Merge pull request #2729 from AndrewMeadows/inertia

expose MyAvatar.collisionGroups to JS
This commit is contained in:
Brad Hefta-Gaub 2014-04-25 15:07:24 -07:00
commit 3ab61f231b
10 changed files with 224 additions and 110 deletions

View file

@ -0,0 +1,142 @@
//
// swissArmyJetpack.js
// examples
//
// Created by Andrew Meadows 2014.04.24
// Copyright 2014 High Fidelity, Inc.
//
// This is a work in progress. It will eventually be able to move the avatar around,
// toggle collision groups, modify avatar movement options, and other stuff (maybe trigger animations).
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var numberOfButtons = 3;
var enabledColors = new Array();
enabledColors[0] = { red: 255, green: 0, blue: 0};
enabledColors[1] = { red: 0, green: 255, blue: 0};
enabledColors[2] = { red: 0, green: 0, blue: 255};
var disabledColors = new Array();
disabledColors[0] = { red: 90, green: 75, blue: 75};
disabledColors[1] = { red: 75, green: 90, blue: 75};
disabledColors[2] = { red: 75, green: 90, blue: 90};
var buttons = new Array();
var labels = new Array();
var labelContents = new Array();
labelContents[0] = "Collide with Avatars";
labelContents[1] = "Collide with Voxels";
labelContents[2] = "Collide with Particles";
var groupBits = 0;
var buttonStates = new Array();
var disabledOffsetT = 0;
var enabledOffsetT = 55;
var buttonX = 50;
var buttonY = 200;
var buttonWidth = 30;
var buttonHeight = 54;
var textX = buttonX + buttonWidth + 10;
for (i = 0; i < numberOfButtons; i++) {
var offsetS = 12
var offsetT = disabledOffsetT;
buttons[i] = Overlays.addOverlay("image", {
//x: buttonX + (buttonWidth * i),
x: buttonX,
y: buttonY + (buttonHeight * i),
width: buttonWidth,
height: buttonHeight,
subImage: { x: offsetS, y: offsetT, width: buttonWidth, height: buttonHeight },
imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
color: disabledColors[i],
alpha: 1,
});
labels[i] = Overlays.addOverlay("text", {
x: textX,
y: buttonY + (buttonHeight * i) + 12,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: labelContents[i]
});
buttonStates[i] = false;
}
function updateButton(i, enabled) {
var offsetY = disabledOffsetT;
var buttonColor = disabledColors[i];
groupBits
if (enabled) {
offsetY = enabledOffsetT;
buttonColor = enabledColors[i];
if (i == 0) {
groupBits |= COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits |= COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits |= COLLISION_GROUP_PARTICLES;
}
} else {
if (i == 0) {
groupBits &= ~COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits &= ~COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits &= ~COLLISION_GROUP_PARTICLES;
}
}
MyAvatar.collisionGroups = groupBits;
Overlays.editOverlay(buttons[i], { subImage: { y: offsetY } } );
Overlays.editOverlay(buttons[i], { color: buttonColor } );
buttonStates[i] = enabled;
}
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
for (i = 0; i < numberOfButtons; i++) {
print("adebug deleting overlay " + i);
Overlays.deleteOverlay(buttons[i]);
Overlays.deleteOverlay(labels[i]);
}
}
Script.scriptEnding.connect(scriptEnding);
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update(deltaTime) {
if (groupBits != MyAvatar.collisionGroups) {
groupBits = MyAvatar.collisionGroups;
updateButton(0, groupBits & COLLISION_GROUP_AVATARS);
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
}
}
Script.update.connect(update);
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
for (i = 0; i < numberOfButtons; i++) {
if (clickedOverlay == buttons[i]) {
var enabled = !(buttonStates[i]);
updateButton(i, enabled);
}
}
}
Controller.mousePressEvent.connect(mousePressEvent);

View file

@ -857,7 +857,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_G:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Gravity);
Menu::getInstance()->triggerOption(MenuOption::ObeyGravity);
}
break;

