overte/interface/src/raypick/PickScriptingInterface.h

203 lines
No EOL
12 KiB
C++

//
// Created by Sam Gondelman 10/20/2017
// 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
//
#ifndef hifi_PickScriptingInterface_h
#define hifi_PickScriptingInterface_h
#include <QtCore/QObject>
#include <RegisteredMetaTypes.h>
#include <DependencyManager.h>
#include <Pick.h>
/**jsdoc
* The Picks API lets you create and manage objects for repeatedly calculating intersections in different ways.
*
* @namespace Picks
* @property PICK_NOTHING {number} A filter flag. Don't intersect with anything.
* @property PICK_ENTITIES {number} A filter flag. Include entities when intersecting.
* @property PICK_OVERLAYS {number} A filter flag. Include overlays when intersecting.
* @property PICK_AVATARS {number} A filter flag. Include avatars when intersecting.
* @property PICK_HUD {number} A filter flag. Include the HUD sphere when intersecting in HMD mode.
* @property PICK_COARSE {number} A filter flag. Pick against coarse meshes, instead of exact meshes.
* @property PICK_INCLUDE_INVISIBLE {number} A filter flag. Include invisible objects when intersecting.
* @property PICK_INCLUDE_NONCOLLIDABLE {number} A filter flag. Include non-collidable objects when intersecting.
* @property INTERSECTED_NONE {number} An intersection type. Intersected nothing with the given filter flags.
* @property INTERSECTED_ENTITY {number} An intersection type. Intersected an entity.
* @property INTERSECTED_OVERLAY {number} An intersection type. Intersected an overlay.
* @property INTERSECTED_AVATAR {number} An intersection type. Intersected an avatar.
* @property INTERSECTED_HUD {number} An intersection type. Intersected the HUD sphere.
*/
class PickScriptingInterface : public QObject, public Dependency {
Q_OBJECT
Q_PROPERTY(unsigned int PICK_NOTHING READ PICK_NOTHING CONSTANT)
Q_PROPERTY(unsigned int PICK_ENTITIES READ PICK_ENTITIES CONSTANT)
Q_PROPERTY(unsigned int PICK_OVERLAYS READ PICK_OVERLAYS CONSTANT)
Q_PROPERTY(unsigned int PICK_AVATARS READ PICK_AVATARS CONSTANT)
Q_PROPERTY(unsigned int PICK_HUD READ PICK_HUD CONSTANT)
Q_PROPERTY(unsigned int PICK_COARSE READ PICK_COARSE CONSTANT)
Q_PROPERTY(unsigned int PICK_INCLUDE_INVISIBLE READ PICK_INCLUDE_INVISIBLE CONSTANT)
Q_PROPERTY(unsigned int PICK_INCLUDE_NONCOLLIDABLE READ PICK_INCLUDE_NONCOLLIDABLE CONSTANT)
Q_PROPERTY(unsigned int PICK_ALL_INTERSECTIONS READ PICK_ALL_INTERSECTIONS CONSTANT)
Q_PROPERTY(unsigned int INTERSECTED_NONE READ INTERSECTED_NONE CONSTANT)
Q_PROPERTY(unsigned int INTERSECTED_ENTITY READ INTERSECTED_ENTITY CONSTANT)
Q_PROPERTY(unsigned int INTERSECTED_OVERLAY READ INTERSECTED_OVERLAY CONSTANT)
Q_PROPERTY(unsigned int INTERSECTED_AVATAR READ INTERSECTED_AVATAR CONSTANT)
Q_PROPERTY(unsigned int INTERSECTED_HUD READ INTERSECTED_HUD CONSTANT)
SINGLETON_DEPENDENCY
public:
unsigned int createRayPick(const QVariant& properties);
unsigned int createStylusPick(const QVariant& properties);
void registerMetaTypes(QScriptEngine* engine);
/**jsdoc
* A set of properties that can be passed to {@link Picks.createPick} to create a new Pick.
