Merge remote-tracking branch 'upstream/master' into HEAD

This commit is contained in:
Brad Davis 2015-10-21 10:05:32 -07:00
commit 21a3079a39
20 changed files with 300 additions and 211 deletions

View file

@ -19,7 +19,7 @@ Script.include("../libraries/utils.js");
//
// add lines where the hand ray picking is happening
//
var DEBUG_HAND_RAY_PICKING = false;
var WANT_DEBUG = false;
/////////////////////////////////////////////////////////////////
//
@ -49,6 +49,7 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
// near grabbing
//
var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
@ -193,22 +194,23 @@ function MyController(hand, triggerAction) {
};
this.setState = function(newState) {
// print("STATE: " + this.state + " --> " + newState);
if (WANT_DEBUG) {
print("STATE: " + this.state + " --> " + newState);
}
this.state = newState;
}
this.debugLine = function(closePoint, farPoint, color){
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
position: closePoint,
linePoints: [ZERO_VEC, farPoint],
color: color,
lifetime: 0.1
});
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
position: closePoint,
linePoints: [ZERO_VEC, farPoint],
color: color,
lifetime: 0.1
});
}
this.lineOn = function(closePoint, farPoint, color) {
@ -226,14 +228,13 @@ function MyController(hand, triggerAction) {
});
} else {
var age = Entities.getEntityProperties(this.pointer, "age").age;
Entities.editEntity(this.pointer, {
this.pointer = Entities.editEntity(this.pointer, {
position: closePoint,
linePoints: [ZERO_VEC, farPoint],
color: color,
lifetime: age + LIFETIME
});
}
};
this.lineOff = function() {
@ -282,7 +283,6 @@ function MyController(hand, triggerAction) {
return;
}
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var distantPickRay = {
@ -290,29 +290,17 @@ function MyController(hand, triggerAction) {
direction: Quat.getUp(this.getHandRotation()),
length: PICK_MAX_DISTANCE
};
var palmPickRay = {
origin: handPosition,
direction: Quat.getFront(this.getHandRotation()),
length: NEAR_PICK_MAX_DISTANCE
};
var otherPickRay = {
origin: handPosition,
direction: Quat.getRight(this.getHandRotation()),
length: NEAR_PICK_MAX_DISTANCE
};
this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
// don't pick 60x per second. do this check after updating the line so it's not jumpy.
// don't pick 60x per second.
var pickRays = [];
var now = Date.now();
if (now - this.lastPickTime < MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
return;
if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
pickRays = [distantPickRay];
this.lastPickTime = now;
}
this.lastPickTime = now;
var pickRays = [distantPickRay, palmPickRay, otherPickRay];
for (var index=0; index < pickRays.length; ++index) {
var pickRay = pickRays[index];
var directionNormalized = Vec3.normalize(pickRay.direction);
@ -322,12 +310,13 @@ function MyController(hand, triggerAction) {
direction: pickRay.direction
};
if (DEBUG_HAND_RAY_PICKING)
if (WANT_DEBUG) {
this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
red: 0,
green: 255,
blue: 0
})
}
var intersection = Entities.findRayIntersection(pickRayBacked, true);
@ -336,7 +325,6 @@ function MyController(hand, triggerAction) {
var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
this.grabbedEntity = intersection.entityID;
//this code will disabled the beam for the opposite hand of the one that grabbed it if the entity says so
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
if (grabbableData["turnOffOppositeBeam"] === true) {
@ -345,7 +333,6 @@ function MyController(hand, triggerAction) {
} else {
disabledHand = RIGHT_HAND;
}
} else {
disabledHand = 'none';
}
@ -380,6 +367,37 @@ function MyController(hand, triggerAction) {
}
}
}
if (this.grabbedEntity === null) {
// forward ray test failed, try sphere test.
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
var minDistance = PICK_MAX_DISTANCE;
var i, props, distance, grabbableData;
for (i = 0; i < nearbyEntities.length; i++) {
var grabbableDataForCandidate =
getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
if (grabbableDataForCandidate.grabbable === false) {
continue;
}
var propsForCandidate =
Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
distance = Vec3.distance(propsForCandidate.position, handPosition);
if (distance < minDistance && propsForCandidate.name !== "pointer") {
this.grabbedEntity = nearbyEntities[i];
minDistance = distance;
props = propsForCandidate;
grabbableData = grabbableDataForCandidate;
}
}
if (this.grabbedEntity === null) {
return;
} else if (props.locked === 0 && props.collisionsWillMove === 1) {
this.setState(STATE_NEAR_GRABBING);
} else if (props.collisionsWillMove === 0 && grabbableData.wantsTrigger) {
// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
}
}
};
this.distanceHolding = function() {
@ -441,7 +459,8 @@ function MyController(hand, triggerAction) {
this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
// how far did avatar move this timestep?
var currentPosition = MyAvatar.position;
var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
@ -491,7 +510,10 @@ function MyController(hand, triggerAction) {
this.currentObjectTime = now;
// this doubles hand rotation
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR), Quat.inverse(this.handPreviousRotation));
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation,
handRotation,
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
Quat.inverse(this.handPreviousRotation));
this.handPreviousRotation = handRotation;
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
@ -526,7 +548,8 @@ function MyController(hand, triggerAction) {
this.lineOff();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
["position", "rotation", "gravity", "ignoreForCollisions"]);
this.activateEntity(this.grabbedEntity, grabbedProperties);
var handRotation = this.getHandRotation();
@ -764,9 +787,9 @@ function MyController(hand, triggerAction) {
this.release = function() {
if(this.hand!==disabledHand){
if(this.hand !== disabledHand){
//release the disabled hand when we let go with the main one
disabledHand='none';
disabledHand = 'none';
}
this.lineOff();

