//// LightEntityItem.cpp// libraries/entities/src//// Created by Brad Hefta-Gaub on 12/4/13.// Copyright 2013 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 "LightEntityItem.h" #include <QDebug> #include <ByteCountCoding.h> #include "EntitiesLogging.h"#include "EntityItemID.h"#include "EntityItemProperties.h"#include "EntityTree.h"#include "EntityTreeElement.h" const bool LightEntityItem::DEFAULT_IS_SPOTLIGHT = false;const float LightEntityItem::DEFAULT_INTENSITY = 1.0f;const float LightEntityItem::DEFAULT_FALLOFF_RADIUS = 0.1f;const float LightEntityItem::DEFAULT_EXPONENT = 0.0f;const float LightEntityItem::MIN_CUTOFF = 0.0f;const float LightEntityItem::MAX_CUTOFF = 90.0f;const float LightEntityItem::DEFAULT_CUTOFF = PI / 2.0f; bool LightEntityItem::_lightsArePickable = false; EntityItemPointer LightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { std::shared_ptr<LightEntityItem> entity(new LightEntityItem(entityID), [](LightEntityItem* ptr) { ptr->deleteLater(); }); entity->setProperties(properties); return entity;} // our non-pure virtual subclass for now...LightEntityItem::LightEntityItem(const EntityItemID& entityItemID) : EntityItem(entityItemID) { _type = EntityTypes::Light;} void LightEntityItem::setUnscaledDimensions(const glm::vec3& value) { if (_isSpotlight) { // If we are a spotlight, treat the z value as our radius or length, and // recalculate the x/y dimensions to properly encapsulate the spotlight. const float length = value.z; const float width = length * glm::sin(glm::radians(_cutoff)); EntityItem::setUnscaledDimensions(glm::vec3(width, width, length)); } else { float maxDimension = glm::compMax(value); EntityItem::setUnscaledDimensions(glm::vec3(maxDimension, maxDimension, maxDimension)); }} EntityItemProperties LightEntityItem::getProperties(const EntityPropertyFlags& desiredProperties, bool allowEmptyDesiredProperties) const { EntityItemProperties properties = EntityItem::getProperties(desiredProperties, allowEmptyDesiredProperties); // get the properties from our base class @Light_ENTITY_COPY_TO@ return properties;} float LightEntityItem::getFalloffRadius() const { return resultWithReadLock<float>([&] { return _falloffRadius; });} void LightEntityItem::setFalloffRadius(float value) { value = glm::max(value, 0.0f); withWriteLock([&] { _needsRenderUpdate |= _falloffRadius != value; _falloffRadius = value; });} bool LightEntityItem::getIsSpotlight() const { return resultWithReadLock<bool>([&] { return _isSpotlight; });} void LightEntityItem::setIsSpotlight(bool value) { bool needsRenderUpdate; withWriteLock([&] { needsRenderUpdate = value != _isSpotlight; _needsRenderUpdate |= needsRenderUpdate; _isSpotlight = value; }); if (!needsRenderUpdate) { return; } glm::vec3 dimensions = getScaledDimensions(); glm::vec3 newDimensions; if (value) { const float length = dimensions.z; const float width = length * glm::sin(glm::radians(getCutoff())); newDimensions = glm::vec3(width, width, length); } else { newDimensions = glm::vec3(glm::compMax(dimensions)); } setScaledDimensions(newDimensions);} float LightEntityItem::getCutoff() const { return resultWithReadLock<float>([&] { return _cutoff; });} void LightEntityItem::setCutoff(float value) { value = glm::clamp(value, MIN_CUTOFF, MAX_CUTOFF); bool needsRenderUpdate; bool spotlight; withWriteLock([&] { needsRenderUpdate = value != _cutoff; _needsRenderUpdate |= needsRenderUpdate; _cutoff = value; spotlight = _isSpotlight; }); if (!needsRenderUpdate) { return; } if (spotlight) { // If we are a spotlight, adjusting the cutoff will affect the area we encapsulate, // so update the dimensions to reflect this. const float length = getScaledDimensions().z; const float width = length * glm::sin(glm::radians(_cutoff)); setScaledDimensions(glm::vec3(width, width, length)); }} bool LightEntityItem::setSubClassProperties(const EntityItemProperties& properties) { bool somethingChanged = false; @Light_ENTITY_SET_FROM@ return somethingChanged;} EntityPropertyFlags LightEntityItem::getEntityProperties(EncodeBitstreamParams& params) const { EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params); @Light_REQUESTED_PROPS@ return requestedProperties;} int LightEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData, bool& somethingChanged) { int bytesRead = 0; const unsigned char* dataAt = data; @Light_ENTITY_READ@ return bytesRead;} void LightEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params, EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData, EntityPropertyFlags& requestedProperties, EntityPropertyFlags& propertyFlags, EntityPropertyFlags& propertiesDidntFit, int& propertyCount, OctreeElement::AppendState& appendState) const { bool successPropertyFits = true; @Light_ENTITY_APPEND@ } void LightEntityItem::debugDump() const { qCDebug(entities) << "LightEntityItem id:" << getEntityItemID() << "---------------------------------------------"; qCDebug(entities) << " name:" << _name; qCDebug(entities) << " position:" << debugTreeVector(getWorldPosition()); qCDebug(entities) << " dimensions:" << debugTreeVector(getScaledDimensions()); qCDebug(entities) << " editedAgo:" << debugTime(getLastEdited(), usecTimestampNow()); qCDebug(entities) << " pointer:" << this; @Light_ENTITY_DEBUG@ } bool LightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& viewFrustumPos, OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo, bool precisionPicking) const { // TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state // this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could // be on the clipboard and someone might be trying to use the ray intersection API there. Anyway... if you ever try to // do ray intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to // fix this mechanism. return _lightsArePickable;} bool LightEntityItem::findDetailedParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration, const glm::vec3& viewFrustumPos, OctreeElementPointer& element, float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo, bool precisionPicking) const { // TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state // this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could // be on the clipboard and someone might be trying to use the parabola intersection API there. Anyway... if you ever try to // do parabola intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to // fix this mechanism. return _lightsArePickable;}
//
// LightEntityItem.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 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 "LightEntityItem.h"
#include <QDebug>
#include <ByteCountCoding.h>
#include "EntitiesLogging.h"
#include "EntityItemID.h"
#include "EntityItemProperties.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
const bool LightEntityItem::DEFAULT_IS_SPOTLIGHT = false;
const float LightEntityItem::DEFAULT_INTENSITY = 1.0f;
const float LightEntityItem::DEFAULT_FALLOFF_RADIUS = 0.1f;
const float LightEntityItem::DEFAULT_EXPONENT = 0.0f;
const float LightEntityItem::MIN_CUTOFF = 0.0f;
const float LightEntityItem::MAX_CUTOFF = 90.0f;
const float LightEntityItem::DEFAULT_CUTOFF = PI / 2.0f;
bool LightEntityItem::_lightsArePickable = false;
EntityItemPointer LightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
std::shared_ptr<LightEntityItem> entity(new LightEntityItem(entityID), [](LightEntityItem* ptr) { ptr->deleteLater(); });
entity->setProperties(properties);
return entity;
}
// our non-pure virtual subclass for now...
LightEntityItem::LightEntityItem(const EntityItemID& entityItemID) : EntityItem(entityItemID) {
_type = EntityTypes::Light;
}
void LightEntityItem::setUnscaledDimensions(const glm::vec3& value) {
if (_isSpotlight) {
// If we are a spotlight, treat the z value as our radius or length, and
// recalculate the x/y dimensions to properly encapsulate the spotlight.
