} obj.setProperty("x", quat.x); obj.setProperty("y", quat.y); obj.setProperty("z", quat.z); obj.setProperty("w", quat.w); return obj;} // V8TODO: add similar check to other conversionsbool quatFromScriptValue(const ScriptValue& object, glm::quat& quat) { if (!object.isValid()) { return false; } if (!object.isObject()) { return false; } QVariant x = object.property("x").toVariant(); QVariant y = object.property("y").toVariant(); QVariant z = object.property("z").toVariant(); QVariant w = object.property("w").toVariant(); if (!x.isValid() || !y.isValid() || !z.isValid() || !w.isValid()) { return false; } quat.x = object.property("x").toVariant().toFloat(); quat.y = object.property("y").toVariant().toFloat(); quat.z = object.property("z").toVariant().toFloat(); quat.w = object.property("w").toVariant().toFloat(); // enforce normalized quaternion float length = glm::length(quat); if (length > FLT_EPSILON) { quat /= length; } else { quat = glm::quat(); } return true;} ScriptValue qVectorQuatToScriptValue(ScriptEngine* engine, const QVector<glm::quat>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, quatToScriptValue(engine, vector.at(i))); } return array;} ScriptValue qVectorBoolToScriptValue(ScriptEngine* engine, const QVector<bool>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, vector.at(i)); } return array;} QVector<float> qVectorFloatFromScriptValue(const ScriptValue& array) { if (!array.isArray()) { return QVector<float>(); } QVector<float> newVector; int length = array.property("length").toInteger(); newVector.reserve(length); for (int i = 0; i < length; i++) { if (array.property(i).isNumber()) { newVector << array.property(i).toNumber(); } } return newVector;} ScriptValue qVectorQUuidToScriptValue(ScriptEngine* engine, const QVector<QUuid>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, quuidToScriptValue(engine, vector.at(i))); } return array;} bool qVectorQUuidFromScriptValue(const ScriptValue& array, QVector<QUuid>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toUuid(); } return true;} QVector<QUuid> qVectorQUuidFromScriptValue(const ScriptValue& array) { if (!array.isArray()) { return QVector<QUuid>(); } QVector<QUuid> newVector; int length = array.property("length").toInteger(); newVector.reserve(length); for (int i = 0; i < length; i++) { QString uuidAsString = array.property(i).toString(); QUuid fromString(uuidAsString); newVector << fromString; } return newVector;} ScriptValue qVectorFloatToScriptValue(ScriptEngine* engine, const QVector<float>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { float num = vector.at(i); array.setProperty(i, engine->newValue(num)); } return array;} ScriptValue qVectorIntToScriptValue(ScriptEngine* engine, const QVector<uint32_t>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { int num = vector.at(i); array.setProperty(i, engine->newValue(num)); } return array;} bool qVectorFloatFromScriptValue(const ScriptValue& array, QVector<float>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toFloat(); } return true;} bool qVectorIntFromScriptValue(const ScriptValue& array, QVector<uint32_t>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toInt(); } return true;} QVector<glm::quat> qVectorQuatFromScriptValue(const ScriptValue& array) { QVector<glm::quat> newVector; int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { glm::quat newQuat = glm::quat(); quatFromScriptValue(array.property(i), newQuat); newVector << newQuat; } return newVector;} bool qVectorQuatFromScriptValue(const ScriptValue& array, QVector<glm::quat>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { glm::quat newQuat = glm::quat(); quatFromScriptValue(array.property(i), newQuat); vector << newQuat; } return true;} QVector<bool> qVectorBoolFromScriptValue(const ScriptValue& array) { QVector<bool> newVector; int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { newVector << array.property(i).toBool(); } return newVector;} bool