mirror of
https://github.com/overte-org/overte.git
synced 2025-07-23 06:44:07 +02:00
Merge remote-tracking branch 'upstream/master' into HEAD
This commit is contained in:
commit
21a3079a39
20 changed files with 300 additions and 211 deletions
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@ -19,7 +19,7 @@ Script.include("../libraries/utils.js");
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//
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//
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// add lines where the hand ray picking is happening
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// add lines where the hand ray picking is happening
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//
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//
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var DEBUG_HAND_RAY_PICKING = false;
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var WANT_DEBUG = false;
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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//
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//
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@ -49,6 +49,7 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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// near grabbing
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// near grabbing
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//
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//
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var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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@ -193,22 +194,23 @@ function MyController(hand, triggerAction) {
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};
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};
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this.setState = function(newState) {
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this.setState = function(newState) {
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// print("STATE: " + this.state + " --> " + newState);
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if (WANT_DEBUG) {
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print("STATE: " + this.state + " --> " + newState);
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}
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this.state = newState;
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this.state = newState;
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}
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}
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this.debugLine = function(closePoint, farPoint, color){
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this.debugLine = function(closePoint, farPoint, color){
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Entities.addEntity({
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Entities.addEntity({
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type: "Line",
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type: "Line",
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name: "Debug Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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visible: true,
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position: closePoint,
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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color: color,
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lifetime: 0.1
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lifetime: 0.1
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});
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});
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}
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}
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this.lineOn = function(closePoint, farPoint, color) {
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this.lineOn = function(closePoint, farPoint, color) {
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@ -226,14 +228,13 @@ function MyController(hand, triggerAction) {
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});
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});
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} else {
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} else {
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var age = Entities.getEntityProperties(this.pointer, "age").age;
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var age = Entities.getEntityProperties(this.pointer, "age").age;
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Entities.editEntity(this.pointer, {
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this.pointer = Entities.editEntity(this.pointer, {
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position: closePoint,
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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color: color,
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lifetime: age + LIFETIME
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lifetime: age + LIFETIME
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});
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});
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}
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}
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};
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};
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this.lineOff = function() {
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this.lineOff = function() {
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@ -282,7 +283,6 @@ function MyController(hand, triggerAction) {
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return;
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return;
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}
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}
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// the trigger is being pressed, do a ray test
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var handPosition = this.getHandPosition();
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var distantPickRay = {
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var distantPickRay = {
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@ -290,29 +290,17 @@ function MyController(hand, triggerAction) {
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direction: Quat.getUp(this.getHandRotation()),
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direction: Quat.getUp(this.getHandRotation()),
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length: PICK_MAX_DISTANCE
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length: PICK_MAX_DISTANCE
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};
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};
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var palmPickRay = {
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origin: handPosition,
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direction: Quat.getFront(this.getHandRotation()),
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length: NEAR_PICK_MAX_DISTANCE
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};
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var otherPickRay = {
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origin: handPosition,
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direction: Quat.getRight(this.getHandRotation()),
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length: NEAR_PICK_MAX_DISTANCE
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};
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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// don't pick 60x per second.
