionResult result;
@ -377,7 +379,7 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorke
OctreeElementPointer element;
EntityItemPointer intersectedEntity = NULL;
result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,
result.surfaceNormal, entityIdsToInclude, (void**)&intersectedEntity, lockType, &result.accurate,
result.surfaceNormal, entityIdsToInclude, entityIdsToDiscard, (void**)&intersectedEntity, lockType, &result.accurate,
precisionPicking);
if (result.intersects && intersectedEntity) {
result.entityID = intersectedEntity->getEntityItemID();

View file

@ -112,11 +112,11 @@ public slots:
/// If the scripting context has visible entities, this will determine a ray intersection, the results
/// may be inaccurate if the engine is unable to access the visible entities, in which case result.accurate
/// will be false.
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue());
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue(), const QScriptValue& entityIdsToDiscard = QScriptValue());
/// If the scripting context has visible entities, this will determine a ray intersection, and will block in
/// order to return an accurate result
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue());
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking = false, const QScriptValue& entityIdsToInclude = QScriptValue(), const QScriptValue& entityIdsToDiscard = QScriptValue());
Q_INVOKABLE void setLightsArePickable(bool value);
Q_INVOKABLE bool getLightsArePickable() const;
@ -189,7 +189,7 @@ private:
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude);
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard);
EntityTreePointer _entityTree;
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;

View file

@ -498,6 +498,7 @@ public:
BoxFace& face;
glm::vec3& surfaceNormal;
const QVector<EntityItemID>& entityIdsToInclude;
const QVector<EntityItemID>& entityIdsToDiscard;
void** intersectedObject;
bool found;
bool precisionPicking;
@ -510,7 +511,7 @@ bool findRayIntersectionOp(OctreeElementPointer element, void* extraData) {
EntityTreeElementPointer entityTreeElementPointer = std::dynamic_pointer_cast<EntityTreeElement>(element);
if (entityTreeElementPointer ->findRayIntersection(args->origin, args->direction, keepSearching,
args->element, args->distance, args->face, args->surfaceNormal, args->entityIdsToInclude,
args->intersectedObject, args->precisionPicking)) {
args->entityIdsToDiscard, args->intersectedObject, args->precisionPicking)) {
args->found = true;
}
return keepSearching;
@ -518,9 +519,9 @@ bool findRayIntersectionOp(OctreeElementPointer element, void* extraData) {
bool EntityTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude, void** intersectedObject,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard, void** intersectedObject,
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, intersectedObject, false, precisionPicking };
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, entityIdsToDiscard, intersectedObject, false, precisionPicking };
distance = FLT_MAX;
bool requireLock = lockType == Octree::Lock;

View file

@ -84,6 +84,7 @@ public:
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& node, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>(),
const QVector<EntityItemID>& entityIdsToDiscard = QVector<EntityItemID>(),
void** intersectedObject = NULL,
Octree::lockType lockType = Octree::TryLock,
bool* accurateResult = NULL,

View file

@ -475,8 +475,8 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking) {
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
const QVector<EntityItemID>& entityIdsToDiscard, void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
@ -501,7 +501,7 @@ bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::
if (_cube.contains(origin) || distanceToElementCube < distance) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, intersectedObject, precisionPicking, distanceToElementCube)) {
face, localSurfaceNormal, entityIdsToInclude, entityIdsToDiscard, intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
@ -516,7 +516,7 @@ bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching,
OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<EntityItemID>& entityIdsToInclude, void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIDsToDiscard, void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
int entityNumber = 0;

View file

@ -144,11 +144,13 @@ public:
virtual bool canRayIntersect() const { return hasEntities(); }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& node, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
const QVector<EntityItemID>& entityIdsToDiscard,
void** intersectedObject = NULL, bool precisionPicking = false);
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
const QVector<EntityItemID>& entityIdsToDiscard,
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;