qVectorBoolFromScriptValue(const ScriptValue& array, QVector<bool>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toBool(); } return true;} ScriptValue qRectToScriptValue(ScriptEngine* engine, const QRect& rect) { ScriptValue obj = engine->newObject(); obj.setProperty("x", rect.x()); obj.setProperty("y", rect.y()); obj.setProperty("width", rect.width()); obj.setProperty("height", rect.height()); return obj;} bool qRectFromScriptValue(const ScriptValue& object, QRect& rect) { rect.setX(object.property("x").toVariant().toInt()); rect.setY(object.property("y").toVariant().toInt()); rect.setWidth(object.property("width").toVariant().toInt()); rect.setHeight(object.property("height").toVariant().toInt()); return true;} ScriptValue qRectFToScriptValue(ScriptEngine* engine, const QRectF& rect) { ScriptValue obj = engine->newObject(); obj.setProperty("x", rect.x()); obj.setProperty("y", rect.y()); obj.setProperty("width", rect.width()); obj.setProperty("height", rect.height()); return obj;} bool qRectFFromScriptValue(const ScriptValue& object, QRectF& rect) { rect.setX(object.property("x").toVariant().toFloat()); rect.setY(object.property("y").toVariant().toFloat()); rect.setWidth(object.property("width").toVariant().toFloat()); rect.setHeight(object.property("height").toVariant().toFloat()); return true;} ScriptValue qColorToScriptValue(ScriptEngine* engine, const QColor& color) { ScriptValue object = engine->newObject(); object.setProperty("red", color.red()); object.setProperty("green", color.green()); object.setProperty("blue", color.blue()); object.setProperty("alpha", color.alpha()); return object;} /*@jsdoc * An axis-aligned cube, defined as the bottom right near (minimum axes values) corner of the cube plus the dimension of its * sides. * @typedef {object} AACube * @property {number} x - X coordinate of the brn corner of the cube. * @property {number} y - Y coordinate of the brn corner of the cube. * @property {number} z - Z coordinate of the brn corner of the cube. * @property {number} scale - The dimensions of each side of the cube. */ScriptValue aaCubeToScriptValue(ScriptEngine* engine, const AACube& aaCube) { ScriptValue obj = engine->newObject(); const glm::vec3& corner = aaCube.getCorner(); obj.setProperty("x", corner.x); obj.setProperty("y", corner.y); obj.setProperty("z", corner.z); obj.setProperty("scale", aaCube.getScale()); return obj;} bool aaCubeFromScriptValue(const ScriptValue& object, AACube& aaCube) { glm::vec3 corner; corner.x = object.property("x").toVariant().toFloat(); corner.y = object.property("y").toVariant().toFloat(); corner.z = object.property("z").toVariant().toFloat(); float scale = object.property("scale").toVariant().toFloat(); aaCube.setBox(corner, scale); return true;} ScriptValue qTimerToScriptValue(ScriptEngine* engine, QTimer* const &in) { return engine->newQObject(in, ScriptEngine::QtOwnership);} bool qTimerFromScriptValue(const ScriptValue& object, QTimer* &out) { return (out = qobject_cast<QTimer*>(object.toQObject())) != nullptr;} bool qColorFromScriptValue(const ScriptValue& object, QColor& color) { if (object.isNumber()) { color.setRgb(object.toUInt32()); } else if (object.isString()) { color.setNamedColor(object.toString()); } else { ScriptValue alphaValue = object.property("alpha"); color.setRgb(object.property("red").toInt32(), object.property("green").toInt32(), object.property("blue").toInt32(), alphaValue.isNumber() ? alphaValue.toInt32() : 255); } return true;} ScriptValue qURLToScriptValue(ScriptEngine* engine, const QUrl& url) { return engine->newValue(url.toString());} bool qURLFromScriptValue(const ScriptValue& object, QUrl& url) { url = object.toString(); return true;} ScriptValue pickRayToScriptValue(ScriptEngine* engine, const PickRay& pickRay) { ScriptValue obj = engine->newObject(); ScriptValue origin = vec3ToScriptValue(engine, pickRay.origin); obj.setProperty("origin", origin); ScriptValue direction = vec3ToScriptValue(engine, pickRay.direction); obj.setProperty("direction", direction); return obj;} bool pickRayFromScriptValue(const ScriptValue& object, PickRay& pickRay) { ScriptValue originValue = object.property("origin"); if (originValue.isValid()) { auto x = originValue.property("x"); auto y = originValue.property("y"); auto z = originValue.property("z"); if (x.isValid() && y.isValid() && z.isValid()) { pickRay.origin.x = x.toVariant().toFloat(); pickRay.origin.y = y.toVariant().toFloat(); pickRay.origin.z = z.toVariant().toFloat(); } } ScriptValue directionValue = object.property("direction"); if (directionValue.isValid()) { auto x = directionValue.property("x"); auto y = directionValue.property("y"); auto z = directionValue.property("z"); if (x.isValid() && y.isValid() && z.isValid()) { pickRay.direction.x = x.toVariant().toFloat(); pickRay.direction.y = y.toVariant().toFloat(); pickRay.direction.z = z.toVariant().toFloat(); } } return true;} /*@jsdoc * Details of a collision between avatars and entities. * @typedef {object} Collision * @property {ContactEventType} type - The contact type of the collision event. * @property {Uuid} idA - The ID of one of the avatars or entities in the collision. * @property {Uuid} idB - The ID of the other of the avatars or entities in the collision. * @property {Vec3} penetration - The amount of penetration between the two items. * @property {Vec3} contactPoint - The point of contact. * @property {Vec3} velocityChange - The change in relative velocity of the two items, in m/s. */ScriptValue collisionToScriptValue(ScriptEngine* engine, const Collision& collision) { ScriptValue obj = engine->newObject(); obj.setProperty("type", collision.type); obj.setProperty("idA", quuidToScriptValue(engine, collision.idA)); obj.setProperty("idB", quuidToScriptValue(engine, collision.idB)); obj.setProperty("penetration", vec3ToScriptValue(engine, collision.penetration)); obj.setProperty("contactPoint", vec3ToScriptValue(engine, collision.contactPoint)); obj.setProperty("velocityChange", vec3ToScriptValue(engine, collision.velocityChange)); return obj;} bool collisionFromScriptValue(const ScriptValue& object, Collision& collision) { // TODO: implement this when we know what it means to accept collision events from JS return false;} ScriptValue quuidToScriptValue(ScriptEngine* engine, const QUuid& uuid) { if (uuid.isNull()) { return engine->nullValue(); } ScriptValue obj(engine->newValue(uuid.toString())); return obj;} bool quuidFromScriptValue(const ScriptValue& object, QUuid& uuid) { if (object.isNull()) { uuid = QUuid(); return true; } QString uuidAsString = object.toVariant().toString(); QUuid fromString(uuidAsString); uuid = fromString; return true;} /*@jsdoc * A 2D size value. * @typedef {object} Size * @property {number} height - The height value. * @property {number} width - The width value. */ScriptValue qSizeFToScriptValue(ScriptEngine* engine, const QSizeF& qSizeF) { ScriptValue obj = engine->newObject(); obj.setProperty("width", qSizeF.width()); obj.setProperty("height", qSizeF.height()); return obj;} bool qSizeFFromScriptValue(const ScriptValue& object, QSizeF& qSizeF) { qSizeF.setWidth(object.property("width").toVariant().toFloat()); qSizeF.setHeight(object.property("height").toVariant().toFloat()); return true;} /*@jsdoc * The details of an animation that is playing. * @typedef {object} Avatar.AnimationDetails * @property {string} role - <em>Not used.</em> * @property {string} url - The URL to the animation file. Animation files need to be in glTF or FBX format but only need to * contain the avatar skeleton and animation data. glTF models may be in JSON or binary format (".gltf" or ".glb" URLs * respectively). * <p><strong>Warning:</strong> glTF animations currently do not always animate correctly.</p> * @property {number} fps - The frames per second(FPS) rate for the animation playback. 30 FPS is normal speed. * @property {number} priority - <em>Not used.