mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 09:24:00 +02:00
commit
2f080a8e29
10 changed files with 164 additions and 116 deletions
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@ -12,7 +12,7 @@
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#include <avatar/AvatarActionHold.h>
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#include <ObjectActionPullToPoint.h>
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#include <ObjectActionOffset.h>
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#include <ObjectActionSpring.h>
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#include "InterfaceActionFactory.h"
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@ -27,8 +27,8 @@ EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation
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switch (type) {
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case ACTION_TYPE_NONE:
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return nullptr;
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case ACTION_TYPE_PULL_TO_POINT:
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action = (EntityActionPointer) new ObjectActionPullToPoint(id, ownerEntity);
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case ACTION_TYPE_OFFSET:
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action = (EntityActionPointer) new ObjectActionOffset(id, ownerEntity);
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break;
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case ACTION_TYPE_SPRING:
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action = (EntityActionPointer) new ObjectActionSpring(id, ownerEntity);
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@ -29,6 +29,12 @@ AvatarActionHold::~AvatarActionHold() {
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void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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return;
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}
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glm::vec3 palmPosition;
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if (_hand == "right") {
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palmPosition = myAvatar->getRightPalmPosition();
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@ -40,8 +46,11 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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auto offset = rotation * _relativePosition;
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auto position = palmPosition + offset;
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rotation *= _relativeRotation;
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unlock();
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lockForWrite();
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if (!tryLockForWrite()) {
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return;
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}
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_positionalTarget = position;
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_rotationalTarget = rotation;
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unlock();
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@ -19,8 +19,8 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
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if (normalizedActionTypeString == "none") {
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return ACTION_TYPE_NONE;
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}
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if (normalizedActionTypeString == "pulltopoint") {
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return ACTION_TYPE_PULL_TO_POINT;
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if (normalizedActionTypeString == "offset") {
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return ACTION_TYPE_OFFSET;
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}
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if (normalizedActionTypeString == "spring") {
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return ACTION_TYPE_SPRING;
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@ -37,8 +37,8 @@ QString EntityActionInterface::actionTypeToString(EntityActionType actionType) {
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switch(actionType) {
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case ACTION_TYPE_NONE:
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return "none";
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case ACTION_TYPE_PULL_TO_POINT:
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return "pullToPoint";
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case ACTION_TYPE_OFFSET:
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return "offset";
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case ACTION_TYPE_SPRING:
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return "spring";
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case ACTION_TYPE_HOLD:
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@ -21,7 +21,7 @@ class EntitySimulation;
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enum EntityActionType {
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// keep these synchronized with actionTypeFromString and actionTypeToString
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ACTION_TYPE_NONE,
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ACTION_TYPE_PULL_TO_POINT,
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ACTION_TYPE_OFFSET,
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ACTION_TYPE_SPRING,
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ACTION_TYPE_HOLD
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};
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@ -28,7 +28,7 @@ void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar delta
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return;
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}
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if (!_ownerEntity) {
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qDebug() << "ObjectActionPullToPoint::updateAction no owner entity";
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qDebug() << "ObjectAction::updateAction no owner entity";
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return;
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}
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updateActionWorker(deltaTimeStep);
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@ -59,6 +59,7 @@ protected:
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bool tryLockForRead() { return _lock.tryLockForRead(); }
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void lockForWrite() { _lock.lockForWrite(); }
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bool tryLockForWrite() { return _lock.tryLockForWrite(); }
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void unlock() { _lock.unlock(); }
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bool _active;
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109
libraries/physics/src/ObjectActionOffset.cpp
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109
libraries/physics/src/ObjectActionOffset.cpp
Normal file
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@ -0,0 +1,109 @@
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//
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// ObjectActionOffset.cpp
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-17
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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 "ObjectActionOffset.h"
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ObjectActionOffset::ObjectActionOffset(QUuid id, EntityItemPointer ownerEntity) :
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ObjectAction(id, ownerEntity) {
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#if WANT_DEBUG
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qDebug() << "ObjectActionOffset::ObjectActionOffset";
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#endif
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}
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ObjectActionOffset::~ObjectActionOffset() {
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#if WANT_DEBUG
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qDebug() << "ObjectActionOffset::~ObjectActionOffset";
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#endif
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}
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void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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return;
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}
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void* physicsInfo = _ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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unlock();
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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unlock();
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qDebug() << "ObjectActionOffset::updateActionWorker no rigidBody";
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return;
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}
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if (_positionalTargetSet) {
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glm::vec3 offset = _pointToOffsetFrom - bulletToGLM(rigidBody->getCenterOfMassPosition());
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float offsetLength = glm::length(offset);
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float offsetError = _linearDistance - offsetLength;
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// if (glm::abs(offsetError) > IGNORE_POSITION_DELTA) {
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if (glm::abs(offsetError) > 0.0f) {
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float offsetErrorAbs = glm::abs(offsetError);
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float offsetErrorDirection = - offsetError / offsetErrorAbs;
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glm::vec3 previousVelocity = bulletToGLM(rigidBody->getLinearVelocity());
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glm::vec3 velocityAdjustment = glm::normalize(offset) * offsetErrorDirection * offsetErrorAbs / _linearTimeScale;
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rigidBody->setLinearVelocity(glmToBullet(previousVelocity + velocityAdjustment));
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// rigidBody->setLinearVelocity(glmToBullet(velocityAdjustment));
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rigidBody->activate();
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}