View file

@ -187,9 +187,9 @@ Menu::Menu() :
QAction::PreferencesRole);
addDisabledActionAndSeparator(editMenu, "Physics");
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::Gravity, Qt::SHIFT | Qt::Key_G, false);
QObject* avatar = appInstance->getAvatar();
addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ObeyGravity, Qt::SHIFT | Qt::Key_G, true,
avatar, SLOT(updateMotionBehaviorFlags()));
addAvatarCollisionSubMenu(editMenu);
@ -508,7 +508,7 @@ void Menu::loadSettings(QSettings* settings) {
// MyAvatar caches some menu options, so we have to update them whenever we load settings.
// TODO: cache more settings in MyAvatar that are checked with very high frequency.
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
myAvatar->updateCollisionFlags();
myAvatar->updateCollisionGroups();
if (lockedSettings) {
Application::getInstance()->unlockSettings();
@ -1381,13 +1381,13 @@ void Menu::addAvatarCollisionSubMenu(QMenu* overMenu) {
Application* appInstance = Application::getInstance();
QObject* avatar = appInstance->getAvatar();
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithEnvironment,
0, false, avatar, SLOT(updateCollisionFlags()));
0, false, avatar, SLOT(updateCollisionGroups()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithAvatars,
0, true, avatar, SLOT(updateCollisionFlags()));
0, true, avatar, SLOT(updateCollisionGroups()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithVoxels,
0, false, avatar, SLOT(updateCollisionFlags()));
0, false, avatar, SLOT(updateCollisionGroups()));
addCheckableActionToQMenuAndActionHash(subMenu, MenuOption::CollideWithParticles,
0, true, avatar, SLOT(updateCollisionFlags()));
0, true, avatar, SLOT(updateCollisionGroups()));
}
QAction* Menu::getActionFromName(const QString& menuName, QMenu* menu) {

View file

@ -315,7 +315,7 @@ namespace MenuOption {
const QString GoTo = "Go To...";
const QString GoToDomain = "Go To Domain...";
const QString GoToLocation = "Go To Location...";
const QString Gravity = "Use Gravity";
const QString ObeyGravity = "Obey Gravity";
const QString HandsCollideWithSelf = "Collide With Self";
const QString HeadMouse = "Head Mouse";
const QString IncreaseAvatarSize = "Increase Avatar Size";

View file

@ -47,16 +47,14 @@ Avatar::Avatar() :
AvatarData(),
_skeletonModel(this),
_bodyYawDelta(0.0f),
_mode(AVATAR_MODE_STANDING),
_velocity(0.0f, 0.0f, 0.0f),
_thrust(0.0f, 0.0f, 0.0f),
_leanScale(0.5f),
_scale(1.0f),
_worldUpDirection(DEFAULT_UP_DIRECTION),
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_moving(false),
_collisionFlags(0),
_collisionGroups(0),
_initialized(false),
_shouldRenderBillboard(true)
{
@ -138,20 +136,9 @@ void Avatar::simulate(float deltaTime) {
head->simulate(deltaTime, false, _shouldRenderBillboard);
}
// use speed and angular velocity to determine walking vs. standing
float speed = glm::length(_velocity);
if (speed + fabs(_bodyYawDelta) > 0.2) {
_mode = AVATAR_MODE_WALKING;
} else {
_mode = AVATAR_MODE_INTERACTING;
}
// update position by velocity, and subtract the change added earlier for gravity
_position += _velocity * deltaTime;
// Zero thrust out now that we've added it to velocity in this frame
_thrust = glm::vec3(0, 0, 0);
// update animation for display name fade in/out
if ( _displayNameTargetAlpha != _displayNameAlpha) {
// the alpha function is
@ -166,7 +153,7 @@ void Avatar::simulate(float deltaTime) {
// Fading in
_displayNameAlpha = 1 - (1 - _displayNameAlpha) * coef;
}
_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01? _displayNameTargetAlpha : _displayNameAlpha;
_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
}
}
@ -563,7 +550,7 @@ bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList&
}
bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
if (_collisionFlags & COLLISION_GROUP_PARTICLES) {
if (_collisionGroups & COLLISION_GROUP_PARTICLES) {
return false;
}
bool collided = false;
@ -753,19 +740,19 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
glEnd();
}
void Avatar::updateCollisionFlags() {
_collisionFlags = 0;
void Avatar::updateCollisionGroups() {
_collisionGroups = 0;
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithEnvironment)) {
_collisionFlags |= COLLISION_GROUP_ENVIRONMENT;
_collisionGroups |= COLLISION_GROUP_ENVIRONMENT;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
_collisionFlags |= COLLISION_GROUP_AVATARS;
_collisionGroups |= COLLISION_GROUP_AVATARS;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithVoxels)) {
_collisionFlags |= COLLISION_GROUP_VOXELS;
_collisionGroups |= COLLISION_GROUP_VOXELS;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
_collisionFlags |= COLLISION_GROUP_PARTICLES;
_collisionGroups |= COLLISION_GROUP_PARTICLES;
}
}