</em> * @property {boolean} loop - <code>true</code> if the animation should loop, <code>false</code> if it shouldn't. * @property {boolean} hold - <em>Not used.</em> * @property {number} firstFrame - The frame the animation should start at. * @property {number} lastFrame - The frame the animation should stop at. * @property {boolean} running - <em>Not used.</em> * @property {number} currentFrame - The current frame being played. * @property {boolean} startAutomatically - <em>Not used.</em> * @property {boolean} allowTranslation - <em>Not used.</em> */ScriptValue animationDetailsToScriptValue(ScriptEngine* engine, const AnimationDetails& details) { ScriptValue obj = engine->newObject(); obj.setProperty("role", details.role); obj.setProperty("url", details.url.toString()); obj.setProperty("fps", details.fps); obj.setProperty("priority", details.priority); obj.setProperty("loop", details.loop); obj.setProperty("hold", details.hold); obj.setProperty("startAutomatically", details.startAutomatically); obj.setProperty("firstFrame", details.firstFrame); obj.setProperty("lastFrame", details.lastFrame); obj.setProperty("running", details.running); obj.setProperty("currentFrame", details.currentFrame); obj.setProperty("allowTranslation", details.allowTranslation); return obj;} bool animationDetailsFromScriptValue(const ScriptValue& object, AnimationDetails& details) { // nothing for now... return false;} ScriptValue meshToScriptValue(ScriptEngine* engine, MeshProxy* const& in) { return engine->newQObject(in, ScriptEngine::QtOwnership);} bool meshFromScriptValue(const ScriptValue& value, MeshProxy*& out) { return (out = qobject_cast<MeshProxy*>(value.toQObject())) != nullptr;} ScriptValue meshesToScriptValue(ScriptEngine* engine, const MeshProxyList& in) { // ScriptValueList result; ScriptValue result = engine->newArray(); int i = 0; foreach (MeshProxy* const meshProxy, in) { result.setProperty(i++, meshToScriptValue(engine, meshProxy)); } return result;} bool meshesFromScriptValue(const ScriptValue& value, MeshProxyList& out) { ScriptValueIteratorPointer itr(value.newIterator()); qCDebug(scriptengine) << "in meshesFromScriptValue, value.length =" << value.property("length").toInt32(); while (itr->hasNext()) { itr->next(); MeshProxy* meshProxy = scriptvalue_cast<MeshProxyList::value_type>(itr->value()); if (meshProxy) { out.append(meshProxy); } else { qCDebug(scriptengine) << "null meshProxy"; } } return true;} /*@jsdoc * A triangle in a mesh. * @typedef {object} MeshFace * @property {number[]} vertices - The indexes of the three vertices that make up the face. */ScriptValue meshFaceToScriptValue(ScriptEngine* engine, const MeshFace& meshFace) { ScriptValue obj = engine->newObject(); obj.setProperty("vertices", qVectorIntToScriptValue(engine, meshFace.vertexIndices)); return obj;} bool meshFaceFromScriptValue(const ScriptValue& object, MeshFace& meshFaceResult) { return qVectorIntFromScriptValue(object.property("vertices"), meshFaceResult.vertexIndices);} ScriptValue qVectorMeshFaceToScriptValue(ScriptEngine* engine, const QVector<MeshFace>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, meshFaceToScriptValue(engine, vector.at(i))); } return array;} bool qVectorMeshFaceFromScriptValue(const ScriptValue& array, QVector<MeshFace>& result) { int length = array.property("length").toInteger(); result.clear(); for (int i = 0; i < length; i++) { MeshFace meshFace = MeshFace(); meshFaceFromScriptValue(array.property(i), meshFace); result << meshFace; } return true;} ScriptValue stencilMaskModeToScriptValue(ScriptEngine* engine, const StencilMaskMode& stencilMode) { return engine->newValue((int)stencilMode);} bool stencilMaskModeFromScriptValue(const ScriptValue& object, StencilMaskMode& stencilMode) { stencilMode = StencilMaskMode(object.toVariant().toInt()); return true;Lines 501–1000 of 1032. 