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var pickRays = [];
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var now = Date.now();
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var now = Date.now();
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if (now - this.lastPickTime < MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
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if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
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return;
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pickRays = [distantPickRay];
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this.lastPickTime = now;
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}
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}
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this.lastPickTime = now;
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var pickRays = [distantPickRay, palmPickRay, otherPickRay];
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for (var index=0; index < pickRays.length; ++index) {
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for (var index=0; index < pickRays.length; ++index) {
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var pickRay = pickRays[index];
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var pickRay = pickRays[index];
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var directionNormalized = Vec3.normalize(pickRay.direction);
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var directionNormalized = Vec3.normalize(pickRay.direction);
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@ -322,12 +310,13 @@ function MyController(hand, triggerAction) {
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direction: pickRay.direction
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direction: pickRay.direction
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};
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};
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if (DEBUG_HAND_RAY_PICKING)
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if (WANT_DEBUG) {
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this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
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this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
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red: 0,
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red: 0,
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green: 255,
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green: 255,
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blue: 0
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blue: 0
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})
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})
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}
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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@ -336,7 +325,6 @@ function MyController(hand, triggerAction) {
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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this.grabbedEntity = intersection.entityID;
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//this code will disabled the beam for the opposite hand of the one that grabbed it if the entity says so
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//this code will disabled the beam for the opposite hand of the one that grabbed it if the entity says so
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
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if (grabbableData["turnOffOppositeBeam"] === true) {
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if (grabbableData["turnOffOppositeBeam"] === true) {
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@ -345,7 +333,6 @@ function MyController(hand, triggerAction) {
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} else {
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} else {
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disabledHand = RIGHT_HAND;
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disabledHand = RIGHT_HAND;
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}
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}
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} else {
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} else {
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disabledHand = 'none';
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disabledHand = 'none';
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}
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}
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@ -380,6 +367,37 @@ function MyController(hand, triggerAction) {
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}
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}
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}
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}
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}
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}
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if (this.grabbedEntity === null) {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = PICK_MAX_DISTANCE;
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var i, props, distance, grabbableData;
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for (i = 0; i < nearbyEntities.length; i++) {
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var grabbableDataForCandidate =
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getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
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if (grabbableDataForCandidate.grabbable === false) {
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continue;
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}
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var propsForCandidate =
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Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
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distance = Vec3.distance(propsForCandidate.position, handPosition);
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if (distance < minDistance && propsForCandidate.name !== "pointer") {
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this.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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props = propsForCandidate;
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grabbableData = grabbableDataForCandidate;
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}
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}
