// // Volume3DOverlay.cpp // interface/src/ui/overlays // // Copyright 2014 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 // #include #include // include this before QGLWidget, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include #include #include #include "Volume3DOverlay.h" const float DEFAULT_SIZE = 1.0f; Volume3DOverlay::Volume3DOverlay() : _dimensions(glm::vec3(DEFAULT_SIZE, DEFAULT_SIZE, DEFAULT_SIZE)) { } Volume3DOverlay::Volume3DOverlay(const Volume3DOverlay* volume3DOverlay) : Base3DOverlay(volume3DOverlay), _dimensions(volume3DOverlay->_dimensions) { } Volume3DOverlay::~Volume3DOverlay() { } void Volume3DOverlay::setProperties(const QScriptValue& properties) { Base3DOverlay::setProperties(properties); QScriptValue dimensions = properties.property("dimensions"); // if "dimensions" property was not there, check to see if they included aliases: scale if (!dimensions.isValid()) { dimensions = properties.property("scale"); if (!dimensions.isValid()) { dimensions = properties.property("size"); } } if (dimensions.isValid()) { bool validDimensions = false; glm::vec3 newDimensions; QScriptValue x = dimensions.property("x"); QScriptValue y = dimensions.property("y"); QScriptValue z = dimensions.property("z"); if (x.isValid() && y.isValid() && z.isValid()) { newDimensions.x = x.toVariant().toFloat(); newDimensions.y = y.toVariant().toFloat(); newDimensions.z = z.toVariant().toFloat(); validDimensions = true; } else { QScriptValue width = dimensions.property("width"); QScriptValue height = dimensions.property("height"); QScriptValue depth = dimensions.property("depth"); if (width.isValid() && height.isValid() && depth.isValid()) { newDimensions.x = width.toVariant().toFloat(); newDimensions.y = height.toVariant().toFloat(); newDimensions.z = depth.toVariant().toFloat(); validDimensions = true; } } // size, scale, dimensions is special, it might just be a single scalar, check that here if (!validDimensions && dimensions.isNumber()) { float size = dimensions.toVariant().toFloat(); newDimensions.x = size; newDimensions.y = size; newDimensions.z = size; validDimensions = true; } if (validDimensions) { setDimensions(newDimensions); } } } QScriptValue Volume3DOverlay::getProperty(const QString& property) { if (property == "dimensions" || property == "scale" || property == "size") { return vec3toScriptValue(_scriptEngine, _dimensions); } return Base3DOverlay::getProperty(property); } bool Volume3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) { // extents is the entity relative, scaled, centered extents of the entity glm::vec3 position = getPosition(); glm::mat4 rotation = glm::mat4_cast(getRotation()); glm::mat4 translation = glm::translate(position); glm::mat4 entityToWorldMatrix = translation * rotation; glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix); glm::vec3 dimensions = _dimensions; glm::vec3 corner = dimensions * -0.5f; // since we're going to do the ray picking in the overlay frame of reference AABox overlayFrameBox(corner, dimensions); glm::vec3 overlayFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f)); glm::vec3 overlayFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f)); // we can use the AABox's ray intersection by mapping our origin and direction into the overlays frame // and testing intersection there. if (overlayFrameBox.findRayIntersection(overlayFrameOrigin, overlayFrameDirection, distance, face)) { return true; } return false; }