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();
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]->rotation);
+ exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->grab_rot);
bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
if(act_grab) {
// grab an exhibit
*exsel_grab[i] = sel;
- exslot[i]->rotation = sel.ex->node->get_rotation();
- debug_log("Grabbing with rot: %f %f %f %f\n", exslot[i]->rotation.x,
- exslot[i]->rotation.y, exslot[i]->rotation.z, exslot[i]->rotation.w);
+ //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
}
if(slot) {
- ex->node->set_rotation(exslot[i]->node.get_rotation());
+ 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
}
*exsel_grab[i] = ExSelection::null;
+ exslot[i]->grab_rot = Quat::identity;
}
}
}
Ray ray;
ray.origin = vrhand[1].pos;
ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
- //exsel_active = exman->select(ray);
+ exsel_active = exman->select(ray);
pointing = true;
} else {
exsel_active = ExSelection::null;
// 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();
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 = vrhand[i].pos;
- Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
- Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
- Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
+ 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;
static float aspect;
static int ui_width, ui_height;
+static Mat4 tilt_matrix;
+
static RenderTarget *rtarg;
static const SceneNode *parent;
static Vec3 pos;
static Vec2 size;
static int text_padding;
static float text_scale = 0.65f;
+static float scale = 1.0f;
static Exhibit *ex;
static int vis_tab, num_tabs;
static std::vector<std::string> tab_names;
return false;
}
+ tilt_matrix = Mat4::identity;
+
size.x = 15;
size.y = 18;
text_padding = 6;
+ scale = 1.0f;
+
aspect = size.x / size.y;
ui_height = 512;
ui_width = ui_height * aspect;
parent = node;
}
+void exui_rotation(const Vec3 &euler)
+{
+ tilt_matrix.rotation(euler);
+}
+
+void exui_scale(float s)
+{
+ scale = s;
+}
+
void exui_change_tab(int dir)
{
vis_tab = (vis_tab + dir) % num_tabs;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
+ /*
Mat4 mvmat;
glGetFloatv(GL_MODELVIEW_MATRIX, mvmat[0]);
if(parent) {
mvmat[0][0] = mvmat[1][1] = mvmat[2][2] = 1.0f;
mvmat[0][1] = mvmat[0][2] = mvmat[1][0] = mvmat[2][0] = mvmat[1][2] = mvmat[2][1] = 0.0f;
glLoadMatrixf(mvmat[0]);
+ */
+ Mat4 xform;
+ if(parent) {
+ xform = parent->get_matrix();
+ }
+ xform = tilt_matrix * xform;
+ xform.pre_scale(scale, scale, scale);
+ glMultMatrixf(xform[0]);
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
+ glDisable(GL_CULL_FACE);
glDepthMask(0);
glUseProgram(0);