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if (this.grabbedEntity === null) {
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return;
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} else if (props.locked === 0 && props.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else if (props.collisionsWillMove === 0 && grabbableData.wantsTrigger) {
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// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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}
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};
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};
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this.distanceHolding = function() {
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this.distanceHolding = function() {
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@ -441,7 +459,8 @@ function MyController(hand, triggerAction) {
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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// the action was set up on a previous call. update the targets.
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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@ -491,7 +510,10 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = now;
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this.currentObjectTime = now;
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// this doubles hand rotation
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR), Quat.inverse(this.handPreviousRotation));
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation,
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|
handRotation,
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|
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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|
Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
|
this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
|
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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|
|
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|
@ -526,7 +548,8 @@ function MyController(hand, triggerAction) {
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|
|
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this.lineOff();
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this.lineOff();
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|
|
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
|
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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|
|
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var handRotation = this.getHandRotation();
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var handRotation = this.getHandRotation();
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@ -764,9 +787,9 @@ function MyController(hand, triggerAction) {
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|
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this.release = function() {
|
this.release = function() {
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|
|
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if(this.hand!==disabledHand){
|
if(this.hand !== disabledHand){
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//release the disabled hand when we let go with the main one
|
//release the disabled hand when we let go with the main one
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disabledHand='none';
|
disabledHand = 'none';
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}
|
}
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this.lineOff();
|
this.lineOff();
|
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|
|
||||||
|
|
|
@ -36,6 +36,10 @@ var hoop = Entities.addEntity({
|
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y: 3.99,
|
y: 3.99,
|
||||||
z: 3.79
|
z: 3.79
|
||||||
},
|
},
|
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|
userData: JSON.stringify({
|
||||||
|
grabbableKey: {
|
||||||
|
grabbable: false
|
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|
}
|
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|
})
|
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compoundShapeURL: hoopCollisionHullURL
|
compoundShapeURL: hoopCollisionHullURL
|
||||||
});
|
});
|
||||||
|
|
|
@ -22,8 +22,6 @@ var DIAMETER = 0.30;
|
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var RESET_DISTANCE = 1;
|
var RESET_DISTANCE = 1;
|
||||||
var MINIMUM_MOVE_LENGTH = 0.05;
|
var MINIMUM_MOVE_LENGTH = 0.05;
|
||||||
|
|
||||||
var GRABBABLE_DATA_KEY = "grabbableKey";
|
|
||||||
|
|
||||||
var rackStartPosition =
|
var rackStartPosition =
|
||||||
Vec3.sum(MyAvatar.position,
|
Vec3.sum(MyAvatar.position,
|
||||||
Vec3.multiplyQbyV(MyAvatar.orientation, {
|
Vec3.multiplyQbyV(MyAvatar.orientation, {
|
||||||
|
@ -53,19 +51,17 @@ var rack = Entities.addEntity({
|
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ignoreForCollisions: false,
|
ignoreForCollisions: false,
|
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collisionSoundURL: collisionSoundURL,
|
collisionSoundURL: collisionSoundURL,
|
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compoundShapeURL: rackCollisionHullURL,
|
compoundShapeURL: rackCollisionHullURL,
|
||||||
// scriptURL: rackScriptURL
|
userData: JSON.stringify({
|
||||||
|
grabbableKey: {
|
||||||
|
grabbable: false
|
||||||
|
}
|
||||||
|
})
|
||||||
});
|
});
|
||||||
|
|
||||||
|
var balls = [];
|
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setEntityCustomData(GRABBABLE_DATA_KEY, rack, {
|
|
||||||
grabbable: false
|
|
||||||
});
|
|
||||||
|
|
||||||
var nonCollidingBalls = [];
|
|
||||||
var collidingBalls = [];
|
|
||||||
var originalBallPositions = [];
|
var originalBallPositions = [];
|
||||||
|
|
||||||
function createCollidingBalls() {
|
function createBalls() {
|
||||||
var position = rackStartPosition;
|
var position = rackStartPosition;
|
||||||
|
|
||||||
var i;
|
var i;
|
||||||
|
@ -76,9 +72,9 @@ function createCollidingBalls() {
|
||||||
z: position.z + (DIAMETER) - (DIAMETER * i)
|
z: position.z + (DIAMETER) - (DIAMETER * i)
|
||||||
};
|
};
|
||||||
|
|
||||||
var collidingBall = Entities.addEntity({
|
var ball = Entities.addEntity({
|
||||||
type: "Model",
|
type: "Model",
|
||||||
name: 'Colliding Basketball',
|
name: 'Hifi-Basketball',
|
||||||
shapeType: 'Sphere',
|
shapeType: 'Sphere',
|
||||||
position: ballPosition,
|
position: ballPosition,
|
||||||
dimensions: {
|
dimensions: {
|
||||||
|
@ -96,16 +92,21 @@ function createCollidingBalls() {
|
||||||
collisionsWillMove: true,
|
collisionsWillMove: true,
|
||||||
ignoreForCollisions: false,
|
ignoreForCollisions: false,