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}
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unlock();
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}
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bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
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bool pOk0 = true;
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glm::vec3 pointToOffsetFrom =
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EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", pOk0, true);
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bool pOk1 = true;
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float linearTimeScale =
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EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", pOk1, false);
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bool pOk2 = true;
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float linearDistance =
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EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", pOk2, false);
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if (!pOk0) {
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return false;
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}
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if (pOk1 && linearTimeScale <= 0.0f) {
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qDebug() << "offset action -- linearTimeScale must be greater than zero.";
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return false;
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}
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lockForWrite();
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_pointToOffsetFrom = pointToOffsetFrom;
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_positionalTargetSet = true;
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if (pOk1) {
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_linearTimeScale = linearTimeScale;
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} else {
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_linearTimeScale = 0.1f;
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}
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if (pOk2) {
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_linearDistance = linearDistance;
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} else {
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_linearDistance = 1.0f;
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}
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_active = true;
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unlock();
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return true;
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}
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35
libraries/physics/src/ObjectActionOffset.h
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35
libraries/physics/src/ObjectActionOffset.h
Normal file
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@ -0,0 +1,35 @@
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//
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// ObjectActionOffset.h
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-17
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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_ObjectActionOffset_h
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#define hifi_ObjectActionOffset_h
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#include <QUuid>
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#include <EntityItem.h>
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#include "ObjectAction.h"
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class ObjectActionOffset : public ObjectAction {
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public:
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ObjectActionOffset(QUuid id, EntityItemPointer ownerEntity);
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virtual ~ObjectActionOffset();
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virtual bool updateArguments(QVariantMap arguments);
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virtual void updateActionWorker(float deltaTimeStep);
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private:
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glm::vec3 _pointToOffsetFrom;
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float _linearDistance;
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float _linearTimeScale;
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bool _positionalTargetSet;
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};
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#endif // hifi_ObjectActionOffset_h
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@ -1,72 +0,0 @@
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//
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// ObjectActionPullToPoint.cpp
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-2
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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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#include "ObjectActionPullToPoint.h"
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ObjectActionPullToPoint::ObjectActionPullToPoint(QUuid id, EntityItemPointer ownerEntity) :
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ObjectAction(id, ownerEntity) {
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#if WANT_DEBUG
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qDebug() << "ObjectActionPullToPoint::ObjectActionPullToPoint";
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#endif
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}
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ObjectActionPullToPoint::~ObjectActionPullToPoint() {
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#if WANT_DEBUG
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qDebug() << "ObjectActionPullToPoint::~ObjectActionPullToPoint";
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#endif
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}
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void ObjectActionPullToPoint::updateActionWorker(btScalar deltaTimeStep) {
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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return;
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}
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void* physicsInfo = _ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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unlock();
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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unlock();
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return;
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}
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glm::vec3 offset = _target - bulletToGLM(rigidBody->getCenterOfMassPosition());
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float offsetLength = glm::length(offset);
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if (offsetLength > IGNORE_POSITION_DELTA) {
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glm::vec3 newVelocity = glm::normalize(offset) * _speed;
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rigidBody->setLinearVelocity(glmToBullet(newVelocity));
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rigidBody->activate();
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} else {
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rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
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}
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unlock();
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}
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bool ObjectActionPullToPoint::updateArguments(QVariantMap arguments) {
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bool ok = true;
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glm::vec3 target = EntityActionInterface::extractVec3Argument("pull-to-point action", arguments, "target", ok);
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float speed = EntityActionInterface::extractFloatArgument("pull-to-point action", arguments, "speed", ok);
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if (ok) {
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lockForWrite();
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_target = target;
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_speed = speed;
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_active = true;
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unlock();
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return true;
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}
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return false;
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}
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@ -1,34 +0,0 @@
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//
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// ObjectActionPullToPoint.h
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// libraries/physics/src
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//
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// Created by Seth Alves 2015-6-3
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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_ObjectActionPullToPoint_h
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#define hifi_ObjectActionPullToPoint_h
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#include <QUuid>
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#include <EntityItem.h>
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#include "ObjectAction.h"
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class ObjectActionPullToPoint : public ObjectAction {
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public:
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ObjectActionPullToPoint(QUuid id, EntityItemPointer ownerEntity);
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virtual ~ObjectActionPullToPoint();
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virtual bool updateArguments(QVariantMap arguments);
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virtual void updateActionWorker(float deltaTimeStep);
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private:
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glm::vec3 _target;
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float _speed;
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};
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#endif // hifi_ObjectActionPullToPoint_h
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