overte/interface/src/raypick/PickScriptingInterface.h
Bradley Austin Davis d45d87031d
Merge pull request #14782 from SamGondelman/NOverlaysFinal
Case 20723, Case 20334: Internally, replace all overlays with local entities
2019-02-14 13:49:47 -08:00

378 lines
18 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 <PhysicsEngine.h>
#include <Pick.h>
#include <PickFilter.h>
/**jsdoc
* The Picks API lets you create and manage objects for repeatedly calculating intersections in different ways.
*
* @namespace Picks
*
* @hifi-interface
* @hifi-client-entity
* @hifi-avatar
*
* @property {number} PICK_ENTITIES A filter flag. Include domain and avatar entities when intersecting. <em>Read-only.</em>. Deprecated.
* @property {number} PICK_OVERLAYS A filter flag. Include local entities when intersecting. <em>Read-only.</em>. Deprecated.
*
* @property {number} PICK_DOMAIN_ENTITIES A filter flag. Include domain entities when intersecting. <em>Read-only.</em>.
* @property {number} PICK_AVATAR_ENTITIES A filter flag. Include avatar entities when intersecting. <em>Read-only.</em>.
* @property {number} PICK_LOCAL_ENTITIES A filter flag. Include local entities when intersecting. <em>Read-only.</em>.
* @property {number} PICK_AVATARS A filter flag. Include avatars when intersecting. <em>Read-only.</em>.
* @property {number} PICK_HUD A filter flag. Include the HUD sphere when intersecting in HMD mode. <em>Read-only.</em>.
*
* @property {number} PICK_INCLUDE_VISIBLE A filter flag. Include visible objects when intersecting. <em>Read-only.</em>.
* @property {number} PICK_INCLUDE_INVISIBLE A filter flag. Include invisible objects when intersecting. <em>Read-only.</em>.
*
* @property {number} PICK_INCLUDE_COLLIDABLE A filter flag. Include collidable objects when intersecting. <em>Read-only.</em>.
* @property {number} PICK_INCLUDE_NONCOLLIDABLE A filter flag. Include non-collidable objects when intersecting. <em>Read-only.</em>.
*
* @property {number} PICK_PRECISE A filter flag. Pick against exact meshes. <em>Read-only.</em>.
* @property {number} PICK_COARSE A filter flag. Pick against coarse meshes. <em>Read-only.</em>.
*
* @property {number} PICK_ALL_INTERSECTIONS <em>Read-only.</em>.
*
* @property {number} INTERSECTED_NONE An intersection type. Intersected nothing with the given filter flags. <em>Read-only.</em>
* @property {number} INTERSECTED_ENTITY An intersection type. Intersected an entity. <em>Read-only.</em>
* @property {number} INTERSECTED_LOCAL_ENTITY An intersection type. Intersected a local entity.</em>
* @property {number} INTERSECTED_OVERLAY An intersection type. Intersected an entity (3D Overlays no longer exist). <em>Read-only.</em>
* @property {number} INTERSECTED_AVATAR An intersection type. Intersected an avatar. <em>Read-only.</em>
* @property {number} INTERSECTED_HUD An intersection type. Intersected the HUD sphere. <em>Read-only.</em>
* @property {number} perFrameTimeBudget - The max number of usec to spend per frame updating Pick results.
*/
class PickScriptingInterface : public QObject, public Dependency {
Q_OBJECT
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_DOMAIN_ENTITIES READ PICK_DOMAIN_ENTITIES CONSTANT)
Q_PROPERTY(unsigned int PICK_AVATAR_ENTITIES READ PICK_AVATAR_ENTITIES CONSTANT)
Q_PROPERTY(unsigned int PICK_LOCAL_ENTITIES READ PICK_LOCAL_ENTITIES 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_INCLUDE_VISIBLE READ PICK_INCLUDE_VISIBLE CONSTANT)
Q_PROPERTY(unsigned int PICK_INCLUDE_INVISIBLE READ PICK_INCLUDE_INVISIBLE CONSTANT)
Q_PROPERTY(unsigned int PICK_INCLUDE_COLLIDABLE READ PICK_INCLUDE_COLLIDABLE CONSTANT)
Q_PROPERTY(unsigned int PICK_INCLUDE_NONCOLLIDABLE READ PICK_INCLUDE_NONCOLLIDABLE CONSTANT)
Q_PROPERTY(unsigned int PICK_PRECISE READ PICK_PRECISE CONSTANT)
Q_PROPERTY(unsigned int PICK_COARSE READ PICK_COARSE 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_LOCAL_ENTITY READ INTERSECTED_LOCAL_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)
Q_PROPERTY(unsigned int perFrameTimeBudget READ getPerFrameTimeBudget WRITE setPerFrameTimeBudget)
SINGLETON_DEPENDENCY
public:
unsigned int createRayPick(const QVariant& properties);
unsigned int createStylusPick(const QVariant& properties);
unsigned int createCollisionPick(const QVariant& properties);
unsigned int createParabolaPick(const QVariant& properties);
void registerMetaTypes(QScriptEngine* engine);
/**jsdoc
* Adds a new Pick.