|
||||||
modelURL: basketballURL,
|
modelURL: basketballURL,
|
||||||
|
userData: JSON.stringify({
|
||||||
|
grabbableKey: {
|
||||||
|
invertSolidWhileHeld: true
|
||||||
|
}
|
||||||
|
})
|
||||||
});
|
});
|
||||||
|
|
||||||
collidingBalls.push(collidingBall);
|
balls.push(ball);
|
||||||
originalBallPositions.push(position);
|
originalBallPositions.push(position);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function testBallDistanceFromStart() {
|
function testBallDistanceFromStart() {
|
||||||
var resetCount = 0;
|
var resetCount = 0;
|
||||||
collidingBalls.forEach(function(ball, index) {
|
balls.forEach(function(ball, index) {
|
||||||
var currentPosition = Entities.getEntityProperties(ball, "position").position;
|
var currentPosition = Entities.getEntityProperties(ball, "position").position;
|
||||||
var originalPosition = originalBallPositions[index];
|
var originalPosition = originalBallPositions[index];
|
||||||
var distance = Vec3.subtract(originalPosition, currentPosition);
|
var distance = Vec3.subtract(originalPosition, currentPosition);
|
||||||
|
@ -117,8 +118,8 @@ function testBallDistanceFromStart() {
|
||||||
if (moving < MINIMUM_MOVE_LENGTH) {
|
if (moving < MINIMUM_MOVE_LENGTH) {
|
||||||
resetCount++;
|
resetCount++;
|
||||||
if (resetCount === NUMBER_OF_BALLS) {
|
if (resetCount === NUMBER_OF_BALLS) {
|
||||||
deleteCollidingBalls();
|
deleteBalls();
|
||||||
createCollidingBalls();
|
createBalls();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}, 200)
|
}, 200)
|
||||||
|
@ -128,19 +129,19 @@ function testBallDistanceFromStart() {
|
||||||
|
|
||||||
function deleteEntity(entityID) {
|
function deleteEntity(entityID) {
|
||||||
if (entityID === rack) {
|
if (entityID === rack) {
|
||||||
deleteCollidingBalls();
|
deleteBalls();
|
||||||
Script.clearInterval(distanceCheckInterval);
|
Script.clearInterval(distanceCheckInterval);
|
||||||
Entities.deletingEntity.disconnect(deleteEntity);
|
Entities.deletingEntity.disconnect(deleteEntity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function deleteCollidingBalls() {
|
function deleteBalls() {
|
||||||
while (collidingBalls.length > 0) {
|
while (balls.length > 0) {
|
||||||
Entities.deleteEntity(collidingBalls.pop());
|
Entities.deleteEntity(balls.pop());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
createCollidingBalls();
|
createBalls();
|
||||||
Entities.deletingEntity.connect(deleteEntity);
|
Entities.deletingEntity.connect(deleteEntity);
|
||||||
|
|
||||||
var distanceCheckInterval = Script.setInterval(testBallDistanceFromStart, 1000);
|
var distanceCheckInterval = Script.setInterval(testBallDistanceFromStart, 1000);
|
||||||
|
|
|
@ -481,7 +481,7 @@ void EntityTreeRenderer::deleteReleasedModels() {
|
||||||
}
|
}
|
||||||
|
|
||||||
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
RayToEntityIntersectionResult EntityTreeRenderer::findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
||||||
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) {
|
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
|
||||||
RayToEntityIntersectionResult result;
|
RayToEntityIntersectionResult result;
|
||||||
if (_tree) {
|
if (_tree) {
|
||||||
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
|
EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
|
||||||
|
|
|
@ -130,7 +130,7 @@ private:
|
||||||
|
|
||||||
QList<Model*> _releasedModels;
|
QList<Model*> _releasedModels;
|
||||||
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
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 _currentHoverOverEntityID;
|
||||||
EntityItemID _currentClickingOnEntityID;
|
EntityItemID _currentClickingOnEntityID;
|
||||||
|
|
|
@ -280,18 +280,18 @@ QVector<QUuid> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corn
|
||||||
}
|
}
|
||||||
|
|
||||||
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
|
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);
|
return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entities);
|
||||||
}
|
}
|
||||||
|
|
||||||
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude) {
|
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);
|
return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entities);
|
||||||
}
|
}
|
||||||
|
|
||||||
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
|
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,
|
||||||
Octree::lockType lockType,
|
Octree::lockType lockType,
|
||||||
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude) {
|
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude) {
|
||||||
|
|
||||||
|
|
||||||
RayToEntityIntersectionResult result;
|
RayToEntityIntersectionResult result;
|
||||||
|
|
|
@ -186,7 +186,7 @@ private:
|
||||||
|
|
||||||
/// actually does the work of finding the ray intersection, can be called in locking mode or tryLock mode
|
/// 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,
|
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
|
||||||
bool precisionPicking, const QVector<QUuid>& entityIdsToInclude);
|
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude);
|
||||||
|
|
||||||
EntityTreePointer _entityTree;
|
EntityTreePointer _entityTree;
|
||||||
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;
|
EntitiesScriptEngineProvider* _entitiesScriptEngine = nullptr;
|
||||||
|
|
|
@ -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
|
// if this element doesn't contain the point, then none of its children can contain the point, so stop searching
|
||||||
return false;
|
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) {
|
EntityItemPointer EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) {
|
||||||
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };
|
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };
|
||||||
|
|
|
@ -80,6 +80,14 @@ public:
|
||||||
virtual int processEditPacketData(NLPacket& packet, const unsigned char* editData, int maxLength,
|
virtual int processEditPacketData(NLPacket& packet, const unsigned char* editData, int maxLength,
|
||||||
const SharedNodePointer& senderNode);
|
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; }
|
virtual bool rootElementHasData() const { return true; }
|
||||||
|
|
||||||
// the root at least needs to store the number of entities in the packet/buffer
|
// the root at least needs to store the number of entities in the packet/buffer
|
||||||
|
|
|
@ -493,9 +493,50 @@ bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3
|
||||||
return false;
|
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,
|
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching,
|
||||||
OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal,
|
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...
