rename qvector findRayIntersection to avoid script conflicts

This commit is contained in:
SamGondelman 2017-08-15 18:03:52 -07:00
parent 9bb7e66859
commit a641fb7a7f
7 changed files with 27 additions and 27 deletions

View file

@ -476,15 +476,15 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay&
QVector<EntityItemID> avatarsToInclude = qVectorEntityItemIDFromScriptValue(avatarIdsToInclude);
QVector<EntityItemID> avatarsToDiscard = qVectorEntityItemIDFromScriptValue(avatarIdsToDiscard);
return findRayIntersection(ray, avatarsToInclude, avatarsToDiscard);
return findRayIntersectionVector(ray, avatarsToInclude, avatarsToDiscard);
}
RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay& ray,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard) {
RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const PickRay& ray,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard) {
RayToAvatarIntersectionResult result;
if (QThread::currentThread() != thread()) {
BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findRayIntersection",
BLOCKING_INVOKE_METHOD(const_cast<AvatarManager*>(this), "findRayIntersectionVector",
Q_RETURN_ARG(RayToAvatarIntersectionResult, result),
Q_ARG(const PickRay&, ray),
Q_ARG(const QVector<EntityItemID>&, avatarsToInclude),

View file

@ -73,9 +73,9 @@ public:
Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersection(const PickRay& ray,
const QScriptValue& avatarIdsToInclude = QScriptValue(),
const QScriptValue& avatarIdsToDiscard = QScriptValue());
Q_INVOKABLE RayToAvatarIntersectionResult findRayIntersection(const PickRay& ray,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard);
RayToAvatarIntersectionResult findRayIntersectionVector(const PickRay& ray,
const QVector<EntityItemID>& avatarsToInclude,
const QVector<EntityItemID>& avatarsToDiscard);
// TODO: remove this HACK once we settle on optimal default sort coefficients
Q_INVOKABLE float getAvatarSortCoefficient(const QString& name);

View file

@ -67,7 +67,7 @@ void RayPickManager::update() {
bool noncollidable = rayPick->getFilter().doesPickNonCollidable();
RayPickFilter::Flags entityMask = rayPick->getFilter().getEntityFlags();
if (!checkAndCompareCachedResults(rayKey, results, res, entityMask)) {
entityRes = DependencyManager::get<EntityScriptingInterface>()->findRayIntersection(ray, true, rayPick->getIncludeEntites(), rayPick->getIgnoreEntites(), !invisible, !noncollidable);
entityRes = DependencyManager::get<EntityScriptingInterface>()->findRayIntersectionVector(ray, true, rayPick->getIncludeEntites(), rayPick->getIgnoreEntites(), !invisible, !noncollidable);
fromCache = false;
}
@ -84,7 +84,7 @@ void RayPickManager::update() {
bool noncollidable = rayPick->getFilter().doesPickNonCollidable();
RayPickFilter::Flags overlayMask = rayPick->getFilter().getOverlayFlags();
if (!checkAndCompareCachedResults(rayKey, results, res, overlayMask)) {
overlayRes = qApp->getOverlays().findRayIntersection(ray, true, rayPick->getIncludeOverlays(), rayPick->getIgnoreOverlays(), !invisible, !noncollidable);
overlayRes = qApp->getOverlays().findRayIntersectionVector(ray, true, rayPick->getIncludeOverlays(), rayPick->getIgnoreOverlays(), !invisible, !noncollidable);
fromCache = false;
}
@ -97,7 +97,7 @@ void RayPickManager::update() {
if (rayPick->getFilter().doesPickAvatars()) {
RayPickFilter::Flags avatarMask = rayPick->getFilter().getAvatarFlags();
if (!checkAndCompareCachedResults(rayKey, results, res, avatarMask)) {
RayToAvatarIntersectionResult avatarRes = DependencyManager::get<AvatarManager>()->findRayIntersection(ray, rayPick->getIncludeAvatars(), rayPick->getIgnoreAvatars());
RayToAvatarIntersectionResult avatarRes = DependencyManager::get<AvatarManager>()->findRayIntersectionVector(ray, rayPick->getIncludeAvatars(), rayPick->getIgnoreAvatars());
cacheResult(avatarRes.intersects, RayPickResult(IntersectionType::AVATAR, avatarRes.avatarID, avatarRes.distance, avatarRes.intersection), avatarMask, res, rayKey, results);
}
}