*
* Different {@link Picks.PickType}s use different properties, and within one PickType, the properties you choose can lead to a wide range of behaviors. For example,
* with PickType.Ray, depending on which optional parameters you pass, you could create a Static Ray Pick, a Mouse Ray Pick, or a Joint Ray Pick.
*
* @typedef {Object} Picks.PickProperties
* @property {boolean} [enabled=false] If this Pick should start enabled or not. Disabled Picks do not updated their pick results.
* @property {number} [filter=Picks.PICK_NOTHING] The filter for this Pick to use, constructed using filter flags combined using bitwise OR.
* @property {float} [maxDistance=0.0] The max distance at which this Pick will intersect. 0.0 = no max. < 0.0 is invalid.
* @property {string} [joint] Only for Joint or Mouse Ray Picks. If "Mouse", it will create a Ray Pick that follows the system mouse, in desktop or HMD.
* If "Avatar", it will create a Joint Ray Pick that follows your avatar's head. Otherwise, it will create a Joint Ray Pick that follows the given joint, if it
* exists on your current avatar.
* @property {Vec3} [posOffset=Vec3.ZERO] Only for Joint Ray Picks. A local joint position offset, in meters. x = upward, y = forward, z = lateral
* @property {Vec3} [dirOffset=Vec3.UP] Only for Joint Ray Picks. A local joint direction offset. x = upward, y = forward, z = lateral
* @property {Vec3} [position] Only for Static Ray Picks. The world-space origin of the ray.
* @property {Vec3} [direction=-Vec3.UP] Only for Static Ray Picks. The world-space direction of the ray.
* @property {number} [hand=-1] Only for Stylus Picks. An integer. 0 == left, 1 == right. Invalid otherwise.
*/
/**jsdoc
* Adds a new Pick.
* @function Picks.createPick
* @param {Picks.PickType} type A PickType that specifies the method of picking to use
* @param {Picks.PickProperties} properties A PickProperties object, containing all the properties for initializing this Pick
* @returns {number} The ID of the created Pick. Used for managing the Pick. 0 if invalid.
*/
Q_INVOKABLE unsigned int createPick(const PickQuery::PickType type, const QVariant& properties);
/**jsdoc
* Enables a Pick.
* @function Picks.enablePick
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
*/
Q_INVOKABLE void enablePick(unsigned int uid);
/**jsdoc
* Disables a Pick.
* @function Picks.disablePick
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
*/
Q_INVOKABLE void disablePick(unsigned int uid);
/**jsdoc
* Removes a Pick.
* @function Picks.removePick
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
*/
Q_INVOKABLE void removePick(unsigned int uid);
/**jsdoc
* An intersection result for a Ray Pick.
*
* @typedef {Object} Picks.RayPickResult
* @property {number} type The intersection type.
* @property {bool} intersects If there was a valid intersection (type != INTERSECTED_NONE)
* @property {Uuid} objectID The ID of the intersected object. Uuid.NULL for the HUD or invalid intersections.
* @property {float} distance The distance to the intersection point from the origin of the ray.
* @property {Vec3} intersection The intersection point in world-space.
* @property {Vec3} surfaceNormal The surface normal at the intersected point. All NANs if type == INTERSECTED_HUD.
* @property {PickRay} searchRay The PickRay that was used. Valid even if there was no intersection.
*/
/**jsdoc
* An intersection result for a Stylus Pick.
*
* @typedef {Object} Picks.StylusPickResult
* @property {number} type The intersection type.
* @property {bool} intersects If there was a valid intersection (type != INTERSECTED_NONE)
* @property {Uuid} objectID The ID of the intersected object. Uuid.NULL for the HUD or invalid intersections.
* @property {float} distance The distance to the intersection point from the origin of the ray.
* @property {Vec3} intersection The intersection point in world-space.
* @property {Vec3} surfaceNormal The surface normal at the intersected point. All NANs if type == INTERSECTED_HUD.
* @property {StylusTip} stylusTip The StylusTip that was used. Valid even if there was no intersection.