const float length = value.z;
const float width = length * glm::sin(glm::radians(_cutoff));
EntityItem::setUnscaledDimensions(glm::vec3(width, width, length));
} else {
float maxDimension = glm::compMax(value);
EntityItem::setUnscaledDimensions(glm::vec3(maxDimension, maxDimension, maxDimension));
}
}
EntityItemProperties LightEntityItem::getProperties(const EntityPropertyFlags& desiredProperties, bool allowEmptyDesiredProperties) const {
EntityItemProperties properties = EntityItem::getProperties(desiredProperties, allowEmptyDesiredProperties); // get the properties from our base class
@Light_ENTITY_COPY_TO@
return properties;
}
float LightEntityItem::getFalloffRadius() const {
return resultWithReadLock<float>([&] {
return _falloffRadius;
});
}
void LightEntityItem::setFalloffRadius(float value) {
value = glm::max(value, 0.0f);
withWriteLock([&] {
_needsRenderUpdate |= _falloffRadius != value;
_falloffRadius = value;
});
}
bool LightEntityItem::getIsSpotlight() const {
return resultWithReadLock<bool>([&] {
return _isSpotlight;
});
}
void LightEntityItem::setIsSpotlight(bool value) {
bool needsRenderUpdate;
withWriteLock([&] {
needsRenderUpdate = value != _isSpotlight;
_needsRenderUpdate |= needsRenderUpdate;
_isSpotlight = value;
});
if (!needsRenderUpdate) {
return;
}
glm::vec3 dimensions = getScaledDimensions();
glm::vec3 newDimensions;
if (value) {
const float length = dimensions.z;
const float width = length * glm::sin(glm::radians(getCutoff()));
newDimensions = glm::vec3(width, width, length);
} else {
newDimensions = glm::vec3(glm::compMax(dimensions));
}
setScaledDimensions(newDimensions);
}
float LightEntityItem::getCutoff() const {
return resultWithReadLock<float>([&] {
return _cutoff;
});
}
void LightEntityItem::setCutoff(float value) {
value = glm::clamp(value, MIN_CUTOFF, MAX_CUTOFF);
bool needsRenderUpdate;
bool spotlight;
withWriteLock([&] {
needsRenderUpdate = value != _cutoff;
_needsRenderUpdate |= needsRenderUpdate;
_cutoff = value;
spotlight = _isSpotlight;
});
if (!needsRenderUpdate) {
return;
}
if (spotlight) {
// If we are a spotlight, adjusting the cutoff will affect the area we encapsulate,
// so update the dimensions to reflect this.
const float length = getScaledDimensions().z;
const float width = length * glm::sin(glm::radians(_cutoff));
setScaledDimensions(glm::vec3(width, width, length));
}
}
bool LightEntityItem::setSubClassProperties(const EntityItemProperties& properties) {
bool somethingChanged = false;
@Light_ENTITY_SET_FROM@
return somethingChanged;
}
EntityPropertyFlags LightEntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params);
@Light_REQUESTED_PROPS@
return requestedProperties;
}
int LightEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args,
EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
bool& somethingChanged) {
int bytesRead = 0;
const unsigned char* dataAt = data;
@Light_ENTITY_READ@
return bytesRead;
}
void LightEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeDataPointer entityTreeElementExtraEncodeData,
EntityPropertyFlags& requestedProperties,
EntityPropertyFlags& propertyFlags,
EntityPropertyFlags& propertiesDidntFit,
int& propertyCount,
OctreeElement::AppendState& appendState) const {
bool successPropertyFits = true;
@Light_ENTITY_APPEND@
}
void LightEntityItem::debugDump() const {
qCDebug(entities) << "LightEntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " name:" << _name;
qCDebug(entities) << " position:" << debugTreeVector(getWorldPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getScaledDimensions());
qCDebug(entities) << " editedAgo:" << debugTime(getLastEdited(), usecTimestampNow());
qCDebug(entities) << " pointer:" << this;
@Light_ENTITY_DEBUG@
}
bool LightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& viewFrustumPos, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal,
QVariantMap& extraInfo, bool precisionPicking) const {
// TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state
// this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could
// be on the clipboard and someone might be trying to use the ray intersection API there. Anyway... if you ever try to
// do ray intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to
// fix this mechanism.
return _lightsArePickable;
}
bool LightEntityItem::findDetailedParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity,
const glm::vec3& acceleration, const glm::vec3& viewFrustumPos, OctreeElementPointer& element,
float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal,
QVariantMap& extraInfo, bool precisionPicking) const {
// TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state
// this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could
// be on the clipboard and someone might be trying to use the parabola intersection API there. Anyway... if you ever try to
// do parabola intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to
// fix this mechanism.
return _lightsArePickable;
}