View file

@ -36,6 +36,10 @@ var hoop = Entities.addEntity({
y: 3.99,
z: 3.79
},
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
compoundShapeURL: hoopCollisionHullURL
});
});

View file

@ -22,8 +22,6 @@ var DIAMETER = 0.30;
var RESET_DISTANCE = 1;
var MINIMUM_MOVE_LENGTH = 0.05;
var GRABBABLE_DATA_KEY = "grabbableKey";
var rackStartPosition =
Vec3.sum(MyAvatar.position,
Vec3.multiplyQbyV(MyAvatar.orientation, {
@ -53,19 +51,17 @@ var rack = Entities.addEntity({
ignoreForCollisions: false,
collisionSoundURL: collisionSoundURL,
compoundShapeURL: rackCollisionHullURL,
// scriptURL: rackScriptURL
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
});
setEntityCustomData(GRABBABLE_DATA_KEY, rack, {
grabbable: false
});
var nonCollidingBalls = [];
var collidingBalls = [];
var balls = [];
var originalBallPositions = [];
function createCollidingBalls() {
function createBalls() {
var position = rackStartPosition;
var i;
@ -76,9 +72,9 @@ function createCollidingBalls() {
z: position.z + (DIAMETER) - (DIAMETER * i)
};
var collidingBall = Entities.addEntity({
var ball = Entities.addEntity({
type: "Model",
name: 'Colliding Basketball',
name: 'Hifi-Basketball',
shapeType: 'Sphere',
position: ballPosition,
dimensions: {
@ -96,16 +92,21 @@ function createCollidingBalls() {
collisionsWillMove: true,
ignoreForCollisions: false,
modelURL: basketballURL,
userData: JSON.stringify({
grabbableKey: {
invertSolidWhileHeld: true
}
})
});
collidingBalls.push(collidingBall);
balls.push(ball);
originalBallPositions.push(position);
}
}
function testBallDistanceFromStart() {
var resetCount = 0;
collidingBalls.forEach(function(ball, index) {
balls.forEach(function(ball, index) {
var currentPosition = Entities.getEntityProperties(ball, "position").position;
var originalPosition = originalBallPositions[index];
var distance = Vec3.subtract(originalPosition, currentPosition);
@ -117,8 +118,8 @@ function testBallDistanceFromStart() {
if (moving < MINIMUM_MOVE_LENGTH) {
resetCount++;
if (resetCount === NUMBER_OF_BALLS) {
deleteCollidingBalls();
createCollidingBalls();
deleteBalls();
createBalls();
}
}
}, 200)
@ -128,19 +129,19 @@ function testBallDistanceFromStart() {
function deleteEntity(entityID) {
if (entityID === rack) {
deleteCollidingBalls();
deleteBalls();
Script.clearInterval(distanceCheckInterval);
Entities.deletingEntity.disconnect(deleteEntity);
}
}
function deleteCollidingBalls() {
while (collidingBalls.length > 0) {
Entities.deleteEntity(collidingBalls.pop());
function deleteBalls() {
while (balls.length > 0) {
Entities.deleteEntity(balls.pop());
}
}
createCollidingBalls();
createBalls();
Entities.deletingEntity.connect(deleteEntity);
var distanceCheckInterval = Script.setInterval(testBallDistanceFromStart, 1000);

View file

@ -481,7 +481,7 @@ void EntityTreeRenderer::deleteReleasedModels() {
}
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) {
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
RayToEntityIntersectionResult result;
if (_tree) {
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);