|
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
|
||||||
int entityNumber = 0;
|
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 {
|
void EntityTreeElement::getEntities(const glm::vec3& searchPosition, float searchRadius, QVector<EntityItemPointer>& foundEntities) const {
|
||||||
float compareRadius = searchRadius * searchRadius;
|
float compareRadius = searchRadius * searchRadius;
|
||||||
forEachEntity([&](EntityItemPointer entity) {
|
forEachEntity([&](EntityItemPointer entity) {
|
||||||
// For iteration like this, avoid the use of square roots by comparing distances squared
|
|
||||||
float distanceSquared = glm::length2(entity->getPosition() - searchPosition);
|
AABox entityBox = entity->getAABox();
|
||||||
float otherRadius = entity->getRadius();
|
|
||||||
if (distanceSquared < (compareRadius + (otherRadius * otherRadius))) {
|
// 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);
|
foundEntities.push_back(entity);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: change this to use better bounding shape for entity than sphere
|
void EntityTreeElement::getEntities(const AABox& box, QVector<EntityItemPointer>& foundEntities) {
|
||||||
void EntityTreeElement::getEntities(const AACube& box, QVector<EntityItemPointer>& foundEntities) {
|
|
||||||
AACube entityCube;
|
|
||||||
forEachEntity([&](EntityItemPointer entity) {
|
forEachEntity([&](EntityItemPointer entity) {
|
||||||
float radius = entity->getRadius();
|
AABox entityBox = entity->getAABox();
|
||||||
// NOTE: we actually do cube-cube collision queries here, which is sloppy but good enough for now
|
// FIXME - handle entity->getShapeType() == SHAPE_TYPE_SPHERE case better
|
||||||
// TODO: decide whether to replace entityCube-cube query with sphere-cube (requires a square root
|
// FIXME - consider allowing the entity to determine penetration so that
|
||||||
// but will be slightly more accurate).
|
// entities could presumably dull actuall hull testing if they wanted to
|
||||||
entityCube.setBox(entity->getPosition() - glm::vec3(radius), 2.0f * radius);
|
// FIXME - is there an easy way to translate the search cube into something in the
|
||||||
if (entityCube.touches(box)) {
|
// 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);
|
foundEntities.push_back(entity);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
|
@ -142,11 +142,14 @@ public:
|
||||||
virtual bool deleteApproved() const { return !hasEntities(); }
|
virtual bool deleteApproved() const { return !hasEntities(); }
|
||||||
|
|
||||||
virtual bool canRayIntersect() 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,
|
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||||
bool& keepSearching, OctreeElementPointer& element, float& distance,
|
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);
|
void** intersectedObject, bool precisionPicking, float distanceToElementCube);
|
||||||
|
|
||||||
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
|
virtual bool findSpherePenetration(const glm::vec3& center, float radius,
|
||||||
glm::vec3& penetration, void** penetratedObject) const;
|
glm::vec3& penetration, void** penetratedObject) const;
|
||||||
|
|
||||||
|
@ -180,7 +183,12 @@ public:
|
||||||
/// finds all entities that touch a box
|
/// finds all entities that touch a box
|
||||||
/// \param box the query box
|
/// \param box the query box
|
||||||
/// \param entities[out] vector of non-const EntityItemPointer
|
/// \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 getEntityWithID(uint32_t id) const;
|
||||||
EntityItemPointer getEntityWithEntityItemID(const EntityItemID& id) const;
|
EntityItemPointer getEntityWithEntityItemID(const EntityItemID& id) const;
|
||||||
|
|
|
@ -123,7 +123,8 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
|
||||||
_vertices.clear();
|
_vertices.clear();
|
||||||
glm::vec3 v1, v2, tangent, binormal, point;
|
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);
|
float width = _strokeWidths.at(i);
|
||||||
point = _points.at(i);
|
point = _points.at(i);
|
||||||
|
|
||||||
|
