#include <stdio.h>
+#include <limits.h>
#include <assert.h>
#include <goatvr.h>
#include "app.h"
#include "opt.h"
#include "post.h"
#include "renderer.h"
+#include "rtarg.h"
+#include "avatar.h"
#include "vrinput.h"
#include "exman.h"
#include "blob_exhibit.h"
+#include "dbg_gui.h"
+#include "geomdraw.h"
+#include "ui_exhibit.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
static void draw_scene();
static void toggle_flight();
static void calc_framerate();
+static Ray calc_pick_ray(int x, int y);
long time_msec;
int win_width, win_height;
+int vp_width, vp_height;
float win_aspect;
bool fb_srgb;
bool opt_gear_wireframe;
TextureSet texman;
SceneSet sceneman;
-unsigned int sdr_ltmap, sdr_ltmap_notex;
+int fpexcept_enabled;
+
+unsigned int dbg_key_pending;
+
+static Avatar avatar;
static float cam_dist = 0.0;
-static float cam_theta, cam_phi;
-static Vec3 cam_pos;
static float floor_y; // last floor height
static float user_eye_height = 165;
static long prev_msec;
static ExhibitManager *exman;
-static BlobExhibit *blobs;
static bool show_blobs;
+ExSelection exsel_active, exsel_hover;
+ExSelection exsel_grab_left, exsel_grab_right;
+#define exsel_grab_mouse exsel_grab_right
+static ExhibitSlot exslot_left, exslot_right;
+#define exslot_mouse exslot_right
+
+static bool pointing;
+
static Renderer *rend;
+static RenderTarget *goatvr_rtarg;
+
+static Ray last_pick_ray;
+
+static bool post_scene_init_pending = true;
bool app_init(int argc, char **argv)
{
+ set_log_file("demo.log");
+
+ char *env = getenv("FPEXCEPT");
+ if(env && atoi(env)) {
+ info_log("enabling floating point exceptions\n");
+ fpexcept_enabled = 1;
+ enable_fpexcept();
+ }
+
+ if(init_opengl() == -1) {
+ return false;
+ }
+
if(!init_options(argc, argv, "demo.conf")) {
return false;
}
have_handtracking = goatvr_have_handtracking();
goatvr_recenter();
+
+ goatvr_rtarg = new RenderTarget;
}
- int srgb_capable;
- glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
- printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
- fb_srgb = srgb_capable != 0;
- glEnable(GL_FRAMEBUFFER_SRGB);
+ if(fb_srgb) {
+ int srgb_capable;
+ glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+ printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+ if(srgb_capable) {
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ } else {
+ fb_srgb = 0;
+ }
+ }
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
+ if(!init_debug_gui()) {
+ return false;
+ }
+
Mesh::use_custom_sdr_attr = false;
float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- glClearColor(1, 1, 1, 1);
+ init_audio();
if(!init_vrhands()) {
return false;
return false;
}
- cam_pos = mscn->start_pos;
+ avatar.pos = mscn->start_pos;
Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
dir.y = 0;
- cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
+ avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
exman = new ExhibitManager;
- if(!exman->load(mscn, "data/exhibits")) {
- //return false;
- }
-
- blobs = new BlobExhibit;
- blobs->node = new SceneNode;
- blobs->init();
- blobs->node->set_position(Vec3(-680, 160, -100));
- blobs->node->set_scaling(Vec3(28, 28, 28));
- blobs->node->update(0);
-
- exman->add(blobs);
+ // exhibits are loaded in post_scene_init, because they need access to the scene graph
- if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
+ if(!exui_init()) {
+ error_log("failed to initialize exhibit ui system\n");
return false;
}
- set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
- set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
-
- if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
- return false;
+ exui_setnode(&exslot_left.node);
+ if(have_handtracking) {
+ exui_scale(2);
+ exui_rotation(Vec3(-deg_to_rad(35), 0, 0));
}
- set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