View file

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

View file

@ -280,18 +280,18 @@ QVector<QUuid> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corn
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
QVector<QUuid> entities = qVectorQUuidFromScriptValue(entityIdsToInclude);
QVector<EntityItemID> entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entities);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
const QVector<QUuid>& entities = qVectorQUuidFromScriptValue(entityIdsToInclude);
const QVector<EntityItemID>& entities = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entities);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
Octree::lockType lockType,
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) {
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
RayToEntityIntersectionResult result;

View file

@ -186,7 +186,7 @@ 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<QUuid>& entityIdsToInclude);
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude);
EntityTreePointer _entityTree;
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;

View file

@ -448,6 +448,53 @@ bool EntityTree::findNearPointOperation(OctreeElementPointer element, void* extr
// if this element doesn't contain the point, then none of its children can contain the point, so stop searching
return false;
}
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
OctreeElementPointer& element;
float& distance;
BoxFace& face;
glm::vec3& surfaceNormal;
const QVector<EntityItemID>& entityIdsToInclude;
void** intersectedObject;
bool found;
bool precisionPicking;
};
bool findRayIntersectionOp(OctreeElementPointer element, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
bool keepSearching = true;
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->found = true;
}
return keepSearching;
}
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,
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, intersectedObject, false, precisionPicking };
distance = FLT_MAX;
bool requireLock = lockType == Octree::Lock;
bool lockResult = withReadLock([&]{
recurseTreeWithOperation(findRayIntersectionOp, &args);
}, requireLock);
if (accurateResult) {
*accurateResult = lockResult; // if user asked to accuracy or result, let them know this is accurate
}
return args.found;
}
EntityItemPointer EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) {
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };

View file

@ -80,6 +80,14 @@ public:
virtual int processEditPacketData(NLPacket& packet, const unsigned char* editData, int maxLength,
const SharedNodePointer& senderNode);
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>(),
void** intersectedObject = NULL,
Octree::lockType lockType = Octree::TryLock,
bool* accurateResult = NULL,
bool precisionPicking = false);
virtual bool rootElementHasData() const { return true; }
// the root at least needs to store the number of entities in the packet/buffer

View file

@ -493,9 +493,50 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
return false;
}
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) {
keepSearching = true; // assume that we will continue searching after this.
float distanceToElementCube = std::numeric_limits<float>::max();
float distanceToElementDetails = distance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
return false; // we don't intersect with non-leaves, and we keep searching
}
// if the distance to the element cube is not less than the current best distance, then it's not possible
// for any details inside the cube to be closer so we don't need to consider them.
if (_cube.contains(origin) || distanceToElementCube < distance) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
face = localFace;
surfaceNormal = localSurfaceNormal;
return true;
}
}
}
return false;
}
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching,
OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<QUuid>& entityIdsToInclude, void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
const QVector<EntityItemID>& entityIdsToInclude, 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;
@ -609,25 +650,83 @@ EntityItemPointer EntityTreeElement::getClosestEntity(glm::vec3 position) const
void EntityTreeElement::getEntities(const glm::vec3& searchPosition, float searchRadius, QVector<EntityItemPointer>& foundEntities) const {
float compareRadius = searchRadius * searchRadius;
forEachEntity([&](EntityItemPointer entity) {
// For iteration like this, avoid the use of square roots by comparing distances squared
float distanceSquared = glm::length2(entity->getPosition() - searchPosition);
float otherRadius = entity->getRadius();
if (distanceSquared < (compareRadius + (otherRadius * otherRadius))) {
AABox entityBox = entity->getAABox();
// if the sphere doesn't intersect with our world frame AABox, we don't need to consider the more complex case
glm::vec3 penetration;
if (entityBox.findSpherePenetration(searchPosition, searchRadius, penetration)) {
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// determine the worldToEntityMatrix that doesn't include scale because
// we're going to use the registration aware aa box in the entity frame
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 translation = glm::translate(entity->getPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
glm::vec3 dimensions = entity->getDimensions();
glm::vec3 registrationPoint = entity->getRegistrationPoint();
glm::vec3 corner = -(dimensions * registrationPoint);
AABox entityFrameBox(corner, dimensions);
glm::vec3 entityFrameSearchPosition = glm::vec3(worldToEntityMatrix * glm::vec4(searchPosition, 1.0f));
if (entityFrameBox.findSpherePenetration(entityFrameSearchPosition, searchRadius, penetration)) {
foundEntities.push_back(entity);
}
}
});
}
void EntityTreeElement::getEntities(const AACube& cube, QVector<EntityItemPointer>& foundEntities) {
forEachEntity([&](EntityItemPointer entity) {
AABox entityBox = entity->getAABox();
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// FIXME - is there an easy way to translate the search cube into something in the
// entity frame that can be easily tested against?
// simple algorithm is probably:
// if target box is fully inside search box == yes
// if search box is fully inside target box == yes
// for each face of search box:
// translate the triangles of the face into the box frame
// test the triangles of the face against the box?
// if translated search face triangle intersect target box
// add to result
//
// If the entities AABox touches the search cube then consider it to be found
if (entityBox.touches(cube)) {
foundEntities.push_back(entity);
}
});
}
// TODO: change this to use better bounding shape for entity than sphere
void EntityTreeElement::getEntities(const AACube& box, QVector<EntityItemPointer>& foundEntities) {
AACube entityCube;
void EntityTreeElement::getEntities(const AABox& box, QVector<EntityItemPointer>& foundEntities) {
forEachEntity([&](EntityItemPointer entity) {
float radius = entity->getRadius();
// NOTE: we actually do cube-cube collision queries here, which is sloppy but good enough for now
// TODO: decide whether to replace entityCube-cube query with sphere-cube (requires a square root
// but will be slightly more accurate).
entityCube.setBox(entity->getPosition() - glm::vec3(radius), 2.0f * radius);
if (entityCube.touches(box)) {
AABox entityBox = entity->getAABox();
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
// FIXME - consider allowing the entity to determine penetration so that
// entities could presumably dull actuall hull testing if they wanted to
// FIXME - is there an easy way to translate the search cube into something in the
// entity frame that can be easily tested against?
// simple algorithm is probably:
// if target box is fully inside search box == yes
// if search box is fully inside target box == yes
// for each face of search box:
// translate the triangles of the face into the box frame
// test the triangles of the face against the box?
// if translated search face triangle intersect target box
// add to result
//
// If the entities AABox touches the search cube then consider it to be found
if (entityBox.touches(box)) {
foundEntities.push_back(entity);
}
});