@ -138,7 +139,7 @@ bool PolyLineEntityItem::setNormals(const QVector<glm::vec3>& normals) {
|
||||||
_vertices << v1 << v2;
|
_vertices << v1 << v2;
|
||||||
}
|
}
|
||||||
//for last point we can just assume binormals are same since it represents last two vertices of quad
|
//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;
|
v1 = point + binormal;
|
||||||
v2 = point - binormal;
|
v2 = point - binormal;
|
||||||
_vertices << v1 << v2;
|
_vertices << v1 << v2;
|
||||||
|
|
|
@ -694,50 +694,7 @@ OctreeElementPointer Octree::getOrCreateChildElementContaining(const AACube& box
|
||||||
return getRoot()->getOrCreateChildElementContaining(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 {
|
class SphereArgs {
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -298,13 +298,6 @@ public:
|
||||||
TryLock
|
TryLock
|
||||||
} lockType;
|
} 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,
|
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject = NULL,
|
||||||
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);
|
Octree::lockType lockType = Octree::TryLock, bool* accurateResult = NULL);
|
||||||
|
|
|
@ -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,
|
bool OctreeElement::findSpherePenetration(const glm::vec3& center, float radius,
|
||||||
glm::vec3& penetration, void** penetratedObject) const {
|
glm::vec3& penetration, void** penetratedObject) const {
|
||||||
|
|
|
@ -118,16 +118,6 @@ public:
|
||||||
virtual bool deleteApproved() const { return true; }
|
virtual bool deleteApproved() const { return true; }
|
||||||
|
|
||||||
virtual bool canRayIntersect() const { return isLeaf(); }
|
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 center center of sphere in meters
|
||||||
/// \param radius radius of sphere in meters
|
/// \param radius radius of sphere in meters
|
||||||
/// \param[out] penetration pointing into cube from sphere
|
/// \param[out] penetration pointing into cube from sphere
|
||||||
|
|
|
@ -13,7 +13,6 @@
|
||||||
#include <QUrl>
|
#include <QUrl>
|
||||||
#include <QUuid>
|
#include <QUuid>
|
||||||
#include <QRect>
|
#include <QRect>
|
||||||
|
|
||||||
#include <glm/gtc/quaternion.hpp>
|
#include <glm/gtc/quaternion.hpp>
|
||||||
|
|
||||||
#include "RegisteredMetaTypes.h"
|
#include "RegisteredMetaTypes.h"
|
||||||
|
@ -119,6 +118,21 @@ QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array) {
|
||||||
return newVector;
|
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 qVectorFloatToScriptValue(QScriptEngine* engine, const QVector<float>& vector) {
|
||||||
QScriptValue array = engine->newArray();
|
QScriptValue array = engine->newArray();
|
||||||
for (int i = 0; i < vector.size(); i++) {
|
for (int i = 0; i < vector.size(); i++) {
|
||||||
|
|
|
@ -14,6 +14,7 @@
|
||||||
|
|
||||||
#include <QtScript/QScriptEngine>
|
#include <QtScript/QScriptEngine>
|
||||||
#include <QtCore/QUuid>
|
#include <QtCore/QUuid>
|
||||||
|
#include "../../entities/src/EntityItemID.h"
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/gtc/quaternion.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<float> qVectorFloatFromScriptValue(const QScriptValue& array);
|
||||||
|
|
||||||
QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array);
|
QVector<QUuid> qVectorQUuidFromScriptValue(const QScriptValue& array);
|
||||||
|
QVector<EntityItemID> qVectorEntityItemIDFromScriptValue(const QScriptValue& array);
|
||||||
|
|
||||||
class PickRay {
|
class PickRay {
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -321,7 +321,7 @@
|
||||||
resetMe: {
|
resetMe: {
|
||||||
resetMe: true
|
resetMe: true
|
||||||
},
|
},
|
||||||
grabbable: {
|
grabbableKey: {
|
||||||
invertSolidWhileHeld: true
|
invertSolidWhileHeld: true
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
|
@ -294,7 +294,7 @@ MasterReset = function() {
|
||||||
resetMe: {
|
resetMe: {
|
||||||
resetMe: true
|
resetMe: true
|
||||||
},
|
},
|
||||||
grabbable: {
|
grabbableKey: {
|
||||||
invertSolidWhileHeld: true
|
invertSolidWhileHeld: true
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
Loading…
Reference in a new issue