Seth Alvesdebugging6c8eb9010 years agoHistory
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////  EntityScriptingInterface.cpp//  libraries/entities/src////  Created by Brad Hefta-Gaub on 12/6/13.//  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 "EntityScriptingInterface.h" #include "EntityItemID.h"#include <VariantMapToScriptValue.h> #include "EntitiesLogging.h"#include "EntityActionFactoryInterface.h"#include "EntityActionInterface.h"#include "EntitySimulation.h"#include "EntityTree.h"#include "LightEntityItem.h"#include "ModelEntityItem.h"#include "SimulationOwner.h"#include "ZoneEntityItem.h"  EntityScriptingInterface::EntityScriptingInterface() :    _entityTree(NULL){    auto nodeList = DependencyManager::get<NodeList>();    connect(nodeList.data(), &NodeList::canAdjustLocksChanged, this, &EntityScriptingInterface::canAdjustLocksChanged);    connect(nodeList.data(), &NodeList::canRezChanged, this, &EntityScriptingInterface::canRezChanged);} void EntityScriptingInterface::queueEntityMessage(PacketType packetType,                                                  EntityItemID entityID, const EntityItemProperties& properties) {    getEntityPacketSender()->queueEditEntityMessage(packetType, entityID, properties);} bool EntityScriptingInterface::canAdjustLocks() {    auto nodeList = DependencyManager::get<NodeList>();    return nodeList->getThisNodeCanAdjustLocks();} bool EntityScriptingInterface::canRez() {    auto nodeList = DependencyManager::get<NodeList>();    return nodeList->getThisNodeCanRez();} void EntityScriptingInterface::setEntityTree(EntityTreePointer elementTree) {    if (_entityTree) {        disconnect(_entityTree.get(), &EntityTree::addingEntity, this, &EntityScriptingInterface::addingEntity);        disconnect(_entityTree.get(), &EntityTree::deletingEntity, this, &EntityScriptingInterface::deletingEntity);        disconnect(_entityTree.get(), &EntityTree::clearingEntities, this, &EntityScriptingInterface::clearingEntities);    }     _entityTree = elementTree;     if (_entityTree) {        connect(_entityTree.get(), &EntityTree::addingEntity, this, &EntityScriptingInterface::addingEntity);        connect(_entityTree.get(), &EntityTree::deletingEntity, this, &EntityScriptingInterface::deletingEntity);        connect(_entityTree.get(), &EntityTree::clearingEntities, this, &EntityScriptingInterface::clearingEntities);    }} EntityItemProperties convertLocationToScriptSemantics(const EntityItemProperties& entitySideProperties) {    // In EntityTree code, properties.position and properties.rotation are relative to the parent.  In javascript,    // they are in world-space.  The local versions are put into localPosition and localRotation and position and    // rotation are converted from local to world space.    EntityItemProperties scriptSideProperties = entitySideProperties;    scriptSideProperties.setLocalPosition(entitySideProperties.getPosition());    scriptSideProperties.setLocalRotation(entitySideProperties.getRotation());     glm::vec3 worldPosition = SpatiallyNestable::localToWorld(entitySideProperties.getPosition(),                                                              entitySideProperties.getParentID(),                                                              entitySideProperties.getParentJointIndex());    glm::quat worldRotation = SpatiallyNestable::localToWorld(entitySideProperties.getRotation(),                                                              entitySideProperties.getParentID(),                                                              entitySideProperties.getParentJointIndex());    scriptSideProperties.setPosition(worldPosition);    scriptSideProperties.setRotation(worldRotation);     return scriptSideProperties;}  EntityItemProperties convertLocationFromScriptSemantics(const EntityItemProperties& scriptSideProperties) {    // convert position and rotation properties from world-space to local, unless localPosition and localRotation    // are set.  If they are set, they overwrite position and rotation.    EntityItemProperties entitySideProperties = scriptSideProperties;     if (scriptSideProperties.localPositionChanged()) {        entitySideProperties.setPosition(scriptSideProperties.getLocalPosition());    } else if (scriptSideProperties.positionChanged()) {        glm::vec3 localPosition = SpatiallyNestable::worldToLocal(entitySideProperties.getPosition(),                                                                  entitySideProperties.getParentID(),                                                                  entitySideProperties.getParentJointIndex());        entitySideProperties.setPosition(localPosition);    }     if (scriptSideProperties.localRotationChanged()) {        entitySideProperties.setRotation(scriptSideProperties.getLocalRotation());    } else if (scriptSideProperties.rotationChanged()) {        glm::quat localRotation = SpatiallyNestable::worldToLocal(entitySideProperties.getRotation(),                                                                  entitySideProperties.getParentID(),                                                                  entitySideProperties.getParentJointIndex());        entitySideProperties.setRotation(localRotation);    }     return entitySideProperties;}  QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) {    EntityItemProperties propertiesWithSimID = convertLocationFromScriptSemantics(properties);    propertiesWithSimID.setDimensionsInitialized(properties.dimensionsChanged());     EntityItemID id = EntityItemID(QUuid::createUuid());     // If we have a local entity tree set, then also update it.    bool success = true;    if (_entityTree) {        _entityTree->withWriteLock([&] {            EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID);            if (entity) {                // This Node is creating a new object.  