mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
commit
2c276bb13e
8 changed files with 352 additions and 35 deletions
|
@ -79,8 +79,8 @@ var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_RELEASE = 8;
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var GRAB_USER_DATA_KEY = "grabKey";
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var GRABBABLE_DATA_KEY = "grabbableKey";
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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function getTag() {
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return "grab-" + MyAvatar.sessionUUID;
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@ -312,7 +312,8 @@ function MyController(hand, triggerAction) {
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
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"gravity", "ignoreForCollisions"]);
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// add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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@ -336,7 +337,7 @@ function MyController(hand, triggerAction) {
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if (this.actionID !== null) {
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this.setState(STATE_CONTINUE_DISTANCE_HOLDING);
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this.activateEntity(this.grabbedEntity);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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@ -439,9 +440,9 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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this.activateEntity(this.grabbedEntity);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
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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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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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@ -454,7 +455,7 @@ function MyController(hand, triggerAction) {
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var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
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this.actionID = NULL_ACTION_ID;
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this.actionID = Entities.addAction("hold", this.grabbedEntity, {
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this.actionID = Entities.addAction("kinematic-hold", this.grabbedEntity, {
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hand: this.hand === RIGHT_HAND ? "right" : "left",
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timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
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relativePosition: offsetPosition,
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@ -640,20 +641,35 @@ function MyController(hand, triggerAction) {
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this.release();
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};
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this.activateEntity = function() {
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var data = {
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activated: true,
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avatarId: MyAvatar.sessionUUID
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};
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setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
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this.activateEntity = function(entityID, grabbedProperties) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data["activated"] = true;
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data["avatarId"] = MyAvatar.sessionUUID;
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data["refCount"] = data["refCount"] ? data["refCount"] + 1 : 1;
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// zero gravity and set ignoreForCollisions to true, but in a way that lets us put them back, after all grabs are done
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if (data["refCount"] == 1) {
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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Entities.editEntity(entityID, {gravity: {x:0, y:0, z:0}, ignoreForCollisions: true});
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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this.deactivateEntity = function() {
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var data = {
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activated: false,
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avatarId: null
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};
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setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
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this.deactivateEntity = function(entityID) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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Entities.editEntity(entityID, {
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gravity: data["gravity"],
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ignoreForCollisions: data["ignoreForCollisions"]
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});
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data = null;
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}
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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}
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@ -26,7 +26,8 @@ var IDENTITY_QUAT = {
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z: 0,
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w: 0
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};
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var GRABBABLE_DATA_KEY = "grabbableKey";
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with handControllerGrab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with handControllerGrab.js
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var defaultGrabbableData = {
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grabbable: true
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@ -247,7 +248,6 @@ Grabber = function() {
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this.currentPosition = ZERO_VEC3;
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this.planeNormal = ZERO_VEC3;
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this.originalGravity = ZERO_VEC3;
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// maxDistance is a function of the size of the object.
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this.maxDistance;
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@ -346,14 +346,11 @@ Grabber.prototype.pressEvent = function(event) {
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return;
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}
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Entities.editEntity(clickedEntity, {
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gravity: ZERO_VEC3
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});
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this.activateEntity(clickedEntity, entityProperties);
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this.isGrabbing = true;
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this.entityID = clickedEntity;
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this.currentPosition = entityProperties.position;
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this.originalGravity = entityProperties.gravity;
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this.targetPosition = {
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x: this.startPosition.x,
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y: this.startPosition.y,
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@ -379,12 +376,7 @@ Grabber.prototype.pressEvent = function(event) {
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Grabber.prototype.releaseEvent = function() {
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if (this.isGrabbing) {
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if (Vec3.length(this.originalGravity) != 0) {
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Entities.editEntity(this.entityID, {
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gravity: this.originalGravity
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});
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}
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this.deactivateEntity(this.entityID);
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this.isGrabbing = false
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Entities.deleteAction(this.entityID, this.actionID);
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this.actionID = null;
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@ -503,6 +495,39 @@ Grabber.prototype.keyPressEvent = function(event) {
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this.computeNewGrabPlane();
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}
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Grabber.prototype.activateEntity = function(entityID, grabbedProperties) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data["activated"] = true;
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data["avatarId"] = MyAvatar.sessionUUID;
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data["refCount"] = data["refCount"] ? data["refCount"] + 1 : 1;
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// zero gravity and set ignoreForCollisions to true, but in a way that lets us put them back, after all grabs are done
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if (data["refCount"] == 1) {
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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Entities.editEntity(entityID, {gravity: {x:0, y:0, z:0}, ignoreForCollisions: true});
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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Grabber.prototype.deactivateEntity = function(entityID) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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Entities.editEntity(entityID, {
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gravity: data["gravity"],
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ignoreForCollisions: data["ignoreForCollisions"]
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});
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data = null;
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}
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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var grabber = new Grabber();
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function pressEvent(event) {
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@ -79,13 +79,21 @@ getEntityUserData = function(id) {
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// Non-destructively modify the user data of an entity.