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} obj.setProperty("x", quat.x); obj.setProperty("y", quat.y); obj.setProperty("z", quat.z); obj.setProperty("w", quat.w); return obj; } // V8TODO: add similar check to other conversions bool quatFromScriptValue(const ScriptValue& object, glm::quat& quat) { if (!object.isValid()) { return false; } if (!object.isObject()) { return false; } QVariant x = object.property("x").toVariant(); QVariant y = object.property("y").toVariant(); QVariant z = object.property("z").toVariant(); QVariant w = object.property("w").toVariant(); if (!x.isValid() || !y.isValid() || !z.isValid() || !w.isValid()) { return false; } quat.x = object.property("x").toVariant().toFloat(); quat.y = object.property("y").toVariant().toFloat(); quat.z = object.property("z").toVariant().toFloat(); quat.w = object.property("w").toVariant().toFloat(); // enforce normalized quaternion float length = glm::length(quat); if (length > FLT_EPSILON) { quat /= length; } else { quat = glm::quat(); } return true; } ScriptValue qVectorQuatToScriptValue(ScriptEngine* engine, const QVector<glm::quat>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, quatToScriptValue(engine, vector.at(i))); } return array; } ScriptValue qVectorBoolToScriptValue(ScriptEngine* engine, const QVector<bool>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, vector.at(i)); } return array; } QVector<float> qVectorFloatFromScriptValue(const ScriptValue& array) { if (!array.isArray()) { return QVector<float>(); } QVector<float> newVector; int length = array.property("length").toInteger(); newVector.reserve(length); for (int i = 0; i < length; i++) { if (array.property(i).isNumber()) { newVector << array.property(i).toNumber(); } } return newVector; } ScriptValue qVectorQUuidToScriptValue(ScriptEngine* engine, const QVector<QUuid>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, quuidToScriptValue(engine, vector.at(i))); } return array; } bool qVectorQUuidFromScriptValue(const ScriptValue& array, QVector<QUuid>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toUuid(); } return true; } QVector<QUuid> qVectorQUuidFromScriptValue(const ScriptValue& array) { if (!array.isArray()) { return QVector<QUuid>(); } QVector<QUuid> newVector; int length = array.property("length").toInteger(); newVector.reserve(length); for (int i = 0; i < length; i++) { QString uuidAsString = array.property(i).toString(); QUuid fromString(uuidAsString); newVector << fromString; } return newVector; } ScriptValue qVectorFloatToScriptValue(ScriptEngine* engine, const QVector<float>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { float num = vector.at(i); array.setProperty(i, engine->newValue(num)); } return array; } ScriptValue qVectorIntToScriptValue(ScriptEngine* engine, const QVector<uint32_t>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { int num = vector.at(i); array.setProperty(i, engine->newValue(num)); } return array; } bool qVectorFloatFromScriptValue(const ScriptValue& array, QVector<float>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toFloat(); } return true; } bool qVectorIntFromScriptValue(const ScriptValue& array, QVector<uint32_t>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toVariant().toInt(); } return true; } QVector<glm::quat> qVectorQuatFromScriptValue(const ScriptValue& array) { QVector<glm::quat> newVector; int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { glm::quat newQuat = glm::quat(); quatFromScriptValue(array.property(i), newQuat); newVector << newQuat; } return newVector; } bool qVectorQuatFromScriptValue(const ScriptValue& array, QVector<glm::quat>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { glm::quat newQuat = glm::quat(); quatFromScriptValue(array.property(i), newQuat); vector << newQuat; } return true; } QVector<bool> qVectorBoolFromScriptValue(const ScriptValue& array) { QVector<bool> newVector; int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { newVector << array.property(i).toBool(); } return newVector; } bool qVectorBoolFromScriptValue(const