If it's in motion, set this Node as the simulator.                auto nodeList = DependencyManager::get<NodeList>();                const QUuid myNodeID = nodeList->getSessionUUID();                propertiesWithSimID.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);                 // and make note of it now, so we can act on it right away.                entity->setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);                 entity->setLastBroadcast(usecTimestampNow());            } else {                qCDebug(entities) << "script failed to add new Entity to local Octree";                success = false;            }        });    }     // queue the packet    if (success) {        queueEntityMessage(PacketType::EntityAdd, id, propertiesWithSimID);    }     return id;} EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identity) {    EntityPropertyFlags noSpecificProperties;    return getEntityProperties(identity, noSpecificProperties);} EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identity, EntityPropertyFlags desiredProperties) {    EntityItemProperties results;    if (_entityTree) {        _entityTree->withReadLock([&] {            EntityItemPointer entity = _entityTree->findEntityByEntityItemID(EntityItemID(identity));            if (entity) {                if (desiredProperties.getHasProperty(PROP_POSITION) ||                    desiredProperties.getHasProperty(PROP_ROTATION) ||                    desiredProperties.getHasProperty(PROP_LOCAL_POSITION) ||                    desiredProperties.getHasProperty(PROP_LOCAL_ROTATION)) {                    // if we are explicitly getting position or rotation, we need parent information to make sense of them.                    desiredProperties.setHasProperty(PROP_PARENT_ID);                    desiredProperties.setHasProperty(PROP_PARENT_JOINT_INDEX);                }                 results = entity->getProperties(desiredProperties);                 // TODO: improve sitting points and naturalDimensions in the future,                //       for now we've included the old sitting points model behavior for entity types that are models                //        we've also added this hack for setting natural dimensions of models                if (entity->getType() == EntityTypes::Model) {                    const FBXGeometry* geometry = _entityTree->getGeometryForEntity(entity);                    if (geometry) {                        results.setSittingPoints(geometry->sittingPoints);                        Extents meshExtents = geometry->getUnscaledMeshExtents();                        results.setNaturalDimensions(meshExtents.maximum - meshExtents.minimum);                        results.calculateNaturalPosition(meshExtents.minimum, meshExtents.maximum);                    }                }             }        });    }     return convertLocationToScriptSemantics(results);} QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties& scriptSideProperties) {    EntityItemProperties properties = scriptSideProperties;    EntityItemID entityID(id);    // If we have a local entity tree set, then also update it.    if (!_entityTree) {        queueEntityMessage(PacketType::EntityEdit, entityID, properties);        return id;    }     bool updatedEntity = false;    _entityTree->withWriteLock([&] {        if (scriptSideProperties.parentDependentPropertyChanged() ||            scriptSideProperties.parentIDChanged() || scriptSideProperties.parentJointIndexChanged()) {            // All of parentID, parentJointIndex, position, rotation are needed to make sense of any of them.            // If any of these changed, pull any missing properties from the entity.            EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);            if (!entity) {                return;            }            if (!scriptSideProperties.parentIDChanged()) {                properties.setParentID(entity->getParentID());            }            if (!scriptSideProperties.parentJointIndexChanged()) {                properties.setParentJointIndex(entity->getParentJointIndex());            }            if (!scriptSideProperties.localPositionChanged() && !scriptSideProperties.positionChanged()) {                properties.setPosition(entity->getPosition());            }            if (!scriptSideProperties.localRotationChanged() && !scriptSideProperties.rotationChanged()) {                properties.setRotation(entity->getOrientation());            }        }        properties = convertLocationFromScriptSemantics(properties);        updatedEntity = _entityTree->updateEntity(entityID, properties);    });     if (!updatedEntity) {        return QUuid();    }     _entityTree->withReadLock([&] {        EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);        if (entity) {            // make sure the properties has a type, so that the encode can know which properties to include            properties.setType(entity->getType());            bool hasTerseUpdateChanges = properties.hasTerseUpdateChanges();            bool hasPhysicsChanges = properties.hasMiscPhysicsChanges() || hasTerseUpdateChanges;            if (hasPhysicsChanges) {                auto nodeList = DependencyManager::get<NodeList>();                const QUuid myNodeID = nodeList->getSessionUUID();                 if (entity->getSimulatorID() == myNodeID) {                    // we think we already own the simulation, so make sure to send ALL TerseUpdate properties                    if (hasTerseUpdateChanges) {                        entity->getAllTerseUpdateProperties(properties);                    }                    // TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object                    // is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update                    // and instead let the physics simulation decide when to send a terse update.  This would remove                    // the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling                    // balls" test.  However, even if we solve this problem we still need to provide a "slerp the visible                    // proxy toward the true physical position" feature to hide the final glitches in the remote watcher's                    // simulation.                     if (entity->getSimulationPriority() < SCRIPT_EDIT_SIMULATION_PRIORITY) {                        // we re-assert our simulation ownership at a higher priority                        properties.setSimulationOwner(myNodeID,                            glm::max(entity->getSimulationPriority(), SCRIPT_EDIT_SIMULATION_PRIORITY));                    }                } else {                    // we make a bid for simulation ownership                    properties.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);                    entity->flagForOwnership();                }            }            entity->setLastBroadcast(usecTimestampNow());        }    });    queueEntityMessage(PacketType::EntityEdit, entityID, properties);    return id;} void EntityScriptingInterface::deleteEntity(QUuid id) {    EntityItemID entityID(id);    bool shouldDelete = true;     // If we have a local entity tree set, then also update it.    if (_entityTree) {        _entityTree->withWriteLock([&] {            EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);            if (entity) {                if (entity->getLocked()) {                    shouldDelete = false;                } else {                    _entityTree->deleteEntity(entityID);                }            }        });    }     // if at this point, we know the id, and we should still delete the entity, send the update to the entity server    if (shouldDelete) {        getEntityPacketSender()->queueEraseEntityMessage(entityID);    }} void EntityScriptingInterface::callEntityMethod(QUuid id, const QString& method, const QStringList& params) {    if (_entitiesScriptEngine) {        EntityItemID entityID{ id };        _entitiesScriptEngine->callEntityScriptMethod(entityID, method, params);    }} QUuid EntityScriptingInterface::findClosestEntity(const glm::vec3& center, float radius) const {    EntityItemID result;    if (_entityTree) {        EntityItemPointer closestEntity;        _entityTree->withReadLock([&] {            closestEntity = _entityTree->findClosestEntity(center, radius);        });        if (closestEntity) {            result = closestEntity->getEntityItemID();        }    }    return result;}  void EntityScriptingInterface::dumpTree() const {    if (_entityTree) {        _entityTree->withReadLock([&] {            _entityTree->dumpTree();        });    }} QVector<QUuid> EntityScriptingInterface::findEntities(const glm::vec3& center, float radius) const {    QVector<QUuid> result;    if (_entityTree) {        QVector<EntityItemPointer> entities;        _entityTree->withReadLock([&] {            _entityTree->findEntities(center, radius, entities);        });         foreach (EntityItemPointer entity, entities) {            result << entity->getEntityItemID();        }    }    return result;} QVector<QUuid> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corner, const glm::vec3& dimensions) const {    QVector<QUuid> result;    if (_entityTree) {        QVector<EntityItemPointer> entities;        _entityTree->withReadLock([&] {            AABox box(corner, dimensions);            _entityTree->findEntities(box, entities);        });         foreach (EntityItemPointer entity, entities) {            result << entity->getEntityItemID();        }    }    return result;} RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersection(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude, const QScriptValue& entityIdsToDiscard) {    QVector<EntityItemID> entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);    QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);    return findRayIntersectionWorker(ray, Octree::TryLock, precisionPicking, entitiesToInclude, entitiesToDiscard);} RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionBlocking(const