View file

@ -142,11 +142,14 @@ public:
virtual bool deleteApproved() const { return !hasEntities(); }
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,
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<QUuid>& entityIdsToInclude,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<EntityItemID>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const;
@ -180,7 +183,12 @@ public:
/// finds all entities that touch a box
/// \param box the query box
/// \param entities[out] vector of non-const EntityItemPointer
void getEntities(const AACube& box, QVector<EntityItemPointer>& foundEntities);
void getEntities(const AACube& cube, QVector<EntityItemPointer>& foundEntities);
/// finds all entities that touch a box
/// \param box the query box
/// \param entities[out] vector of non-const EntityItemPointer
void getEntities(const AABox& box, QVector<EntityItemPointer>& foundEntities);
EntityItemPointer getEntityWithID(uint32_t id) const;
EntityItemPointer getEntityWithEntityItemID(const EntityItemID& id) const;

View file

@ -123,7 +123,8 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
_vertices.clear();
glm::vec3 v1, v2, tangent, binormal, point;
for (int i = 0; i < minVectorSize - 1; i++) {
int finalIndex = minVectorSize -1;
for (int i = 0; i < finalIndex; i++) {
float width = _strokeWidths.at(i);
point = _points.at(i);
@ -138,7 +139,7 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
_vertices << v1 << v2;
}
//for last point we can just assume binormals are same since it represents last two vertices of quad
point = _points.at(minVectorSize - 1);
point = _points.at(finalIndex);
v1 = point + binormal;
v2 = point - binormal;
_vertices << v1 << v2;

View file

@ -694,50 +694,7 @@ OctreeElementPointer Octree::getOrCreateChildElementContaining(const AACube& box
return getRoot()->getOrCreateChildElementContaining(box);
}
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
OctreeElementPointer& element;
float& distance;
BoxFace& face;
glm::vec3& surfaceNormal;
const QVector<QUuid>& entityIdsToInclude;
void** intersectedObject;
bool found;
bool precisionPicking;
};
bool findRayIntersectionOp(OctreeElementPointer element, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
bool keepSearching = true;
if (element->findRayIntersection(args->origin, args->direction, keepSearching,
args->element, args->distance, args->face, args->surfaceNormal, args->entityIdsToInclude,
args->intersectedObject, args->precisionPicking)) {
args->found = true;
}
return keepSearching;
}
bool Octree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude, void** intersectedObject,
Octree::lockType lockType, bool* accurateResult, bool precisionPicking) {
RayArgs args = { origin, direction, element, distance, face, surfaceNormal, entityIdsToInclude, intersectedObject, false, precisionPicking};
distance = FLT_MAX;
bool requireLock = lockType == Octree::Lock;
bool lockResult = withReadLock([&]{
recurseTreeWithOperation(findRayIntersectionOp, &args);
}, requireLock);
if (accurateResult) {
*accurateResult = lockResult; // if user asked to accuracy or result, let them know this is accurate
}
return args.found;
}
class SphereArgs {
public:

