// // selection.js // // Created by David Rowe on 21 Jul 2017. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // /* global Selection */ Selection = function (side) { // Manages set of selected entities. Currently supports just one set of linked entities. "use strict"; var selection = [], intersectedEntityID = null, intersectedEntityIndex, rootEntityID = null, rootPosition, rootOrientation, scaleFactor, scaleRotation, scaleCenter, scalePosition, scaleOrientation, scaleRootOffset, scaleRootOrientation, ENTITY_TYPE = "entity", ENTITY_TYPES_WITH_COLOR = ["Box", "Sphere", "Shape", "PolyLine", "PolyVox"], ENTITY_TYPES_2D = ["Text", "Web"]; if (!this instanceof Selection) { return new Selection(side); } function traverseEntityTree(id, result) { // Recursively traverses tree of entities and their children, gather IDs and properties. // The root entity is always the first entry. var children, properties, SELECTION_PROPERTIES = ["type", "position", "registrationPoint", "rotation", "dimensions", "parentID", "localPosition", "dynamic", "collisionless", "userData"], i, length; properties = Entities.getEntityProperties(id, SELECTION_PROPERTIES); result.push({ id: id, type: properties.type, position: properties.position, parentID: properties.parentID, localPosition: properties.localPosition, registrationPoint: properties.registrationPoint, rotation: properties.rotation, dimensions: properties.dimensions, dynamic: properties.dynamic, collisionless: properties.collisionless, userData: properties.userData }); if (id === intersectedEntityID) { intersectedEntityIndex = result.length - 1; } children = Entities.getChildrenIDs(id); for (i = 0, length = children.length; i < length; i += 1) { if (Entities.getNestableType(children[i]) === ENTITY_TYPE) { traverseEntityTree(children[i], result); } } } function select(intersectionEntityID) { var entityProperties, PARENT_PROPERTIES = ["parentID", "position", "rotation", "dymamic", "collisionless"]; intersectedEntityID = intersectionEntityID; // Find root parent. rootEntityID = Entities.rootOf(intersectedEntityID); // Selection position and orientation is that of the root entity. entityProperties = Entities.getEntityProperties(rootEntityID, PARENT_PROPERTIES); rootPosition = entityProperties.position; rootOrientation = entityProperties.rotation; // Find all children. selection = []; traverseEntityTree(rootEntityID, selection); } function getIntersectedEntityID() { return intersectedEntityID; } function getIntersectedEntityIndex() { return intersectedEntityIndex; } function getRootEntityID() { return rootEntityID; } function getSelection() { return selection; } function count() { return selection.length; } function getBoundingBox() { var center, localCenter, orientation, inverseOrientation, dimensions, min, max, i, j, length, registration, position, rotation, corners = [], NUM_CORNERS = 8; if (selection.length === 1) { if (Vec3.equal(selection[0].registrationPoint, Vec3.HALF)) { center = rootPosition; } else { center = Vec3.sum(rootPosition, Vec3.multiplyQbyV(rootOrientation, Vec3.multiplyVbyV(selection[0].dimensions, Vec3.subtract(Vec3.HALF, selection[0].registrationPoint)))); } localCenter = Vec3.multiplyQbyV(Quat.inverse(rootOrientation), Vec3.subtract(center, rootPosition)); orientation = rootOrientation; dimensions = selection[0].dimensions; } else if (selection.length > 1) { // Find min & max x, y, z values of entities' dimension box corners in root entity coordinate system. // Note: Don't use entities' bounding boxes because they're in world coordinates and may make the calculated // bounding box be larger than necessary. min = Vec3.multiplyVbyV(Vec3.subtract(Vec3.ZERO, selection[0].registrationPoint), selection[0].dimensions); max = Vec3.multiplyVbyV(Vec3.subtract(Vec3.ONE, selection[0].registrationPoint), selection[0].dimensions); inverseOrientation = Quat.inverse(rootOrientation); for (i = 1, length = selection.length; i < length; i += 1) { registration = selection[i].registrationPoint; corners[0] = { x: -registration.x, y: -registration.y, z: -registration.z }; corners[1] = { x: -registration.x, y: -registration.y, z: 