ScriptValue& array, QVector<bool>& vector) { int length = array.property("length").toInteger(); for (int i = 0; i < length; i++) { vector << array.property(i).toBool(); } return true; } ScriptValue qRectToScriptValue(ScriptEngine* engine, const QRect& rect) { ScriptValue obj = engine->newObject(); obj.setProperty("x", rect.x()); obj.setProperty("y", rect.y()); obj.setProperty("width", rect.width()); obj.setProperty("height", rect.height()); return obj; } bool qRectFromScriptValue(const ScriptValue& object, QRect& rect) { rect.setX(object.property("x").toVariant().toInt()); rect.setY(object.property("y").toVariant().toInt()); rect.setWidth(object.property("width").toVariant().toInt()); rect.setHeight(object.property("height").toVariant().toInt()); return true; } ScriptValue qRectFToScriptValue(ScriptEngine* engine, const QRectF& rect) { ScriptValue obj = engine->newObject(); obj.setProperty("x", rect.x()); obj.setProperty("y", rect.y()); obj.setProperty("width", rect.width()); obj.setProperty("height", rect.height()); return obj; } bool qRectFFromScriptValue(const ScriptValue& object, QRectF& rect) { rect.setX(object.property("x").toVariant().toFloat()); rect.setY(object.property("y").toVariant().toFloat()); rect.setWidth(object.property("width").toVariant().toFloat()); rect.setHeight(object.property("height").toVariant().toFloat()); return true; } ScriptValue qColorToScriptValue(ScriptEngine* engine, const QColor& color) { ScriptValue object = engine->newObject(); object.setProperty("red", color.red()); object.setProperty("green", color.green()); object.setProperty("blue", color.blue()); object.setProperty("alpha", color.alpha()); return object; } /*@jsdoc * An axis-aligned cube, defined as the bottom right near (minimum axes values) corner of the cube plus the dimension of its * sides. * @typedef {object} AACube * @property {number} x - X coordinate of the brn corner of the cube. * @property {number} y - Y coordinate of the brn corner of the cube. * @property {number} z - Z coordinate of the brn corner of the cube. * @property {number} scale - The dimensions of each side of the cube. */ ScriptValue aaCubeToScriptValue(ScriptEngine* engine, const AACube& aaCube) { ScriptValue obj = engine->newObject(); const glm::vec3& corner = aaCube.getCorner(); obj.setProperty("x", corner.x); obj.setProperty("y", corner.y); obj.setProperty("z", corner.z); obj.setProperty("scale", aaCube.getScale()); return obj; } bool aaCubeFromScriptValue(const ScriptValue& object, AACube& aaCube) { glm::vec3 corner; corner.x = object.property("x").toVariant().toFloat(); corner.y = object.property("y").toVariant().toFloat(); corner.z = object.property("z").toVariant().toFloat(); float scale = object.property("scale").toVariant().toFloat(); aaCube.setBox(corner, scale); return true; } ScriptValue qTimerToScriptValue(ScriptEngine* engine, QTimer* const &in) { return engine->newQObject(in, ScriptEngine::QtOwnership); } bool qTimerFromScriptValue(const ScriptValue& object, QTimer* &out) { return (out = qobject_cast<QTimer*>(object.toQObject())) != nullptr; } bool qColorFromScriptValue(const ScriptValue& object, QColor& color) { if (object.isNumber()) { color.setRgb(object.toUInt32()); } else if (object.isString()) { color.setNamedColor(object.toString()); } else { ScriptValue alphaValue = object.property("alpha"); color.setRgb(object.property("red").toInt32(), object.property("green").toInt32(), object.property("blue").toInt32(), alphaValue.isNumber() ? alphaValue.toInt32() : 255); } return true; } ScriptValue qURLToScriptValue(ScriptEngine* engine, const QUrl& url) { return engine->newValue(url.toString()); } bool qURLFromScriptValue(const ScriptValue& object, QUrl& url) { url = object.toString(); return true; } ScriptValue pickRayToScriptValue(ScriptEngine* engine, const PickRay& pickRay) { ScriptValue obj = engine->newObject(); ScriptValue origin = vec3ToScriptValue(engine, pickRay.origin); obj.setProperty("origin", origin); ScriptValue