View file

@ -46,13 +46,6 @@ enum DriveKeys {
MAX_DRIVE_KEYS
};
enum AvatarMode {
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_INTERACTING,
NUM_AVATAR_MODES
};
enum ScreenTintLayer {
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
SCREEN_TINT_BEFORE_AVATARS,
@ -70,6 +63,7 @@ class Texture;
class Avatar : public AvatarData {
Q_OBJECT
Q_PROPERTY(quint32 collisionGroups READ getCollisionGroups WRITE setCollisionGroups)
public:
Avatar();
@ -155,8 +149,11 @@ public:
virtual float getBoundingRadius() const;
void updateShapePositions();
quint32 getCollisionGroups() const { return _collisionGroups; }
virtual void setCollisionGroups(quint32 collisionGroups) { _collisionGroups = (collisionGroups & VALID_COLLISION_GROUPS); }
public slots:
void updateCollisionFlags();
void updateCollisionGroups();
signals:
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
@ -164,9 +161,7 @@ signals:
protected:
SkeletonModel _skeletonModel;
float _bodyYawDelta;
AvatarMode _mode;
glm::vec3 _velocity;
glm::vec3 _thrust;
float _leanScale;
float _scale;
glm::vec3 _worldUpDirection;
@ -175,7 +170,7 @@ protected:
float _stringLength;
bool _moving; ///< set when position is changing
uint32_t _collisionFlags;
quint32 _collisionGroups;
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }

View file

@ -55,16 +55,13 @@ MyAvatar::MyAvatar() :
_shouldJump(false),
_gravity(0.0f, -1.0f, 0.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_elapsedTimeMoving(0.0f),
_elapsedTimeStopped(0.0f),
_elapsedTimeSinceCollision(0.0f),
_lastCollisionPosition(0, 0, 0),
_speedBrakes(false),
_thrust(0.0f),
_isThrustOn(false),
_thrustMultiplier(1.0f),
_moveTarget(0,0,0),
_motionBehaviors(0),
_lastBodyPenetration(0.0f),
_moveTargetStepCounter(0),
_lookAtTargetAvatar(),
_shouldRender(true),
_billboardValid(false),
@ -98,11 +95,6 @@ void MyAvatar::reset() {
setOrientation(glm::quat(glm::vec3(0.0f)));
}
void MyAvatar::setMoveTarget(const glm::vec3 moveTarget) {
_moveTarget = moveTarget;
_moveTargetStepCounter = 0;
}
void MyAvatar::update(float deltaTime) {
Head* head = getHead();
head->relaxLean(deltaTime);
@ -133,7 +125,7 @@ void MyAvatar::update(float deltaTime) {
head->setAudioLoudness(audio->getLastInputLoudness());
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
if (_motionBehaviors & AVATAR_MOTION_OBEY_GRAVITY) {
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
} else {
setGravity(glm::vec3(0.0f, 0.0f, 0.0f));
@ -146,17 +138,6 @@ void MyAvatar::simulate(float deltaTime) {
glm::quat orientation = getOrientation();
// Update movement timers
_elapsedTimeSinceCollision += deltaTime;
const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
_elapsedTimeMoving = 0.0f;
_elapsedTimeStopped += deltaTime;
} else {
_elapsedTimeStopped = 0.0f;
_elapsedTimeMoving += deltaTime;
}
if (_scale != _targetScale) {
float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
setScale(scale);
@ -270,34 +251,11 @@ void MyAvatar::simulate(float deltaTime) {
// update the euler angles
setOrientation(orientation);
const float WALKING_SPEED_THRESHOLD = 0.2f;
// use speed and angular velocity to determine walking vs. standing
float speed = glm::length(_velocity);
if (speed + fabs(_bodyYawDelta) > WALKING_SPEED_THRESHOLD) {
_mode = AVATAR_MODE_WALKING;
} else {
_mode = AVATAR_MODE_INTERACTING;
}
// update moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
float speed = glm::length(_velocity);
_moving = speed > MOVING_SPEED_THRESHOLD;
// If a move target is set, update position explicitly
const float MOVE_FINISHED_TOLERANCE = 0.1f;
const float MOVE_SPEED_FACTOR = 2.0f;
const int MOVE_TARGET_MAX_STEPS = 250;
if ((glm::length(_moveTarget) > EPSILON) && (_moveTargetStepCounter < MOVE_TARGET_MAX_STEPS)) {
if (glm::length(_position - _moveTarget) > MOVE_FINISHED_TOLERANCE) {
_position += (_moveTarget - _position) * (deltaTime * MOVE_SPEED_FACTOR);
_moveTargetStepCounter++;
} else {
// Move completed
_moveTarget = glm::vec3(0,0,0);
_moveTargetStepCounter = 0;
}
}
updateChatCircle(deltaTime);
_position += _velocity * deltaTime;
@ -325,10 +283,10 @@ void MyAvatar::simulate(float deltaTime) {
head->simulate(deltaTime, true);
// Zero thrust out now that we've added it to velocity in this frame
_thrust = glm::vec3(0.0f);
_thrust *= glm::vec3(0.0f);
// now that we're done stepping the avatar forward in time, compute new collisions
if (_collisionFlags != 0) {
if (_collisionGroups != 0) {
Camera* myCamera = Application::getInstance()->getCamera();
float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
@ -336,15 +294,15 @@ void MyAvatar::simulate(float deltaTime) {
radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.0f));
radius *= COLLISION_RADIUS_SCALAR;
}
if (_collisionFlags) {
if (_collisionGroups) {
updateShapePositions();
if (_collisionFlags & COLLISION_GROUP_ENVIRONMENT) {
if (_collisionGroups & COLLISION_GROUP_ENVIRONMENT) {
updateCollisionWithEnvironment(deltaTime, radius);
}
if (_collisionFlags & COLLISION_GROUP_VOXELS) {
if (_collisionGroups & COLLISION_GROUP_VOXELS) {
updateCollisionWithVoxels(deltaTime, radius);
}
if (_collisionFlags & COLLISION_GROUP_AVATARS) {
if (_collisionGroups & COLLISION_GROUP_AVATARS) {
updateCollisionWithAvatars(deltaTime);
}
}
@ -452,8 +410,6 @@ void MyAvatar::renderDebugBodyPoints() {
glTranslatef(position.x, position.y, position.z);
glutSolidSphere(0.15, 10, 10);
glPopMatrix();
}
// virtual
@ -831,7 +787,6 @@ void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity
// cancel out the velocity component in the direction of penetration
float penetrationLength = glm::length(penetration);
if (penetrationLength > EPSILON) {
_elapsedTimeSinceCollision = 0.0f;
glm::vec3 direction = penetration / penetrationLength;
_velocity -= glm::dot(_velocity, direction) * direction * (1.0f + elasticity);
_velocity *= glm::clamp(1.0f - damping, 0.0f, 1.0f);
@ -868,7 +823,7 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.0f),
frequency * (1.0f + velocityTangentToCollision / velocityTowardCollision),
std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.0f),
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, true);
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, false);
}
}
@ -1188,7 +1143,28 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
} else {
QMessageBox::warning(Application::getInstance()->getWindow(), "", "That user or location could not be found.");
}
}
void MyAvatar::updateMotionBehaviors() {
_motionBehaviors = 0;
if (Menu::getInstance()->isOptionChecked(MenuOption::ObeyGravity)) {
_motionBehaviors |= AVATAR_MOTION_OBEY_GRAVITY;
}
}
void MyAvatar::setCollisionGroups(quint32 collisionGroups) {
Avatar::setCollisionGroups(collisionGroups & VALID_COLLISION_GROUPS);
Menu* menu = Menu::getInstance();
menu->setIsOptionChecked(MenuOption::CollideWithEnvironment, (bool)(_collisionGroups & COLLISION_GROUP_ENVIRONMENT));
menu->setIsOptionChecked(MenuOption::CollideWithAvatars, (bool)(_collisionGroups & COLLISION_GROUP_AVATARS));
menu->setIsOptionChecked(MenuOption::CollideWithVoxels, (bool)(_collisionGroups & COLLISION_GROUP_VOXELS));
menu->setIsOptionChecked(MenuOption::CollideWithParticles, (bool)(_collisionGroups & COLLISION_GROUP_PARTICLES));
}
void MyAvatar::setMotionBehaviors(quint32 flags) {
_motionBehaviors = flags;
Menu* menu = Menu::getInstance();
menu->setIsOptionChecked(MenuOption::ObeyGravity, (bool)(_motionBehaviors & AVATAR_MOTION_OBEY_GRAVITY));
}
void MyAvatar::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {