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setEntityCustomData = function(customKey, id, data) {
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var userData = getEntityUserData(id);
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userData[customKey] = data;
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if (data == null) {
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delete userData[customKey];
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} else {
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userData[customKey] = data;
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}
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setEntityUserData(id, userData);
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}
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getEntityCustomData = function(customKey, id, defaultValue) {
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var userData = getEntityUserData(id);
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return userData[customKey] ? userData[customKey] : defaultValue;
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if (undefined != userData[customKey]) {
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return userData[customKey];
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} else {
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return defaultValue;
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}
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}
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mergeObjects = function(proto, custom) {
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@ -12,6 +12,7 @@
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#include <avatar/AvatarActionHold.h>
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#include <avatar/AvatarActionKinematicHold.h>
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#include <ObjectActionOffset.h>
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#include <ObjectActionSpring.h>
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@ -28,6 +29,8 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
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return (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
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case ACTION_TYPE_HOLD:
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return (EntityActionPointer) new AvatarActionHold(id, ownerEntity);
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case ACTION_TYPE_KINEMATIC_HOLD:
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return (EntityActionPointer) new AvatarActionKinematicHold(id, ownerEntity);
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}
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assert(false);
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188
interface/src/avatar/AvatarActionKinematicHold.cpp
Normal file
188
interface/src/avatar/AvatarActionKinematicHold.cpp
Normal file
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//
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// AvatarActionKinematicHold.cpp
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// interface/src/avatar/
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//
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// Created by Seth Alves 2015-6-9
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "QVariantGLM.h"
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#include "avatar/MyAvatar.h"
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#include "avatar/AvatarManager.h"
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#include "AvatarActionKinematicHold.h"
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const uint16_t AvatarActionKinematicHold::holdVersion = 1;
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AvatarActionKinematicHold::AvatarActionKinematicHold(const QUuid& id, EntityItemPointer ownerEntity) :
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ObjectActionSpring(id, ownerEntity),
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_relativePosition(glm::vec3(0.0f)),
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_relativeRotation(glm::quat()),
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_hand("right"),
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_mine(false),
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_previousPositionalTarget(Vectors::ZERO),
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_previousRotationalTarget(Quaternions::IDENTITY)
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{
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_type = ACTION_TYPE_KINEMATIC_HOLD;
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#if WANT_DEBUG
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qDebug() << "AvatarActionKinematicHold::AvatarActionKinematicHold";
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#endif
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}
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AvatarActionKinematicHold::~AvatarActionKinematicHold() {
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#if WANT_DEBUG
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qDebug() << "AvatarActionKinematicHold::~AvatarActionKinematicHold";
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#endif
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}
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void AvatarActionKinematicHold::updateActionWorker(float deltaTimeStep) {
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if (!_mine) {
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// if a local script isn't updating this, then we are just getting spring-action data over the wire.
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// let the super-class handle it.
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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return;
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}
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assert(deltaTimeStep > 0.0f);
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glm::quat rotation;
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glm::vec3 position;
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glm::vec3 offset;
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bool gotLock = withTryReadLock([&]{
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = myAvatar->getRightPalmPosition();
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palmRotation = myAvatar->getRightPalmRotation();
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} else {
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palmPosition = myAvatar->getLeftPalmPosition();
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palmRotation = myAvatar->getLeftPalmRotation();
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}
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rotation = palmRotation * _relativeRotation;
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offset = rotation * _relativePosition;
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position = palmPosition + offset;
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});
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if (gotLock) {
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gotLock = withTryWriteLock([&]{
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if (_positionalTarget != position || _rotationalTarget != rotation) {
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_positionalTarget = position;
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_rotationalTarget = rotation;
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auto ownerEntity = _ownerEntity.lock();
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if (ownerEntity) {
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ownerEntity->setActionDataDirty(true);
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void* physicsInfo = ownerEntity->getPhysicsInfo();
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if (physicsInfo) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
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if (!rigidBody) {
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qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
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return;
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}
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if (_setVelocity) {
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if (_previousSet) {
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glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
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rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
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// back up along velocity a bit in order to smooth out a "vibrating" appearance
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_positionalTarget -= positionalVelocity * deltaTimeStep / 2.0f;
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}
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}
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btTransform worldTrans = rigidBody->getWorldTransform();
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worldTrans.setOrigin(glmToBullet(_positionalTarget));
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worldTrans.setRotation(glmToBullet(_rotationalTarget));
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rigidBody->setWorldTransform(worldTrans);
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_previousPositionalTarget = _positionalTarget;
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_previousRotationalTarget = _rotationalTarget;