direction = vec3ToScriptValue(engine, pickRay.direction); obj.setProperty("direction", direction); return obj; } bool pickRayFromScriptValue(const ScriptValue& object, PickRay& pickRay) { ScriptValue originValue = object.property("origin"); if (originValue.isValid()) { auto x = originValue.property("x"); auto y = originValue.property("y"); auto z = originValue.property("z"); if (x.isValid() && y.isValid() && z.isValid()) { pickRay.origin.x = x.toVariant().toFloat(); pickRay.origin.y = y.toVariant().toFloat(); pickRay.origin.z = z.toVariant().toFloat(); } } ScriptValue directionValue = object.property("direction"); if (directionValue.isValid()) { auto x = directionValue.property("x"); auto y = directionValue.property("y"); auto z = directionValue.property("z"); if (x.isValid() && y.isValid() && z.isValid()) { pickRay.direction.x = x.toVariant().toFloat(); pickRay.direction.y = y.toVariant().toFloat(); pickRay.direction.z = z.toVariant().toFloat(); } } return true; } /*@jsdoc * Details of a collision between avatars and entities. * @typedef {object} Collision * @property {ContactEventType} type - The contact type of the collision event. * @property {Uuid} idA - The ID of one of the avatars or entities in the collision. * @property {Uuid} idB - The ID of the other of the avatars or entities in the collision. * @property {Vec3} penetration - The amount of penetration between the two items. * @property {Vec3} contactPoint - The point of contact. * @property {Vec3} velocityChange - The change in relative velocity of the two items, in m/s. */ ScriptValue collisionToScriptValue(ScriptEngine* engine, const Collision& collision) { ScriptValue obj = engine->newObject(); obj.setProperty("type", collision.type); obj.setProperty("idA", quuidToScriptValue(engine, collision.idA)); obj.setProperty("idB", quuidToScriptValue(engine, collision.idB)); obj.setProperty("penetration", vec3ToScriptValue(engine, collision.penetration)); obj.setProperty("contactPoint", vec3ToScriptValue(engine, collision.contactPoint)); obj.setProperty("velocityChange", vec3ToScriptValue(engine, collision.velocityChange)); return obj; } bool collisionFromScriptValue(const ScriptValue& object, Collision& collision) { // TODO: implement this when we know what it means to accept collision events from JS return false; } ScriptValue quuidToScriptValue(ScriptEngine* engine, const QUuid& uuid) { if (uuid.isNull()) { return engine->nullValue(); } ScriptValue obj(engine->newValue(uuid.toString())); return obj; } bool quuidFromScriptValue(const ScriptValue& object, QUuid& uuid) { if (object.isNull()) { uuid = QUuid(); return true; } QString uuidAsString = object.toVariant().toString(); QUuid fromString(uuidAsString); uuid = fromString; return true; } /*@jsdoc * A 2D size value. * @typedef {object} Size * @property {number} height - The height value. * @property {number} width - The width value. */ ScriptValue qSizeFToScriptValue(ScriptEngine* engine, const QSizeF& qSizeF) { ScriptValue obj = engine->newObject(); obj.setProperty("width", qSizeF.width()); obj.setProperty("height", qSizeF.height()); return obj; } bool qSizeFFromScriptValue(const ScriptValue& object, QSizeF& qSizeF) { qSizeF.setWidth(object.property("width").toVariant().toFloat()); qSizeF.setHeight(object.property("height").toVariant().toFloat()); return true; } /*@jsdoc * The details of an animation that is playing. * @typedef {object} Avatar.AnimationDetails * @property {string} role - <em>Not used.</em> * @property {string} url - The URL to the animation file. Animation files need to be in glTF or FBX format but only need to * contain the avatar skeleton and animation data. glTF models may be in JSON or binary format (".gltf" or ".glb" URLs * respectively). * <p><strong>Warning:</strong> glTF animations currently do not always animate correctly.</p> * @property {number} fps - The frames per second(FPS) rate for the animation playback. 