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;