View file

@ -298,13 +298,6 @@ public:
TryLock
} lockType;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
OctreeElementPointer& node, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
const QVector<QUuid>& entityIdsToInclude = QVector<QUuid>(),
void** intersectedObject = NULL,
Octree::lockType lockType = Octree::TryLock,
bool* accurateResult = NULL,
bool precisionPicking = false);
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject = NULL,
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);

View file

@ -573,64 +573,6 @@ void OctreeElement::notifyUpdateHooks() {
}
}
bool OctreeElement::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking) {
keepSearching = true; // assume that we will continue searching after this.
float distanceToElementCube = std::numeric_limits<float>::max();
float distanceToElementDetails = distance;
BoxFace localFace;
glm::vec3 localSurfaceNormal;
// if the ray doesn't intersect with our cube, we can stop searching!
if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
keepSearching = false; // no point in continuing to search
return false; // we did not intersect
}
// by default, we only allow intersections with leaves with content
if (!canRayIntersect()) {
return false; // we don't intersect with non-leaves, and we keep searching
}
// if the distance to the element cube is not less than the current best distance, then it's not possible
// for any details inside the cube to be closer so we don't need to consider them.
if (_cube.contains(origin) || distanceToElementCube < distance) {
if (findDetailedRayIntersection(origin, direction, keepSearching, element, distanceToElementDetails,
face, localSurfaceNormal, entityIdsToInclude, intersectedObject, precisionPicking, distanceToElementCube)) {
if (distanceToElementDetails < distance) {
distance = distanceToElementDetails;
face = localFace;
surfaceNormal = localSurfaceNormal;
return true;
}
}
}
return false;
}
bool OctreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube) {
// we did hit this element, so calculate appropriate distances
if (hasContent()) {
element = shared_from_this();
distance = distanceToElementCube;
if (intersectedObject) {
*intersectedObject = this;
}
keepSearching = false;
return true; // we did intersect
}
return false; // we did not intersect
}
bool OctreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const {

View file

@ -118,16 +118,6 @@ public:
virtual bool deleteApproved() const { return true; }
virtual bool canRayIntersect() const { return isLeaf(); }
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElementPointer& node, float& distance,
BoxFace& face, glm::vec3& surfaceNormal, const QVector<QUuid>& entityIdsToInclude,
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<QUuid>& entityIdsToInclude,
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
/// \param center center of sphere in meters
/// \param radius radius of sphere in meters
/// \param[out] penetration pointing into cube from sphere

View file

@ -13,7 +13,6 @@
#include <QUrl>
#include <QUuid>
#include <QRect>
#include <glm/gtc/quaternion.hpp>
#include "RegisteredMetaTypes.h"
@ -119,6 +118,21 @@ QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array) {
return newVector;
}
QVector<EntityItemID> qVectorEntityItemIDFromScriptValue(const QScriptValue& array) {
if (!array.isArray()) {
return QVector<EntityItemID>();
}
QVector<EntityItemID> newVector;
int length = array.property("length").toInteger();
newVector.reserve(length);
for (int i = 0; i < length; i++) {
QString uuidAsString = array.property(i).toString();
EntityItemID fromString(uuidAsString);
newVector << fromString;
}
return newVector;
}
QScriptValue qVectorFloatToScriptValue(QScriptEngine* engine, const QVector<float>& vector) {
QScriptValue array = engine->newArray();
for (int i = 0; i < vector.size(); i++) {

View file

@ -14,6 +14,7 @@
#include <QtScript/QScriptEngine>
#include <QtCore/QUuid>
#include "../../entities/src/EntityItemID.h"
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
@ -66,6 +67,7 @@ void qVectorFloatFromScriptValue(const QScriptValue& array, QVector<float>& vect
QVector<float> qVectorFloatFromScriptValue(const QScriptValue& array);
QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array);
QVector<EntityItemID> qVectorEntityItemIDFromScriptValue(const QScriptValue& array);
class PickRay {
public:

View file

@ -321,7 +321,7 @@
resetMe: {
resetMe: true
},
grabbable: {
grabbableKey: {
invertSolidWhileHeld: true
}
})

View file

@ -294,7 +294,7 @@ MasterReset = function() {
resetMe: {
resetMe: true
},
grabbable: {
grabbableKey: {
invertSolidWhileHeld: true
}
})