static ExhibitSlot exslot_left, exslot_right;
#define exslot_mouse exslot_right
+static bool pointing;
+
static Renderer *rend;
static RenderTarget *goatvr_rtarg;
return false;
}
exui_setnode(&exslot_left.node);
+ if(have_handtracking) {
+ exui_scale(2);
+ exui_rotation(Vec3(-deg_to_rad(35), 0, 0));
+ }
if(!fb_srgb) {
sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
mscn->update(dt);
exman->update(dt);
- exui_update(dt);
// use goatvr sticks for joystick input
int num_vr_sticks = goatvr_num_sticks();
jmove_lensq -= jdeadsq;
float mag = len * len;
- dir.x += mag * joy_move.x / len * 2.0 * speed;
- dir.z += mag * joy_move.y / len * 2.0 * speed;
+ dir.x += mag * joy_move.x / len * speed;
+ dir.z += mag * joy_move.y / len * speed;
}
if(jlook_lensq > jdeadsq) {
float len = sqrt(jlook_lensq);
floor_y = avatar.pos.y - user_eye_height;
}
+ if(have_headtracking) {
+ Quat qhead;
+ goatvr_head_orientation(&qhead.x);
+ avatar.tracked_head_rotation(qhead);
+ }
+
// TODO move to the avatar system
// calculate mouselook view matrix
mouse_view_matrix = Mat4::identity;
mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
-
// update hand-tracking
if(have_handtracking) {
update_vrhands(&avatar);
- if(vrhand[0].valid) {
- exslot_left.node.set_position(vrhand[0].pos);
- exslot_left.node.set_rotation(vrhand[0].rot);
+ ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
+ ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
- // right hand takes precedence for hover
- if(!exsel_grab_left && !exsel_hover) {
- exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
+ for(int i=0; i<2; i++) {
+ if(vrhand[i].valid) {
+ exslot[i]->node.set_position(vrhand[i].pos);
+ exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->grab_rot);
+
+ bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
+
+ ExSelection sel;
+ sel = exman->select(Sphere(vrhand[i].pos, 10));
+
+ if(!*exsel_grab[i]) {
+ // we don't have an exhibit grabbed
+ if(act_grab) {
+ // grab an exhibit
+ *exsel_grab[i] = sel;
+ //SceneNode *objnode = sel.ex->node->find_object_node();
+ //exslot[i]->rotation = normalize(sel.ex->node->get_rotation());
+ exslot[i]->grab_rot = inverse(vrhand[i].rot);
+ exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+ if(exsel_active) {
+ exsel_active = ExSelection::null; // cancel active on grab
+ }
+ } else {
+ // just hover
+ exsel_hover = sel;
+ }
+ } else {
+ // we have an exhibit grabbed
+ if(!act_grab) {
+ // drop it
+ Exhibit *ex = exsel_grab[i]->ex;
+ exslot[i]->detach_exhibit();
+
+ ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
+ if(!slot) {
+ debug_log("no empty slot nearby\n");
+ if(ex->prev_slot && ex->prev_slot->empty()) {
+ slot = ex->prev_slot;
+ debug_log("using previous slot\n");
+ }
+ }
+
+ if(slot) {
+ Quat rot = normalize(exslot[i]->node.get_rotation());
+ ex->node->set_rotation(rot);
+ slot->attach_exhibit(ex);
+ } else {
+ // nowhere to put it, stash it for later
+ exman->stash_exhibit(ex);
+ debug_log("no slots available, stashing\n");
+ }
+
+ *exsel_grab[i] = ExSelection::null;
+ exslot[i]->grab_rot = Quat::identity;
+ }
+ }
}
}
- if(vrhand[1].valid) {
- exslot_right.node.set_position(vrhand[1].pos);
- exslot_right.node.set_rotation(vrhand[1].rot);
- if(!exsel_grab_right) {
- exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
+ // if there are no grabs, and we're pointing with the right finger, override active
+ if(!exsel_grab_left && !exsel_grab_right) {
+ if(goatvr_action(1, GOATVR_ACTION_POINT)) {
+ Ray ray;
+ ray.origin = vrhand[1].pos;
+ ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
+ exsel_active = exman->select(ray);
+ pointing = true;
+ } else {
+ exsel_active = ExSelection::null;
+ pointing = false;
}
}
// set the position of the left hand at a suitable position for the exhibit UI
dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
+ Quat rot;
+ rot.set_rotation(Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
+ exslot_left.node.set_rotation(rot);
}
if(!exslot_right.empty()) exslot_right.node.update(dt);
// always update the left slot, because it's the anchor point of the exhibit ui
exslot_left.node.update(dt);
+
+ // need to call this *after* we have updated the active exhibit (if any)
+ exui_update(dt);
}
void app_display()
glLoadMatrixf(view_matrix[0]);
draw_scene();
+ /*
if(have_handtracking) {
draw_vrhands();
}
+ */
if(debug_gui) {
ImGui::Render();
vp_width = win_width;
vp_height = win_height;
+ if(!gfbo && !fb_srgb && sdr_post_gamma) {
+ glViewport(0, 0, win_width, win_height);
+ slow_post(sdr_post_gamma);
+ glUseProgram(0);
+ }
+
if(should_swap) {
app_swap_buffers();
}
exman->draw();
if(have_handtracking) {
- Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
- Mat4 head_dir_xform = head_xform.upper3x3();
-
glUseProgram(0);
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
for(int i=0; i<2; i++) {
+ // skip drawing the left hand when we're showing the exhibit gui
+ if(exsel_active && i == 0) continue;
+
if(vrhand[i].valid) {
glColor3f(i, 1 - i, i);
} else {
glColor3f(0.5, 0.5, 0.5);
}
- Vec3 v = head_xform * vrhand[i].pos;
- Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
- Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
- Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
+ Vec3 v = vrhand[i].pos;
+ Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 10.0f;
+ Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 5.0f;
+ Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 5.0f;
+
+ if(i == 1 && pointing) {
+ dir *= 1000.0f;
+ }
glVertex3f(v.x, v.y, v.z);
glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
debug_log("no empty slot nearby\n");
if(ex->prev_slot && ex->prev_slot->empty()) {
slot = ex->prev_slot;
- debug_log("using previous slot");
+ debug_log("using previous slot\n");
}
}