1.0 - registration.z }; corners[2] = { x: -registration.x, y: 1.0 - registration.y, z: -registration.z }; corners[3] = { x: -registration.x, y: 1.0 - registration.y, z: 1.0 - registration.z }; corners[4] = { x: 1.0 - registration.x, y: -registration.y, z: -registration.z }; corners[5] = { x: 1.0 - registration.x, y: -registration.y, z: 1.0 - registration.z }; corners[6] = { x: 1.0 - registration.x, y: 1.0 - registration.y, z: -registration.z }; corners[7] = { x: 1.0 - registration.x, y: 1.0 - registration.y, z: 1.0 - registration.z }; position = selection[i].position; rotation = selection[i].rotation; dimensions = selection[i].dimensions; for (j = 0; j < NUM_CORNERS; j += 1) { // Corner position in world coordinates. corners[j] = Vec3.sum(position, Vec3.multiplyQbyV(rotation, Vec3.multiplyVbyV(corners[j], dimensions))); // Corner position in root entity coordinates. corners[j] = Vec3.multiplyQbyV(inverseOrientation, Vec3.subtract(corners[j], rootPosition)); // Update min & max. min = Vec3.min(corners[j], min); max = Vec3.max(corners[j], max); } } // Calculate bounding box. center = Vec3.sum(rootPosition, Vec3.multiplyQbyV(rootOrientation, Vec3.multiply(0.5, Vec3.sum(min, max)))); localCenter = Vec3.multiply(0.5, Vec3.sum(min, max)); orientation = rootOrientation; dimensions = Vec3.subtract(max, min); } return { center: center, localCenter: localCenter, orientation: orientation, dimensions: dimensions }; } function is2D() { return selection.length === 1 && ENTITY_TYPES_2D.indexOf(selection[0].type) !== -1; } function doKick(entityID) { var properties, NO_KICK_ENTITY_TYPES = ["Text", "Web"], // These entities don't respond to gravity so don't kick them. DYNAMIC_VELOCITY_THRESHOLD = 0.05, // See EntityMotionState.cpp DYNAMIC_LINEAR_VELOCITY_THRESHOLD DYNAMIC_VELOCITY_KICK = { x: 0, y: 0.1, z: 0 }; if (entityID === rootEntityID) { // Don't kick if have started editing entity again. return; } properties = Entities.getEntityProperties(entityID, ["type", "velocity", "gravity"]); if (NO_KICK_ENTITY_TYPES.indexOf(properties.type) === -1 && Vec3.length(properties.gravity) > 0 && Vec3.length(properties.velocity) < DYNAMIC_VELOCITY_THRESHOLD) { Entities.editEntity(entityID, { velocity: DYNAMIC_VELOCITY_KICK }); } } function kickPhysics(entityID) { // Gives entities a small kick to start off physics, if necessary. var KICK_DELAY = 500; // ms // Give physics a chance to catch up. Avoids some erratic behavior. Script.setTimeout(function () { doKick(entityID); }, KICK_DELAY); } function startEditing() { var i; // Disable entity set's physics. //for (i = 0, count = selection.length; i < count; i += 1) { for (i = selection.length - 1; i >= 0; i -= 1) { Entities.editEntity(selection[i].id, { dynamic: false, // So that gravity doesn't fight with us trying to hold the entity in place. collisionless: true, // So that entity doesn't bump us about as we resize the entity. velocity: Vec3.ZERO, // So that entity doesn't drift if we've grabbed a set while it was moving. angularVelocity: Vec3.ZERO // "" }); } // Stop moving. Entities.editEntity(rootEntityID, { velocity: Vec3.ZERO, angularVelocity: Vec3.ZERO }); } function finishEditing() { var i; // Restore entity set's physics. // Note: Need to apply children-first in order to avoid children's relative positions sometimes drifting. for (i = selection.length - 1; i >= 0; i -= 1) { Entities.editEntity(selection[i].id, { dynamic: selection[i].dynamic, collisionless: selection[i].collisionless }); } // Kick off physics if necessary. if (selection.length > 0 && selection[0].dynamic) { kickPhysics(selection[0].id); } } function getPositionAndOrientation() { // Position and orientation of root entity. return { position: rootPosition, orientation: rootOrientation }; } function setPositionAndOrientation(position, orientation) { // Position and orientation of root entity. rootPosition = position; rootOrientation = orientation; Entities.editEntity(rootEntityID, { position: position, rotation: orientation }); } function startDirectScaling(center) { // Save initial position and orientation so that can scale relative to these