View file

@ -25,9 +25,12 @@ enum AvatarHandState
NUM_HAND_STATES
};
const quint32 AVATAR_MOTION_OBEY_GRAVITY = 1U << 0;
class MyAvatar : public Avatar {
Q_OBJECT
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
Q_PROPERTY(quint32 motionBehaviors READ getMotionBehaviors WRITE setMotionBehaviors)
public:
MyAvatar();
@ -54,10 +57,7 @@ public:
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
// getters
AvatarMode getMode() const { return _mode; }
float getLeanScale() const { return _leanScale; }
float getElapsedTimeStopped() const { return _elapsedTimeStopped; }
float getElapsedTimeMoving() const { return _elapsedTimeMoving; }
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
glm::vec3 getGravity() const { return _gravity; }
@ -91,6 +91,10 @@ public:
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setCollisionGroups(quint32 collisionGroups);
void setMotionBehaviors(quint32 flags);
quint32 getMotionBehaviors() const { return _motionBehaviors; }
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
public slots:
@ -107,6 +111,8 @@ public slots:
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void updateMotionBehaviors();
signals:
void transformChanged();
@ -118,16 +124,17 @@ private:
float _driveKeys[MAX_DRIVE_KEYS];
glm::vec3 _gravity;
float _distanceToNearestAvatar; // How close is the nearest avatar?
float _elapsedTimeMoving; // Timers to drive camera transitions when moving
float _elapsedTimeStopped;
float _elapsedTimeSinceCollision;
// motion stuff
glm::vec3 _lastCollisionPosition;
bool _speedBrakes;
glm::vec3 _thrust; // final acceleration for the current frame
bool _isThrustOn;
float _thrustMultiplier;
glm::vec3 _moveTarget;
quint32 _motionBehaviors;
glm::vec3 _lastBodyPenetration;
int _moveTargetStepCounter;
QWeakPointer<AvatarData> _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;
bool _shouldRender;

View file

@ -19,6 +19,7 @@
#include <AudioRingBuffer.h>
#include <AvatarData.h>
#include <CollisionInfo.h>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <UUID.h>
@ -230,8 +231,13 @@ void ScriptEngine::init() {
registerGlobalObject("Voxels", &_voxelsScriptingInterface);
QScriptValue treeScaleValue = _engine.newVariant(QVariant(TREE_SCALE));
_engine.globalObject().setProperty("TREE_SCALE", treeScaleValue);
// constants
QScriptValue globalObject = _engine.globalObject();
globalObject.setProperty("TREE_SCALE", _engine.newVariant(QVariant(TREE_SCALE)));
globalObject.setProperty("COLLISION_GROUP_ENVIRONMENT", _engine.newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));
globalObject.setProperty("COLLISION_GROUP_AVATARS", _engine.newVariant(QVariant(COLLISION_GROUP_AVATARS)));
globalObject.setProperty("COLLISION_GROUP_VOXELS", _engine.newVariant(QVariant(COLLISION_GROUP_VOXELS)));
globalObject.setProperty("COLLISION_GROUP_PARTICLES", _engine.newVariant(QVariant(COLLISION_GROUP_PARTICLES)));
// let the VoxelPacketSender know how frequently we plan to call it
_voxelsScriptingInterface.getVoxelPacketSender()->setProcessCallIntervalHint(SCRIPT_DATA_CALLBACK_USECS);

View file

@ -27,6 +27,7 @@ const quint32 COLLISION_GROUP_ENVIRONMENT = 1U << 0;
const quint32 COLLISION_GROUP_AVATARS = 1U << 1;
const quint32 COLLISION_GROUP_VOXELS = 1U << 2;
const quint32 COLLISION_GROUP_PARTICLES = 1U << 3;
const quint32 VALID_COLLISION_GROUPS = 0x0f;
// CollisionInfo contains details about the collision between two things: BodyA and BodyB.
// The assumption is that the context that analyzes the collision knows about BodyA but