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_previousSet = true;
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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 (gotLock) {
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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}
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bool AvatarActionKinematicHold::updateArguments(QVariantMap arguments) {
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if (!ObjectAction::updateArguments(arguments)) {
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return false;
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}
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bool ok = true;
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glm::vec3 relativePosition =
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EntityActionInterface::extractVec3Argument("kinematic-hold", arguments, "relativePosition", ok, false);
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if (!ok) {
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relativePosition = _relativePosition;
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}
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ok = true;
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glm::quat relativeRotation =
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EntityActionInterface::extractQuatArgument("kinematic-hold", arguments, "relativeRotation", ok, false);
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if (!ok) {
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relativeRotation = _relativeRotation;
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}
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ok = true;
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QString hand =
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EntityActionInterface::extractStringArgument("kinematic-hold", arguments, "hand", ok, false);
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if (!ok || !(hand == "left" || hand == "right")) {
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hand = _hand;
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}
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ok = true;
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int setVelocity =
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EntityActionInterface::extractIntegerArgument("kinematic-hold", arguments, "setVelocity", ok, false);
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if (!ok) {
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setVelocity = false;
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}
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if (relativePosition != _relativePosition
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|| relativeRotation != _relativeRotation
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|| hand != _hand) {
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withWriteLock([&] {
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_relativePosition = relativePosition;
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_relativeRotation = relativeRotation;
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_hand = hand;
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_setVelocity = setVelocity;
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_mine = true;
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_active = true;
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activateBody();
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});
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}
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return true;
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}
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QVariantMap AvatarActionKinematicHold::getArguments() {
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QVariantMap arguments = ObjectAction::getArguments();
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withReadLock([&]{
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if (!_mine) {
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arguments = ObjectActionSpring::getArguments();
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return;
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}
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arguments["relativePosition"] = glmToQMap(_relativePosition);
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arguments["relativeRotation"] = glmToQMap(_relativeRotation);
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arguments["setVelocity"] = _setVelocity;
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arguments["hand"] = _hand;
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});
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return arguments;
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}
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void AvatarActionKinematicHold::deserialize(QByteArray serializedArguments) {
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if (!_mine) {
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ObjectActionSpring::deserialize(serializedArguments);
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}
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}
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47
interface/src/avatar/AvatarActionKinematicHold.h
Normal file
47
interface/src/avatar/AvatarActionKinematicHold.h
Normal file
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@ -0,0 +1,47 @@
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//
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// AvatarActionKinematicHold.h
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// interface/src/avatar/
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//
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// Created by Seth Alves 2015-10-2
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
|
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AvatarActionKinematicHold_h
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#define hifi_AvatarActionKinematicHold_h
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#include <QUuid>
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#include <EntityItem.h>
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#include <ObjectActionSpring.h>
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class AvatarActionKinematicHold : public ObjectActionSpring {
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public:
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AvatarActionKinematicHold(const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~AvatarActionKinematicHold();
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual void updateActionWorker(float deltaTimeStep);
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virtual void deserialize(QByteArray serializedArguments);
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private:
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static const uint16_t holdVersion;
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glm::vec3 _relativePosition;
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glm::quat _relativeRotation;
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QString _hand;
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bool _mine = false;
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bool _previousSet = false;
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glm::vec3 _previousPositionalTarget;
|
||||
glm::quat _previousRotationalTarget;
|
||||
|
||||
bool _setVelocity = false;
|
||||
};
|
||||
|
||||
#endif // hifi_AvatarActionKinematicHold_h
|
|
@ -100,6 +100,9 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
|
|||
if (normalizedActionTypeString == "hold") {
|
||||
return ACTION_TYPE_HOLD;
|
||||
}
|
||||
if (normalizedActionTypeString == "kinematichold") {
|
||||
return ACTION_TYPE_KINEMATIC_HOLD;
|
||||
}
|
||||
|
||||
qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
|
||||
return ACTION_TYPE_NONE;
|
||||
|
@ -115,6 +118,8 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
|
|||
return "spring";
|
||||
case ACTION_TYPE_HOLD:
|
||||
return "hold";
|
||||
case ACTION_TYPE_KINEMATIC_HOLD:
|
||||
return "kinematic-hold";
|
||||
}
|
||||
assert(false);
|
||||
return "none";
|
||||
|
@ -244,6 +249,28 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa
|
|||
return v;
|
||||
}
|
||||
|
||||
int EntityActionInterface::extractIntegerArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
if (required) {
|
||||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
QVariant vV = arguments[argumentName];
|
||||
bool vOk = true;
|
||||
int v = vV.toInt(&vOk);
|
||||
|
||||
if (!vOk || v != v) {
|
||||
ok = false;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
QString EntityActionInterface::extractStringArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required) {
|
||||
if (!arguments.contains(argumentName)) {
|
||||
|
|
|
@ -23,7 +23,8 @@ enum EntityActionType {
|
|||
ACTION_TYPE_NONE = 0,
|
||||
ACTION_TYPE_OFFSET = 1000,
|
||||
ACTION_TYPE_SPRING = 2000,
|
||||
ACTION_TYPE_HOLD = 3000
|
||||
ACTION_TYPE_HOLD = 3000,
|
||||
ACTION_TYPE_KINEMATIC_HOLD = 4000
|
||||
};
|
||||
|
||||
|
||||
|
@ -69,6 +70,8 @@ protected:
|
|||
QString argumentName, bool& ok, bool required = true);
|
||||
static float extractFloatArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
static int extractIntegerArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
static QString extractStringArgument(QString objectName, QVariantMap arguments,
|
||||
QString argumentName, bool& ok, bool required = true);
|
||||
|
||||
|
|
Loading…
Reference in a new issue