without accumulating float errors. scaleRootOffset = Vec3.subtract(rootPosition, center); scaleRootOrientation = rootOrientation; } function directScale(factor, rotation, center) { // Scale, position, and rotate selection. // We can get away with scaling the z size of 2D entities - incongruities are barely noticeable and things recover. var i, length; // Scale, position, and orient root. rootPosition = Vec3.sum(center, Vec3.multiply(factor, Vec3.multiplyQbyV(rotation, scaleRootOffset))); rootOrientation = Quat.multiply(rotation, scaleRootOrientation); Entities.editEntity(selection[0].id, { dimensions: Vec3.multiply(factor, selection[0].dimensions), position: rootPosition, rotation: rootOrientation }); // Scale and position children. for (i = 1, length = selection.length; i < length; i += 1) { Entities.editEntity(selection[i].id, { dimensions: Vec3.multiply(factor, selection[i].dimensions), localPosition: Vec3.multiply(factor, selection[i].localPosition) }); } // Save most recent scale parameters. scaleFactor = factor; scaleRotation = rotation; scaleCenter = center; } function finishDirectScaling() { // Update selection with final entity properties. var i, length; // Final scale, position, and orientation of root. rootPosition = Vec3.sum(scaleCenter, Vec3.multiply(scaleFactor, Vec3.multiplyQbyV(scaleRotation, scaleRootOffset))); rootOrientation = Quat.multiply(scaleRotation, scaleRootOrientation); selection[0].dimensions = Vec3.multiply(scaleFactor, selection[0].dimensions); selection[0].position = rootPosition; selection[0].rotation = rootOrientation; // Final scale and position of children. for (i = 1, length = selection.length; i < length; i += 1) { selection[i].dimensions = Vec3.multiply(scaleFactor, selection[i].dimensions); selection[i].localPosition = Vec3.multiply(scaleFactor, selection[i].localPosition); } } function startHandleScaling(position) { // Save initial offset from hand position to root position so that can scale without accumulating float errors. scaleRootOffset = Vec3.multiplyQbyV(Quat.inverse(rootOrientation), Vec3.subtract(rootPosition, position)); } function handleScale(factor, position, orientation) { // Scale and reposition and orient selection. // We can get away with scaling the z size of 2D entities - incongruities are barely noticeable and things recover. var i, length; // Scale and position root. rootPosition = Vec3.sum(Vec3.multiplyQbyV(orientation, Vec3.multiplyVbyV(factor, scaleRootOffset)), position); rootOrientation = orientation; Entities.editEntity(selection[0].id, { dimensions: Vec3.multiplyVbyV(factor, selection[0].dimensions), position: rootPosition, rotation: rootOrientation }); // Scale and position children. // Only corner handles are used for scaling multiple entities so scale factor is the same in all dimensions. // Therefore don't need to take into account orientation relative to parent when scaling local position. for (i = 1, length = selection.length; i < length; i += 1) { Entities.editEntity(selection[i].id, { dimensions: Vec3.multiplyVbyV(factor, selection[i].dimensions), localPosition: Vec3.multiplyVbyV(factor, selection[i].localPosition) }); } // Save most recent scale parameters. scaleFactor = factor; scalePosition = position; scaleOrientation = orientation; } function finishHandleScaling() { // Update selection with final entity properties. var i, length; // Final scale and position of root. selection[0].dimensions = Vec3.multiplyVbyV(scaleFactor, selection[0].dimensions); selection[0].position = scalePosition; selection[0].rotation = scaleOrientation; // Final scale and position of children. for (i = 1, length = selection.length; i < length; i += 1) { selection[i].dimensions = Vec3.multiplyVbyV(scaleFactor, selection[i].dimensions); selection[i].localPosition = Vec3.multiplyVbyV(scaleFactor, selection[i].localPosition); } } function cloneEntities() { var parentIDIndexes = [], intersectedEntityIndex = 0, parentID, properties, i, j, length; // Map parent IDs; find intersectedEntityID's index. for (i = 1, length = selection.length; i < length; i += 1) { if (selection[i].id === intersectedEntityID) { intersectedEntityIndex = i; } parentID = selection[i].parentID; for (j = 0; j < i; j += 1) { if (parentID === selection[j].id) { parentIDIndexes[i] = j; break; } } } // Clone entities. for (i = 0, length = selection.length; i < length; i += 1) { properties = Entities.getEntityProperties(selection[i].id); if (i > 0) { properties.parentID = selection[parentIDIndexes[i]].id; } selection[i].id = Entities.addEntity(properties); } intersectedEntityID = selection[intersectedEntityIndex].id; rootEntityID = selection[0].id; } function applyColor(color, isApplyToAll) { // Entities without a color property simply ignore the edit. var properties, isOK = false, i, length; if (isApplyToAll) { for (i = 0, length = selection.length; i < length; i += 1) { properties = Entities.getEntityProperties(selection[i].id, "color"); if (ENTITY_TYPES_WITH_COLOR.indexOf(properties.type) !== -1) { Entities.editEntity(selection[i].id, { color: color }); isOK = true; } } } else { properties = Entities.getEntityProperties(intersectedEntityID, "type"); if (ENTITY_TYPES_WITH_COLOR.indexOf(properties.type) !== -1) { Entities.editEntity(intersectedEntityID, { color: color }); isOK = true; } } return isOK; } function getColor(entityID) { var properties; properties = Entities.getEntityProperties(entityID, "color"); if (ENTITY_TYPES_WITH_COLOR.indexOf(properties.type) === -1) { // Some entities don't have a color property. return null; } return properties.color; } function updatePhysicsUserData(userDataString, physicsUserData) { var userData = {}; if (userDataString !== "") { try { userData = JSON.parse(userDataString); } catch (e) { App.log(side, "ERROR: Invalid userData in entity being updated! " + userDataString); } } if (!userData.hasOwnProperty("grabbableKey")) { userData.grabbableKey = {}; } userData.grabbableKey.grabbable = physicsUserData.grabbableKey.grabbable; return JSON.stringify(userData); } function applyPhysics(physicsProperties) { // Regarding trees of entities, when physics is to be enabled the physics engine currently: // - Only works with physics applied to the root entity; i.e., child entities are ignored for collisions. // - Requires child entities to be dynamic if the root entity is dynamic, otherwise child entities can drift. // - Requires child entities to be collisionless, otherwise the entity tree can become self-propelled. // See also: Groups.group() and ungroup(). var properties, i, length; // Make children cater to physicsProperties. properties = { dynamic: physicsProperties.dynamic, collisionless: physicsProperties.dynamic || physicsProperties.collisionless }; for (i = 1, length = selection.length; i < length; i += 1) { Entities.editEntity(selection[i].id, properties); } // Set root per physicsProperties. properties = Object.clone(physicsProperties); properties.userData = updatePhysicsUserData(selection[intersectedEntityIndex].userData, physicsProperties.userData); Entities.editEntity(rootEntityID, properties); // Kick off physics if necessary. if (physicsProperties.dynamic) { kickPhysics(rootEntityID); } } function clear() { selection = []; intersectedEntityID = null; rootEntityID = null; } function deleteEntities() { if (rootEntityID) { Entities.deleteEntity(rootEntityID); // Children are automatically deleted. clear(); } } function destroy() { clear(); } return { select: select, selection: getSelection, count: count, intersectedEntityID: getIntersectedEntityID, intersectedEntityIndex: getIntersectedEntityIndex, rootEntityID: getRootEntityID, boundingBox: getBoundingBox, is2D: is2D, getPositionAndOrientation: getPositionAndOrientation, setPositionAndOrientation: setPositionAndOrientation, startEditing: startEditing, startDirectScaling: startDirectScaling, directScale: directScale, finishDirectScaling: finishDirectScaling, startHandleScaling: startHandleScaling, handleScale: handleScale, finishHandleScaling: finishHandleScaling, finishEditing: finishEditing, cloneEntities: cloneEntities, applyColor: applyColor, getColor: getColor, applyPhysics: applyPhysics, deleteEntities: deleteEntities, clear: clear, destroy: destroy }; }; Selection.prototype = {};