30 FPS is normal speed. * @property {number} priority - <em>Not used.</em> * @property {boolean} loop - <code>true</code> if the animation should loop, <code>false</code> if it shouldn't. * @property {boolean} hold - <em>Not used.</em> * @property {number} firstFrame - The frame the animation should start at. * @property {number} lastFrame - The frame the animation should stop at. * @property {boolean} running - <em>Not used.</em> * @property {number} currentFrame - The current frame being played. * @property {boolean} startAutomatically - <em>Not used.</em> * @property {boolean} allowTranslation - <em>Not used.</em> */ ScriptValue animationDetailsToScriptValue(ScriptEngine* engine, const AnimationDetails& details) { ScriptValue obj = engine->newObject(); obj.setProperty("role", details.role); obj.setProperty("url", details.url.toString()); obj.setProperty("fps", details.fps); obj.setProperty("priority", details.priority); obj.setProperty("loop", details.loop); obj.setProperty("hold", details.hold); obj.setProperty("startAutomatically", details.startAutomatically); obj.setProperty("firstFrame", details.firstFrame); obj.setProperty("lastFrame", details.lastFrame); obj.setProperty("running", details.running); obj.setProperty("currentFrame", details.currentFrame); obj.setProperty("allowTranslation", details.allowTranslation); return obj; } bool animationDetailsFromScriptValue(const ScriptValue& object, AnimationDetails& details) { // nothing for now... return false; } ScriptValue meshToScriptValue(ScriptEngine* engine, MeshProxy* const& in) { return engine->newQObject(in, ScriptEngine::QtOwnership); } bool meshFromScriptValue(const ScriptValue& value, MeshProxy*& out) { return (out = qobject_cast<MeshProxy*>(value.toQObject())) != nullptr; } ScriptValue meshesToScriptValue(ScriptEngine* engine, const MeshProxyList& in) { // ScriptValueList result; ScriptValue result = engine->newArray(); int i = 0; foreach (MeshProxy* const meshProxy, in) { result.setProperty(i++, meshToScriptValue(engine, meshProxy)); } return result; } bool meshesFromScriptValue(const ScriptValue& value, MeshProxyList& out) { ScriptValueIteratorPointer itr(value.newIterator()); qCDebug(scriptengine) << "in meshesFromScriptValue, value.length =" << value.property("length").toInt32(); while (itr->hasNext()) { itr->next(); MeshProxy* meshProxy = scriptvalue_cast<MeshProxyList::value_type>(itr->value()); if (meshProxy) { out.append(meshProxy); } else { qCDebug(scriptengine) << "null meshProxy"; } } return true; } /*@jsdoc * A triangle in a mesh. * @typedef {object} MeshFace * @property {number[]} vertices - The indexes of the three vertices that make up the face. */ ScriptValue meshFaceToScriptValue(ScriptEngine* engine, const MeshFace& meshFace) { ScriptValue obj = engine->newObject(); obj.setProperty("vertices", qVectorIntToScriptValue(engine, meshFace.vertexIndices)); return obj; } bool meshFaceFromScriptValue(const ScriptValue& object, MeshFace& meshFaceResult) { return qVectorIntFromScriptValue(object.property("vertices"), meshFaceResult.vertexIndices); } ScriptValue qVectorMeshFaceToScriptValue(ScriptEngine* engine, const QVector<MeshFace>& vector) { ScriptValue array = engine->newArray(); for (int i = 0; i < vector.size(); i++) { array.setProperty(i, meshFaceToScriptValue(engine, vector.at(i))); } return array; } bool qVectorMeshFaceFromScriptValue(const ScriptValue& array, QVector<MeshFace>& result) { int length = array.property("length").toInteger(); result.clear(); for (int i = 0; i < length; i++) { MeshFace meshFace = MeshFace(); meshFaceFromScriptValue(array.property(i), meshFace); result << meshFace; } return true; } ScriptValue stencilMaskModeToScriptValue(ScriptEngine* engine, const StencilMaskMode& stencilMode) { return engine->newValue((int)stencilMode); } bool stencilMaskModeFromScriptValue(const ScriptValue& object, StencilMaskMode& stencilMode) { stencilMode = StencilMaskMode(object.toVariant().toInt()); return true;