* Different {@link 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.
* Picks created with this method always intersect at least visible and collidable things
* @function Picks.createPick
* @param {PickType} type A PickType that specifies the method of picking to use
* @param {Picks.RayPickProperties|Picks.StylusPickProperties|Picks.ParabolaPickProperties|Picks.CollisionPickProperties} 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.
*/
// TODO: expand Pointers to be able to be fully configurable with PickFilters
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} RayPickResult
* @property {number} type The intersection type.
* @property {boolean} 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 {number} 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 {Variant} extraInfo Additional intersection details when available for Model objects.
* @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} StylusPickResult
* @property {number} type The intersection type.
* @property {boolean} 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 {number} 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 {Variant} extraInfo Additional intersection details when available for Model objects.
* @property {StylusTip} stylusTip The StylusTip that was used. Valid even if there was no intersection.
*/
/**jsdoc
* An intersection result for a Parabola Pick.
*
* @typedef {object} ParabolaPickResult
* @property {number} type The intersection type.
* @property {boolean} 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 {number} distance The distance to the intersection point from the origin of the parabola, not along the parabola.
* @property {number} parabolicDistance The distance to the intersection point from the origin of the parabola, along the parabola.
* @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 {Variant} extraInfo Additional intersection details when available for Model objects.
* @property {PickParabola} parabola The PickParabola that was used. Valid even if there was no intersection.
*/
/**jsdoc
* An intersection result for a Collision Pick.
*
* @typedef {object} CollisionPickResult
* @property {boolean} intersects If there was at least one valid intersection (intersectingObjects.length > 0)
* @property {IntersectingObject[]} intersectingObjects The collision information of each object which intersect with the CollisionRegion.
* @property {CollisionRegion} collisionRegion The CollisionRegion that was used. Valid even if there was no intersection.
*/
/**jsdoc
* Information about the Collision Pick's intersection with an object
*
* @typedef {object} IntersectingObject
* @property {QUuid} id The ID of the object.
* @property {number} type The type of the object, either Picks.INTERSECTED_ENTITY() or Picks.INTERSECTED_AVATAR()
* @property {CollisionContact[]} collisionContacts Pairs of points representing penetration information between the pick and the object
*/
/**jsdoc
* A pair of points that represents part of an overlap between a Collision Pick and an object in the physics engine. Points which are further apart represent deeper overlap
*
* @typedef {object} CollisionContact
* @property {Vec3} pointOnPick A point representing a penetration of the object's surface into the volume of the pick, in world space.
* @property {Vec3} pointOnObject A point representing a penetration of the pick's surface into the volume of the found object, in world space.
* @property {Vec3} normalOnPick The normalized vector pointing away from the pick, representing the direction of collision.
*/
/**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 {RayPickResult|StylusPickResult|ParabolaPickResult|CollisionPickResult} The most recent intersection result. This will be different for different PickTypes.
*/
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 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 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 or Parabola 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 or Parabola 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 or Parabola Pick, false otherwise.