- set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
if(!fb_srgb) {
sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
}
rend = new Renderer;
+ if(!rend->init()) {
+ return false;
+ }
+ if(opt.reflect) {
+ rend->ropt |= RENDER_MIRRORS;
+ } else {
+ rend->ropt &= ~RENDER_MIRRORS;
+ }
rend->set_scene(mscn);
glUseProgram(0);
if(opt.vr || opt.fullscreen) {
app_grab_mouse(true);
}
+
+ if(mscn->music && opt.music) {
+ mscn->music->play(AUDIO_PLAYMODE_LOOP);
+ }
return true;
}
+// post_scene_init is called after the scene has completed loading
+static void post_scene_init()
+{
+ mscn->update(0); // update once to calculate node matrices
+
+ int num_mir = mscn->calc_mirror_planes();
+ info_log("found %d mirror planes\n", num_mir);
+
+ exman->load(mscn, "data/exhibits");
+}
+
void app_cleanup()
{
+ if(mscn->music) {
+ mscn->music->stop();
+ }
+ destroy_audio();
+
app_grab_mouse(false);
if(opt.vr) {
+ delete goatvr_rtarg;
goatvr_shutdown();
}
destroy_vrhands();
delete rend;
+ exui_shutdown();
+
+ /* this must be destroyed before the scene graph to detach exhibit nodes
+ * before the scene tries to delete them recursively
+ */
delete exman;
texman.clear();
sceneman.clear();
+
+ cleanup_debug_gui();
}
static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
texman.update();
sceneman.update();
+ if(post_scene_init_pending && !sceneman.pending()) {
+ post_scene_init_pending = false;
+ post_scene_init();
+ }
+
mscn->update(dt);
exman->update(dt);
+ // use goatvr sticks for joystick input
+ int num_vr_sticks = goatvr_num_sticks();
+ if(num_vr_sticks > 0) {
+ float p[2];
+ goatvr_stick_pos(0, p);
+ joy_move.x = p[0];
+ joy_move.y = -p[1];
+ }
+ if(num_vr_sticks > 1) {
+ float p[2];
+ goatvr_stick_pos(1, p);
+ joy_look.x = p[0];
+ }
+
+
float speed = walk_speed * dt;
Vec3 dir;
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);
jlook_lensq -= jdeadsq;
float mag = len * len;
- cam_theta += mag * joy_look.x / len * 200.0 * dt;
- cam_phi += mag * joy_look.y / len * 100.0 * dt;
- if(cam_phi < -90.0f) cam_phi = -90.0f;
- if(cam_phi > 90.0f) cam_phi = 90.0f;
+ avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
+ avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
+ if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
+ if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
}
// keyboard move
dir.x -= speed;
}
if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
- cam_pos.y += speed;
+ avatar.pos.y += speed;
}
if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
- cam_pos.y -= speed;
+ avatar.pos.y -= speed;
}
- float theta = M_PI * cam_theta / 180.0f;
- Vec3 newpos;
- newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
- newpos.y = cam_pos.y;
- newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
+ Vec3 walk_dir = avatar.calc_walk_dir(dir.z, dir.x);
+ Vec3 newpos = avatar.pos + walk_dir;
if(noclip) {
- cam_pos = newpos;
+ avatar.pos = newpos;
} else {
- if(!constrain_walk_mesh(newpos, &cam_pos)) {
+ if(!constrain_walk_mesh(newpos, &avatar.pos)) {
float dtheta = M_PI / 32.0;
float theta = dtheta;
- Vec2 dir2d = newpos.xz() - cam_pos.xz();
+ Vec2 dir2d = newpos.xz() - avatar.pos.xz();
for(int i=0; i<16; i++) {
Vec2 dvec = rotate(dir2d, theta);
- Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
- if(constrain_walk_mesh(pos, &cam_pos)) {
+ Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
break;
}
dvec = rotate(dir2d, -theta);
- pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
- if(constrain_walk_mesh(pos, &cam_pos)) {
+ pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
break;
}
theta += dtheta;
}
}
- floor_y = cam_pos.y - user_eye_height;
+ 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_translate(0, 0, -cam_dist);
if(!have_headtracking) {
- mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
}
- mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
- mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+ 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();
+ update_vrhands(&avatar);
+
+ ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
+ ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
+
+ 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 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;
+ }
+ }
+
+ } else {
+ // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
+ if(!exsel_grab_mouse) {
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+ }
+
+ // TODO do this properly
+ // 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);
}
-}
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
- unsigned int lt = GL_LIGHT0 + idx;
- float posv[] = { pos.x, pos.y, pos.z, 1 };
- float colv[] = { color.x, color.y, color.z, 1 };
-
- glEnable(lt);
- glLightfv(lt, GL_POSITION, posv);
- glLightfv(lt, GL_DIFFUSE, colv);
- glLightfv(lt, GL_SPECULAR, colv);
+ 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()
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
+ if(debug_gui) {
+ ImGui::GetIOPtr()->DeltaTime = dt;
+ ImGui::NewFrame();
+
+ //ImGui::ShowTestWindow();
+ }
+
+ glClearColor(1, 1, 1, 1);
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ unsigned int gfbo = goatvr_get_fbo();
+
update(dt);
for(int i=0; i<2; i++) {
// for each eye
goatvr_draw_eye(i);
+ if(gfbo) {
+ vp_width = goatvr_get_fb_eye_width(i);
+ vp_height = goatvr_get_fb_eye_height(i);
+
+ // this is a lightweight operation
+ goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
+ push_render_target(goatvr_rtarg, RT_FAKE);
+ } else {
+ vp_width = win_width / 2;
+ }
proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(view_matrix[0]);
draw_scene();
+ /*
if(have_handtracking) {
draw_vrhands();
}
+ */
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
+
+ if(gfbo) {
+ pop_render_target(RT_FAKE);
+ }
}
+
goatvr_draw_done();
+ 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();
}
slow_post(sdr_post_gamma);
glUseProgram(0);
}
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
static void draw_scene()
{
- static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
- set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
-
rend->draw();
+ exman->draw();
- if(show_blobs) {
- blobs->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++) {
- if(hand[i].valid) {
+ // 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 * hand[i].pos;
- Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
- Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
- Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[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);
glEnd();
glPopAttrib();
}
- */
+
+ if(debug_gui && dbg_sel_node) {
+ AABox bvol = dbg_sel_node->get_bounds();
+ draw_geom_object(&bvol);
+ }
if(show_walk_mesh && mscn->walk_mesh) {
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
glUseProgram(0);
glPopAttrib();
}
+ exui_draw();
+
print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
draw_ui();
}
{
glViewport(0, 0, x, y);
goatvr_set_fb_size(x, y, 1.0f);
+ debug_gui_reshape(x, y);
+
+ vp_width = x;
+ vp_height = y;
}
void app_keyboard(int key, bool pressed)
{
unsigned int mod = app_get_modifiers();
+ if(debug_gui && !(pressed && (key == '`' || key == 27))) {
+ debug_gui_key(key, pressed, mod);
+ return; // ignore all keystrokes when GUI is visible
+ }
+
if(pressed) {
switch(key) {
case 27:
break;
case '`':
+ debug_gui = !debug_gui;
+ show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
+ break;
+
+ case 'm':
app_toggle_grab_mouse();
show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
break;
goatvr_recenter();
show_message("VR recenter\n");
break;
+
+ case KEY_UP:
+ exui_scroll(-1);
+ break;
+
+ case KEY_DOWN:
+ exui_scroll(1);
+ break;
