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rename qvector findRayIntersection to avoid script conflicts
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9bb7e66859
commit
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7 changed files with 27 additions and 27 deletions
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@ -476,15 +476,15 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay&
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QVector<EntityItemID> avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude);
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QVector<EntityItemID> avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard);
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return findRayIntersection(ray, avatarsToInclude, avatarsToDiscard);
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return findRayIntersectionVector(ray, avatarsToInclude, avatarsToDiscard);
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}
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RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay& ray,
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const QVector<EntityItemID>& avatarsToInclude,
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const QVector<EntityItemID>& avatarsToDiscard) {
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RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const PickRay& ray,
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const QVector<EntityItemID>& avatarsToInclude,
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const QVector<EntityItemID>& avatarsToDiscard) {
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RayToAvatarIntersectionResult result;
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if (QThread::currentThread() != thread()) {
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BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findRayIntersection",
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BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findRayIntersectionVector",
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Q_RETURN_ARG(RayToAvatarIntersectionResult, result),
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Q_ARG(const PickRay&, ray),
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Q_ARG(const QVector<EntityItemID>&, avatarsToInclude),
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@ -73,9 +73,9 @@ public:
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Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersection(const PickRay& ray,
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const QScriptValue& avatarIdsToInclude = QScriptValue(),
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const QScriptValue& avatarIdsToDiscard = QScriptValue());
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Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersection(const PickRay& ray,
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const QVector<EntityItemID>& avatarsToInclude,
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const QVector<EntityItemID>& avatarsToDiscard);
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RayToAvatarIntersectionResult findRayIntersectionVector(const PickRay& ray,
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const QVector<EntityItemID>& avatarsToInclude,
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const QVector<EntityItemID>& avatarsToDiscard);
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// TODO: remove this HACK once we settle on optimal default sort coefficients
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Q_INVOKABLE float getAvatarSortCoefficient(const QString& name);
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@ -67,7 +67,7 @@ void RayPickManager::update() {
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bool noncollidable = rayPick->getFilter().doesPickNonCollidable();
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RayPickFilter::Flags entityMask = rayPick->getFilter().getEntityFlags();
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if (!checkAndCompareCachedResults(rayKey, results, res, entityMask)) {
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entityRes = DependencyManager::get<EntityScriptingInterface>()->findRayIntersection(ray, true, rayPick->getIncludeEntites(), rayPick->getIgnoreEntites(), !invisible, !noncollidable);
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entityRes = DependencyManager::get<EntityScriptingInterface>()->findRayIntersectionVector(ray, true, rayPick->getIncludeEntites(), rayPick->getIgnoreEntites(), !invisible, !noncollidable);
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fromCache = false;
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}
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@ -84,7 +84,7 @@ void RayPickManager::update() {
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bool noncollidable = rayPick->getFilter().doesPickNonCollidable();
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RayPickFilter::Flags overlayMask = rayPick->getFilter().getOverlayFlags();
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if (!checkAndCompareCachedResults(rayKey, results, res, overlayMask)) {
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overlayRes = qApp->getOverlays().findRayIntersection(ray, true, rayPick->getIncludeOverlays(), rayPick->getIgnoreOverlays(), !invisible, !noncollidable);
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overlayRes = qApp->getOverlays().findRayIntersectionVector(ray, true, rayPick->getIncludeOverlays(), rayPick->getIgnoreOverlays(), !invisible, !noncollidable);
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fromCache = false;
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}
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@ -97,7 +97,7 @@ void RayPickManager::update() {
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if (rayPick->getFilter().doesPickAvatars()) {
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RayPickFilter::Flags avatarMask = rayPick->getFilter().getAvatarFlags();
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if (!checkAndCompareCachedResults(rayKey, results, res, avatarMask)) {
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RayToAvatarIntersectionResult avatarRes = DependencyManager::get<AvatarManager>()->findRayIntersection(ray, rayPick->getIncludeAvatars(), rayPick->getIgnoreAvatars());
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RayToAvatarIntersectionResult avatarRes = DependencyManager::get<AvatarManager>()->findRayIntersectionVector(ray, rayPick->getIncludeAvatars(), rayPick->getIgnoreAvatars());
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cacheResult(avatarRes.intersects, RayPickResult(IntersectionType::AVATAR, avatarRes.avatarID, avatarRes.distance, avatarRes.intersection), avatarMask, res, rayKey, results);
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}
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}
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@ -534,15 +534,15 @@ RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray,
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const QVector<OverlayID> overlaysToInclude = qVectorOverlayIDFromScriptValue(overlayIDsToInclude);
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const QVector<OverlayID> overlaysToDiscard = qVectorOverlayIDFromScriptValue(overlayIDsToDiscard);
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return findRayIntersection(ray, precisionPicking,
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overlaysToInclude, overlaysToDiscard, visibleOnly, collidableOnly);
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return findRayIntersectionVector(ray, precisionPicking,
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overlaysToInclude, overlaysToDiscard, visibleOnly, collidableOnly);
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}
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RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly, bool collidableOnly) {
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RayToOverlayIntersectionResult Overlays::findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly, bool collidableOnly) {
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float bestDistance = std::numeric_limits<float>::max();
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bool bestIsFront = false;
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@ -908,21 +908,21 @@ RayToOverlayIntersectionResult Overlays::findRayIntersectionForMouseEvent(PickRa
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// first priority is tablet screen
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overlaysToInclude << qApp->getTabletScreenID();
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rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
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rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
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if (rayPickResult.intersects) {
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return rayPickResult;
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}
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// then tablet home button
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overlaysToInclude.clear();
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overlaysToInclude << qApp->getTabletHomeButtonID();
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rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
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rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
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if (rayPickResult.intersects) {
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return rayPickResult;
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}
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// then tablet frame
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overlaysToInclude.clear();
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overlaysToInclude << OverlayID(qApp->getTabletFrameID());
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rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
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rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
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if (rayPickResult.intersects) {
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return rayPickResult;
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}
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@ -217,10 +217,10 @@ public slots:
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bool collidableOnly = false);
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// Same as above but with QVectors
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RayToOverlayIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly = false, bool collidableOnly = false);
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RayToOverlayIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<OverlayID>& overlaysToInclude,
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const QVector<OverlayID>& overlaysToDiscard,
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bool visibleOnly = false, bool collidableOnly = false);
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/**jsdoc
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* Return a list of 3d overlays with bounding boxes that touch the given sphere
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@ -682,10 +682,10 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(cons
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QVector<EntityItemID> entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
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QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);
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return findRayIntersection(ray, precisionPicking, entitiesToInclude, entitiesToDiscard, visibleOnly, collidableOnly);
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return findRayIntersectionVector(ray, precisionPicking, entitiesToInclude, entitiesToDiscard, visibleOnly, collidableOnly);
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}
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking,
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RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard, bool visibleOnly, bool collidableOnly) {
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PROFILE_RANGE(script_entities, __FUNCTION__);
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@ -230,7 +230,7 @@ public slots:
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bool visibleOnly = false, bool collidableOnly = false);
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/// Same as above but with QVectors
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Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking,
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RayToEntityIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
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const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard,
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bool visibleOnly, bool collidableOnly);
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