*/
Q_INVOKABLE bool isMouse(unsigned int uid);
unsigned int getPerFrameTimeBudget() const;
void setPerFrameTimeBudget(unsigned int numUsecs);
public slots:
/**jsdoc
* @function Picks.PICK_ENTITIES
* @returns {number}
*/
static constexpr unsigned int PICK_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::DOMAIN_ENTITIES) | PickFilter::getBitMask(PickFilter::FlagBit::AVATAR_ENTITIES); }
/**jsdoc
* @function Picks.PICK_OVERLAYS
* @returns {number}
*/
static constexpr unsigned int PICK_OVERLAYS() { return PickFilter::getBitMask(PickFilter::FlagBit::LOCAL_ENTITIES); }
/**jsdoc
* @function Picks.PICK_DOMAIN_ENTITIES
* @returns {number}
*/
static constexpr unsigned int PICK_DOMAIN_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::DOMAIN_ENTITIES); }
/**jsdoc
* @function Picks.PICK_AVATAR_ENTITIES
* @returns {number}
*/
static constexpr unsigned int PICK_AVATAR_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::AVATAR_ENTITIES); }
/**jsdoc
* @function Picks.PICK_LOCAL_ENTITIES
* @returns {number}
*/
static constexpr unsigned int PICK_LOCAL_ENTITIES() { return PickFilter::getBitMask(PickFilter::FlagBit::LOCAL_ENTITIES); }
/**jsdoc
* @function Picks.PICK_AVATARS
* @returns {number}
*/
static constexpr unsigned int PICK_AVATARS() { return PickFilter::getBitMask(PickFilter::FlagBit::AVATARS); }
/**jsdoc
* @function Picks.PICK_HUD
* @returns {number}
*/
static constexpr unsigned int PICK_HUD() { return PickFilter::getBitMask(PickFilter::FlagBit::HUD); }
/**jsdoc
* @function Picks.PICK_INCLUDE_VISIBLE
* @returns {number}
*/
static constexpr unsigned int PICK_INCLUDE_VISIBLE() { return PickFilter::getBitMask(PickFilter::FlagBit::VISIBLE); }
/**jsdoc
* @function Picks.PICK_INCLUDE_INVISIBLE
* @returns {number}
*/
static constexpr unsigned int PICK_INCLUDE_INVISIBLE() { return PickFilter::getBitMask(PickFilter::FlagBit::INVISIBLE); }
/**jsdoc
* @function Picks.PICK_INCLUDE_COLLIDABLE
* @returns {number}
*/
static constexpr unsigned int PICK_INCLUDE_COLLIDABLE() { return PickFilter::getBitMask(PickFilter::FlagBit::COLLIDABLE); }
/**jsdoc
* @function Picks.PICK_INCLUDE_NONCOLLIDABLE
* @returns {number}
*/
static constexpr unsigned int PICK_INCLUDE_NONCOLLIDABLE() { return PickFilter::getBitMask(PickFilter::FlagBit::NONCOLLIDABLE); }
/**jsdoc
* @function Picks.PICK_PRECISE
* @returns {number}
*/
static constexpr unsigned int PICK_PRECISE() { return PickFilter::getBitMask(PickFilter::FlagBit::PRECISE); }
/**jsdoc
* @function Picks.PICK_COARSE
* @returns {number}
*/
static constexpr unsigned int PICK_COARSE() { return PickFilter::getBitMask(PickFilter::FlagBit::COARSE); }
/**jsdoc
* @function Picks.PICK_ALL_INTERSECTIONS
* @returns {number}
*/
static constexpr unsigned int PICK_ALL_INTERSECTIONS() { return PickFilter::getBitMask(PickFilter::FlagBit::PICK_ALL_INTERSECTIONS); }
/**jsdoc
* @function Picks.INTERSECTED_NONE
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_NONE() { return IntersectionType::NONE; }
/**jsdoc
* @function Picks.INTERSECTED_ENTITY
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_ENTITY() { return IntersectionType::ENTITY; }
/**jsdoc
* @function Picks.INTERSECTED_OVERLAY
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_LOCAL_ENTITY() { return IntersectionType::LOCAL_ENTITY; }
/**jsdoc
* @function Picks.INTERSECTED_OVERLAY
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_OVERLAY() { return INTERSECTED_LOCAL_ENTITY(); }
/**jsdoc
* @function Picks.INTERSECTED_AVATAR
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_AVATAR() { return IntersectionType::AVATAR; }
/**jsdoc
* @function Picks.INTERSECTED_HUD
* @returns {number}
*/
static constexpr unsigned int INTERSECTED_HUD() { return IntersectionType::HUD; }
protected:
static void setParentTransform(std::shared_ptr<PickQuery> pick, const QVariantMap& propMap);
};
#endif // hifi_PickScriptingInterface_h