+
+ case KEY_LEFT:
+ exui_change_tab(-1);
+ break;
+
+ case KEY_RIGHT:
+ exui_change_tab(1);
+ break;
+
+ case '\t':
+ if(exsel_grab_mouse) {
+ Exhibit *ex = exsel_grab_mouse.ex;
+ exslot_mouse.detach_exhibit();
+ exman->stash_exhibit(ex);
+ exsel_grab_mouse = ExSelection::null;
+ } else {
+ Exhibit *ex = exman->unstash_exhibit();
+ if(ex) {
+ exslot_mouse.attach_exhibit(ex, EXSLOT_ATTACH_TRANSIENT);
+ exsel_grab_mouse = ex;
+
+ Vec3 fwd = avatar.get_body_fwd();
+ exslot_mouse.node.set_position(avatar.pos + fwd * 100);
+ }
+ }
+ break;
+
+ case KEY_F5:
+ case KEY_F6:
+ case KEY_F7:
+ case KEY_F8:
+ dbg_key_pending |= 1 << (key - KEY_F5);
+ break;
}
}
void app_mouse_button(int bn, bool pressed, int x, int y)
{
+ static int press_x, press_y;
+
+ if(debug_gui) {
+ debug_gui_mbutton(bn, pressed, x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
prev_mx = x;
prev_my = y;
bnstate[bn] = pressed;
+
+ if(bn == 0) {
+ ExSelection sel;
+ Ray ray = calc_pick_ray(x, y);
+ sel = exman->select(ray);
+
+ if(pressed) {
+ if(sel && (app_get_modifiers() & MOD_CTRL)) {
+ exsel_grab_mouse = sel;
+ Vec3 pos = sel.ex->node->get_position();
+ debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
+ exslot_mouse.node.set_position(pos);
+ exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
+ exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+ if(exsel_active) {
+ exsel_active = ExSelection::null; // cancel active on grab
+ }
+ }
+ press_x = x;
+ press_y = y;
+
+ } else {
+ if(exsel_grab_mouse) {
+ // cancel grab on mouse release
+ Exhibit *ex = exsel_grab_mouse.ex;
+ Vec3 pos = exslot_mouse.node.get_position();
+
+ debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
+
+ exslot_mouse.detach_exhibit();
+
+ ExhibitSlot *slot = exman->nearest_empty_slot(pos, 300);
+ 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) {
+ slot->attach_exhibit(ex);
+ } else {
+ // nowhere to put it, so stash it for later
+ exslot_mouse.detach_exhibit();
+ exman->stash_exhibit(ex);
+ debug_log("no slots available, stashing\n");
+ }
+
+ exsel_grab_mouse = ExSelection::null;
+ }
+
+ if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
+ exsel_active = sel; // select or deselect active exhibit
+ if(sel) {
+ debug_log("selecting...\n");
+ } else {
+ debug_log("deselecting...\n");
+ }
+ }
+
+ press_x = press_y = INT_MIN;
+ }
+ }
}
static inline void mouse_look(float dx, float dy)
{
float scrsz = (float)win_height;
- cam_theta += dx * 512.0 / scrsz;
- cam_phi += dy * 512.0 / scrsz;
+ avatar.set_body_rotation(avatar.body_rot + dx * 512.0 / scrsz);
+ avatar.head_alt += dy * 512.0 / scrsz;
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
+ if(avatar.head_alt < -90) avatar.head_alt = -90;
+ if(avatar.head_alt > 90) avatar.head_alt = 90;
}
static void mouse_zoom(float dx, float dy)
void app_mouse_motion(int x, int y)
{
+ if(debug_gui) {
+ debug_gui_mmotion(x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
int dx = x - prev_mx;
int dy = y - prev_my;
prev_mx = x;
if(!dx && !dy) return;
- if(bnstate[0]) {
- mouse_look(dx, dy);
+ if(exsel_grab_mouse) {
+ Vec3 pos = exslot_mouse.node.get_node_position();
+ Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
+
+ exslot_mouse.node.set_position(pos + dir);
}
+
if(bnstate[2]) {
- mouse_zoom(dx, dy);
+ mouse_look(dx, dy);
}
}
}
}
+void app_mouse_wheel(int dir)
+{
+ if(debug_gui) {
+ debug_gui_wheel(dir);
+ }
+}
+
void app_gamepad_axis(int axis, float val)
{
switch(axis) {
static void calc_framerate()
{
- static int ncalc;
+ //static int ncalc;
static int nframes;
static long prev_upd;
++nframes;
}
}
+
+static Ray calc_pick_ray(int x, int y)
+{
+ float nx = (float)x / (float)win_width;
+ float ny = (float)(win_height - y) / (float)win_height;
+
+ last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
+ return last_pick_ray;
+}