exhibit ui improvements, and exhibit repositioning fix
[laserbrain_demo] / src / app.cc
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;