static bool show_walk_mesh, noclip = false;
static bool have_headtracking, should_swap;
+static bool have_handtracking;
+
+static struct {
+ Vec3 pos;
+ Quat rot;
+ bool valid;
+} hand[2];
static int prev_mx, prev_my;
static bool bnstate[8];
should_swap = goatvr_should_swap() != 0;
user_eye_height = goatvr_get_eye_height();
have_headtracking = goatvr_have_headtracking();
+ have_handtracking = goatvr_have_handtracking();
goatvr_recenter();
}
}
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);
+
+ if(have_handtracking) {
+ for(int i=0; i<2; i++) {
+ if(goatvr_hand_active(i)) {
+ goatvr_hand_position(i, &hand[i].pos.x);
+ goatvr_hand_orientation(i, &hand[i].rot.x);
+ hand[i].valid = true;
+ } else {
+ hand[i].valid = false;
+ }
+ }
+ }
}
static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
- update(dt);
-
if(opt.vr) {
// VR mode
goatvr_draw_start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ update(dt);
+
for(int i=0; i<2; i++) {
// for each eye
goatvr_draw_eye(i);
} else {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ update(dt);
+
proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(proj_matrix[0]);
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) {
+ 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;
+
+ glVertex3f(v.x, v.y, v.z);
+ glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
+ glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
+ glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
+ glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
+ glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
+ }
+ glEnd();
+ glPopAttrib();
+ }
+
if(show_walk_mesh && mscn->walk_mesh) {
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);