exhibit ui improvements, and exhibit repositioning fix
authorJohn Tsiombikas <nuclear@member.fsf.org>
Thu, 13 Sep 2018 02:00:34 +0000 (05:00 +0300)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Thu, 13 Sep 2018 02:00:34 +0000 (05:00 +0300)
src/app.cc
src/exman.h
src/snode.cc
src/snode.h
src/ui_exhibit.cc
src/ui_exhibit.h

index 91de3f4..047c1eb 100644 (file)
@@ -180,6 +180,10 @@ bool app_init(int argc, char **argv)
                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");
@@ -278,7 +282,6 @@ static void update(float dt)
 
        mscn->update(dt);
        exman->update(dt);
-       exui_update(dt);
 
        // use goatvr sticks for joystick input
        int num_vr_sticks = goatvr_num_sticks();
@@ -399,7 +402,7 @@ static void update(float dt)
                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;
 
@@ -411,9 +414,9 @@ static void update(float dt)
                                        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
@@ -439,7 +442,8 @@ static void update(float dt)
                                                }
 
                                                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
@@ -448,6 +452,7 @@ static void update(float dt)
                                                }
 
                                                *exsel_grab[i] = ExSelection::null;
+                                               exslot[i]->grab_rot = Quat::identity;
                                        }
                                }
                        }
@@ -459,7 +464,7 @@ static void update(float dt)
                                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;
@@ -478,11 +483,17 @@ static void update(float dt)
                // 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()
@@ -531,9 +542,11 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
+                       /*
                        if(have_handtracking) {
                                draw_vrhands();
                        }
+                       */
 
                        if(debug_gui) {
                                ImGui::Render();
@@ -595,15 +608,18 @@ static void draw_scene()
                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;
index d7d64fa..8b9b65a 100644 (file)
@@ -17,7 +17,7 @@ private:
        Exhibit *ex;
 
 public:
-       Quat rotation;
+       Quat rotation, grab_rot;
        SceneNode node;
 
        ExhibitSlot(Exhibit *ex = 0);
index 2484e6e..8305302 100644 (file)
@@ -89,6 +89,18 @@ SceneNode *SceneNode::get_parent() const
        return parent;
 }
 
+SceneNode *SceneNode::find_object_node() const
+{
+       if(!obj.empty()) return (SceneNode*)this;
+
+       int numc = get_num_children();
+       for(int i=0; i<numc; i++) {
+               SceneNode *n = get_child(i)->find_object_node();
+               if(n) return n;
+       }
+       return 0;
+}
+
 void SceneNode::add_object(Object *obj)
 {
        if(obj->node == this) return;
index 6fa52ba..00e1798 100644 (file)
@@ -47,6 +47,8 @@ public:
 
        SceneNode *get_parent() const;
 
+       SceneNode *find_object_node() const;
+
        void add_object(Object *obj);
        bool remove_object(Object *obj);
 
index 87fea01..438a52e 100644 (file)
@@ -29,12 +29,15 @@ static unsigned int fontsdr;
 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;
@@ -64,10 +67,14 @@ bool exui_init()
                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;
@@ -92,6 +99,16 @@ void exui_setnode(const SceneNode *node)
        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;
@@ -205,6 +222,7 @@ void exui_draw()
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
 
+       /*
        Mat4 mvmat;
        glGetFloatv(GL_MODELVIEW_MATRIX, mvmat[0]);
        if(parent) {
@@ -215,11 +233,20 @@ void exui_draw()
        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);
index 335e23e..73e2947 100644 (file)
@@ -8,6 +8,8 @@ class SceneNode;
 bool exui_init();
 void exui_shutdown();
 void exui_setnode(const SceneNode *node);
+void exui_rotation(const Vec3 &euler);
+void exui_scale(float s);
 
 void exui_change_tab(int dir);
 void exui_scroll(float delta);