View file

@ -534,15 +534,15 @@ RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray,
const QVector<OverlayID> overlaysToInclude = qVectorOverlayIDFromScriptValue(overlayIDsToInclude);
const QVector<OverlayID> overlaysToDiscard = qVectorOverlayIDFromScriptValue(overlayIDsToDiscard);
return findRayIntersection(ray, precisionPicking,
overlaysToInclude, overlaysToDiscard, visibleOnly, collidableOnly);
return findRayIntersectionVector(ray, precisionPicking,
overlaysToInclude, overlaysToDiscard, visibleOnly, collidableOnly);
}
RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray, bool precisionPicking,
const QVector<OverlayID>& overlaysToInclude,
const QVector<OverlayID>& overlaysToDiscard,
bool visibleOnly, bool collidableOnly) {
RayToOverlayIntersectionResult Overlays::findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
const QVector<OverlayID>& overlaysToInclude,
const QVector<OverlayID>& overlaysToDiscard,
bool visibleOnly, bool collidableOnly) {
float bestDistance = std::numeric_limits<float>::max();
bool bestIsFront = false;
@ -908,21 +908,21 @@ RayToOverlayIntersectionResult Overlays::findRayIntersectionForMouseEvent(PickRa
// first priority is tablet screen
overlaysToInclude << qApp->getTabletScreenID();
rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}
// then tablet home button
overlaysToInclude.clear();
overlaysToInclude << qApp->getTabletHomeButtonID();
rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}
// then tablet frame
overlaysToInclude.clear();
overlaysToInclude << OverlayID(qApp->getTabletFrameID());
rayPickResult = findRayIntersection(ray, true, overlaysToInclude, overlaysToDiscard);
rayPickResult = findRayIntersectionVector(ray, true, overlaysToInclude, overlaysToDiscard);
if (rayPickResult.intersects) {
return rayPickResult;
}

View file

@ -217,10 +217,10 @@ public slots:
bool collidableOnly = false);
// Same as above but with QVectors
RayToOverlayIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking,
const QVector<OverlayID>& overlaysToInclude,
const QVector<OverlayID>& overlaysToDiscard,
bool visibleOnly = false, bool collidableOnly = false);
RayToOverlayIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
const QVector<OverlayID>& overlaysToInclude,
const QVector<OverlayID>& overlaysToDiscard,
bool visibleOnly = false, bool collidableOnly = false);
/**jsdoc
* Return a list of 3d overlays with bounding boxes that touch the given sphere

View file

@ -682,10 +682,10 @@ RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(cons
QVector<EntityItemID> entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);
QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);
return findRayIntersection(ray, precisionPicking, entitiesToInclude, entitiesToDiscard, visibleOnly, collidableOnly);
return findRayIntersectionVector(ray, precisionPicking, entitiesToInclude, entitiesToDiscard, visibleOnly, collidableOnly);
}
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking,
RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard, bool visibleOnly, bool collidableOnly) {
PROFILE_RANGE(script_entities, __FUNCTION__);

View file

@ -230,7 +230,7 @@ public slots:
bool visibleOnly = false, bool collidableOnly = false);
/// Same as above but with QVectors
Q_INVOKABLE RayToEntityIntersectionResult findRayIntersection(const PickRay& ray, bool precisionPicking,
RayToEntityIntersectionResult findRayIntersectionVector(const PickRay& ray, bool precisionPicking,
const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard,
bool visibleOnly, bool collidableOnly);