PickRay& ray, bool precisionPicking, const QScriptValue& entityIdsToInclude, const QScriptValue& entityIdsToDiscard) {    const QVector<EntityItemID>& entitiesToInclude = qVectorEntityItemIDFromScriptValue(entityIdsToInclude);    const QVector<EntityItemID> entitiesToDiscard = qVectorEntityItemIDFromScriptValue(entityIdsToDiscard);    return findRayIntersectionWorker(ray, Octree::Lock, precisionPicking, entitiesToInclude, entitiesToDiscard);} RayToEntityIntersectionResult EntityScriptingInterface::findRayIntersectionWorker(const PickRay& ray,                                                                                    Octree::lockType lockType,                                                                                    bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude, const QVector<EntityItemID>& entityIdsToDiscard) {      RayToEntityIntersectionResult result;    if (_entityTree) {        OctreeElementPointer element;        EntityItemPointer intersectedEntity = NULL;        result.intersects = _entityTree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face,            result.surfaceNormal, entityIdsToInclude, entityIdsToDiscard, (void**)&intersectedEntity, lockType, &result.accurate,                                                                precisionPicking);        if (result.intersects && intersectedEntity) {            result.entityID = intersectedEntity->getEntityItemID();            result.properties = intersectedEntity->getProperties();            result.intersection = ray.origin + (ray.direction * result.distance);        }    }    return result;} void EntityScriptingInterface::setLightsArePickable(bool value) {    LightEntityItem::setLightsArePickable(value);} bool EntityScriptingInterface::getLightsArePickable() const {    return LightEntityItem::getLightsArePickable();} void EntityScriptingInterface::setZonesArePickable(bool value) {    ZoneEntityItem::setZonesArePickable(value);} bool EntityScriptingInterface::getZonesArePickable() const {    return ZoneEntityItem::getZonesArePickable();} void EntityScriptingInterface::setDrawZoneBoundaries(bool value) {    ZoneEntityItem::setDrawZoneBoundaries(value);} bool EntityScriptingInterface::getDrawZoneBoundaries() const {    return ZoneEntityItem::getDrawZoneBoundaries();} RayToEntityIntersectionResult::RayToEntityIntersectionResult() :    intersects(false),    accurate(true), // assume it's accurate    entityID(),    properties(),    distance(0),    face(),    entity(NULL){} QScriptValue RayToEntityIntersectionResultToScriptValue(QScriptEngine* engine, const RayToEntityIntersectionResult& value) {    QScriptValue obj = engine->newObject();    obj.setProperty("intersects", value.intersects);    obj.setProperty("accurate", value.accurate);    QScriptValue entityItemValue = EntityItemIDtoScriptValue(engine, value.entityID);    obj.setProperty("entityID", entityItemValue);     QScriptValue propertiesValue = EntityItemPropertiesToScriptValue(engine, value.properties);    obj.setProperty("properties", propertiesValue);     obj.setProperty("distance", value.distance);     QString faceName = "";    // handle BoxFace    switch (value.face) {        case MIN_X_FACE:            faceName = "MIN_X_FACE";            break;        case MAX_X_FACE:            faceName = "MAX_X_FACE";            break;        case MIN_Y_FACE:            faceName = "MIN_Y_FACE";            break;        case MAX_Y_FACE:            faceName = "MAX_Y_FACE";            break;        case MIN_Z_FACE:            faceName = "MIN_Z_FACE";            break;        case MAX_Z_FACE:            faceName = "MAX_Z_FACE";            break;        case UNKNOWN_FACE:            faceName = "UNKNOWN_FACE";            break;    }    obj.setProperty("face", faceName);     QScriptValue intersection = vec3toScriptValue(engine, value.intersection);    obj.setProperty("intersection", intersection);     QScriptValue surfaceNormal = vec3toScriptValue(engine, value.surfaceNormal);    obj.setProperty("surfaceNormal", surfaceNormal);    return obj;} void RayToEntityIntersectionResultFromScriptValue(const QScriptValue& object, RayToEntityIntersectionResult& value) {    value.intersects = object.property("intersects").toVariant().toBool();    value.accurate = object.property("accurate").toVariant().toBool();    QScriptValue entityIDValue = object.property("entityID");    // EntityItemIDfromScriptValue(entityIDValue, value.entityID);    quuidFromScriptValue(entityIDValue, value.entityID);    QScriptValue entityPropertiesValue = object.property("properties");    if (entityPropertiesValue.isValid()) {        EntityItemPropertiesFromScriptValueHonorReadOnly(entityPropertiesValue, value.properties);    }    value.distance = object.property("distance").toVariant().toFloat();     QString faceName = object.property("face").toVariant().toString();    if (faceName == "MIN_X_FACE") {        value.face = MIN_X_FACE;    } else if (faceName == "MAX_X_FACE") {        value.face = MAX_X_FACE;    } else if (faceName == "MIN_Y_FACE") {        value.face = MIN_Y_FACE;    } else if (faceName == "MAX_Y_FACE") {        value.face = MAX_Y_FACE;    } else if (faceName == "MIN_Z_FACE") {        value.face = MIN_Z_FACE;    } else {        value.face = MAX_Z_FACE;    };

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