*/
/**jsdoc
* Get the most recent pick result from this Pick. This will be updated as long as the Pick is enabled.
* @function Picks.getPrevPickResult
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @returns {PickResult} The most recent intersection result. This will be slightly different for different PickTypes. See {@link Picks.RayPickResult} and {@link Picks.StylusPickResult}.
*/
Q_INVOKABLE QVariantMap getPrevPickResult(unsigned int uid);
/**jsdoc
* Sets whether or not to use precision picking.
* @function Picks.setPrecisionPicking
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @param {boolean} precisionPicking Whether or not to use precision picking
*/
Q_INVOKABLE void setPrecisionPicking(unsigned int uid, bool precisionPicking);
/**jsdoc
* Sets a list of Entity IDs, Overlay IDs, and/or Avatar IDs to ignore during intersection. Not used by Stylus Picks.
* @function Picks.setIgnoreItems
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @param {Uuid[]} ignoreItems A list of IDs to ignore.
*/
Q_INVOKABLE void setIgnoreItems(unsigned int uid, const QScriptValue& ignoreItems);
/**jsdoc
* Sets a list of Entity IDs, Overlay IDs, and/or Avatar IDs to include during intersection, instead of intersecting with everything. Stylus
* Picks <b>only</b> intersect with objects in their include list.
* @function Picks.setIncludeItems
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @param {Uuid[]} includeItems A list of IDs to include.
*/
Q_INVOKABLE void setIncludeItems(unsigned int uid, const QScriptValue& includeItems);
/**jsdoc
* Check if a Pick is associated with the left hand.
* @function Picks.isLeftHand
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @returns {boolean} True if the Pick is a Joint Ray Pick with joint == "_CONTROLLER_LEFTHAND" or "_CAMERA_RELATIVE_CONTROLLER_LEFTHAND", or a Stylus Pick with hand == 0.
*/
Q_INVOKABLE bool isLeftHand(unsigned int uid);
/**jsdoc
* Check if a Pick is associated with the right hand.
* @function Picks.isRightHand
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @returns {boolean} True if the Pick is a Joint Ray Pick with joint == "_CONTROLLER_RIGHTHAND" or "_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND", or a Stylus Pick with hand == 1.
*/
Q_INVOKABLE bool isRightHand(unsigned int uid);
/**jsdoc
* Check if a Pick is associated with the system mouse.
* @function Picks.isMouse
* @param {number} uid The ID of the Pick, as returned by {@link Picks.createPick}.
* @returns {boolean} True if the Pick is a Mouse Ray Pick, false otherwise.
*/
Q_INVOKABLE bool isMouse(unsigned int uid);
public slots:
static constexpr unsigned int PICK_NOTHING() { return 0; }
static constexpr unsigned int PICK_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_ENTITIES); }
static constexpr unsigned int PICK_OVERLAYS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_OVERLAYS); }
static constexpr unsigned int PICK_AVATARS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_AVATARS); }
static constexpr unsigned int PICK_HUD() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_HUD); }
static constexpr unsigned int PICK_COARSE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_COARSE); }
static constexpr unsigned int PICK_INCLUDE_INVISIBLE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_INCLUDE_INVISIBLE); }
static constexpr unsigned int PICK_INCLUDE_NONCOLLIDABLE() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_INCLUDE_NONCOLLIDABLE); }
static constexpr unsigned int PICK_ALL_INTERSECTIONS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_ALL_INTERSECTIONS); }
static constexpr unsigned int INTERSECTED_NONE() { return IntersectionType::NONE; }
static constexpr unsigned int INTERSECTED_ENTITY() { return IntersectionType::ENTITY; }
static constexpr unsigned int INTERSECTED_OVERLAY() { return IntersectionType::OVERLAY; }
static constexpr unsigned int INTERSECTED_AVATAR() { return IntersectionType::AVATAR; }
static constexpr unsigned int INTERSECTED_HUD() { return IntersectionType::HUD; }
};
#endif // hifi_PickScriptingInterface_h