stash/unstash clunky as fuck
[laserbrain_demo] / src / app.cc
index 764d248..07ecdec 100644 (file)
@@ -82,6 +82,8 @@ ExSelection exsel_grab_left, exsel_grab_right;
 static ExhibitSlot exslot_left, exslot_right;
 #define exslot_mouse exslot_right
 
+static bool pointing;
+
 static Renderer *rend;
 static RenderTarget *goatvr_rtarg;
 
@@ -178,6 +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");
@@ -276,7 +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();
@@ -306,8 +311,8 @@ static void update(float dt)
                jmove_lensq -= jdeadsq;
 
                float mag = len * len;
-               dir.x += mag * joy_move.x / len * 2.0 * speed;
-               dir.z += mag * joy_move.y / len * 2.0 * speed;
+               dir.x += mag * joy_move.x / len * speed;
+               dir.z += mag * joy_move.y / len * speed;
        }
        if(jlook_lensq > jdeadsq) {
                float len = sqrt(jlook_lensq);
@@ -340,11 +345,8 @@ static void update(float dt)
                avatar.pos.y -= speed;
        }
 
-       float theta = M_PI * avatar.body_rot / 180.0f;
-       Vec3 newpos;
-       newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
-       newpos.y = avatar.pos.y;
-       newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
+       Vec3 walk_dir = avatar.calc_walk_dir(dir.z, dir.x);
+       Vec3 newpos = avatar.pos + walk_dir;
 
        if(noclip) {
                avatar.pos = newpos;
@@ -371,6 +373,12 @@ static void update(float dt)
                floor_y = avatar.pos.y - user_eye_height;
        }
 
+       if(have_headtracking) {
+               Quat qhead;
+               goatvr_head_orientation(&qhead.x);
+               avatar.tracked_head_rotation(qhead);
+       }
+
        // TODO move to the avatar system
        // calculate mouselook view matrix
        mouse_view_matrix = Mat4::identity;
@@ -381,26 +389,83 @@ static void update(float dt)
        mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
        mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
 
-
        // update hand-tracking
        if(have_handtracking) {
                update_vrhands(&avatar);
 
-               if(vrhand[0].valid) {
-                       exslot_left.node.set_position(vrhand[0].pos);
-                       exslot_left.node.set_rotation(vrhand[0].rot);
+               ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
+               ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
 
-                       // right hand takes precedence for hover
-                       if(!exsel_grab_left && !exsel_hover) {
-                               exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
+               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]->grab_rot);
+
+                               bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
+
+                               ExSelection sel;
+                               sel = exman->select(Sphere(vrhand[i].pos, 10));
+
+                               if(!*exsel_grab[i]) {
+                                       // we don't have an exhibit grabbed
+                                       if(act_grab) {
+                                               // grab an exhibit
+                                               *exsel_grab[i] = sel;
+                                               //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
+                                               }
+                                       } else {
+                                               // just hover
+                                               exsel_hover = sel;
+                                       }
+                               } else {
+                                       // we have an exhibit grabbed
+                                       if(!act_grab) {
+                                               // drop it
+                                               Exhibit *ex = exsel_grab[i]->ex;
+                                               exslot[i]->detach_exhibit();
+
+                                               ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
+                                               if(!slot) {
+                                                       debug_log("no empty slot nearby\n");
+                                                       if(ex->prev_slot && ex->prev_slot->empty()) {
+                                                               slot = ex->prev_slot;
+                                                               debug_log("using previous slot\n");
+                                                       }
+                                               }
+
+                                               if(slot) {
+                                                       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
+                                                       exman->stash_exhibit(ex);
+                                                       debug_log("no slots available, stashing\n");
+                                               }
+
+                                               *exsel_grab[i] = ExSelection::null;
+                                               exslot[i]->grab_rot = Quat::identity;
+                                       }
+                               }
                        }
                }
-               if(vrhand[1].valid) {
-                       exslot_right.node.set_position(vrhand[1].pos);
-                       exslot_right.node.set_rotation(vrhand[1].rot);
 
-                       if(!exsel_grab_right) {
-                               exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
+               // if there are no grabs, and we're pointing with the right finger, override active
+               if(!exsel_grab_left && !exsel_grab_right) {
+                       if(goatvr_action(1, GOATVR_ACTION_POINT)) {
+                               Ray ray;
+                               ray.origin = vrhand[1].pos;
+                               ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
+                               exsel_active = exman->select(ray);
+                               pointing = true;
+                       } else {
+                               exsel_active = ExSelection::null;
+                               pointing = false;
                        }
                }
 
@@ -415,11 +480,17 @@ 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()
@@ -468,9 +539,11 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
+                       /*
                        if(have_handtracking) {
                                draw_vrhands();
                        }
+                       */
 
                        if(debug_gui) {
                                ImGui::Render();
@@ -527,23 +600,27 @@ static void draw_scene()
        exman->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++) {
+                       // 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 = head_xform * vrhand[i].pos;
-                       Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
-                       Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
-                       Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
+                       Vec3 v = vrhand[i].pos;
+                       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;
+                       }
 
                        glVertex3f(v.x, v.y, v.z);
                        glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
@@ -700,6 +777,24 @@ void app_keyboard(int key, bool pressed)
                        exui_change_tab(1);
                        break;
 
+               case '\t':
+                       if(exsel_grab_mouse) {
+                               Exhibit *ex = exsel_grab_mouse.ex;
+                               exslot_mouse.detach_exhibit();
+                               exman->stash_exhibit(ex);
+                               exsel_grab_mouse = ExSelection::null;
+                       } else {
+                               Exhibit *ex = exman->unstash_exhibit();
+                               if(ex) {
+                                       exslot_mouse.attach_exhibit(ex, EXSLOT_ATTACH_TRANSIENT);
+                                       exsel_grab_mouse = ex;
+
+                                       Vec3 fwd = avatar.get_body_fwd();
+                                       exslot_mouse.node.set_position(avatar.pos + fwd * 100);
+                               }
+                       }
+                       break;
+
                case KEY_F5:
                case KEY_F6:
                case KEY_F7:
@@ -757,12 +852,12 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
 
                                exslot_mouse.detach_exhibit();
 
-                               ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
+                               ExhibitSlot *slot = exman->nearest_empty_slot(pos, 300);
                                if(!slot) {
                                        debug_log("no empty slot nearby\n");
                                        if(ex->prev_slot && ex->prev_slot->empty()) {
                                                slot = ex->prev_slot;
-                                               debug_log("using previous slot");
+                                               debug_log("using previous slot\n");
                                        }
                                }
 
@@ -795,7 +890,7 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
 static inline void mouse_look(float dx, float dy)
 {
        float scrsz = (float)win_height;
-       avatar.body_rot += dx * 512.0 / scrsz;
+       avatar.set_body_rotation(avatar.body_rot + dx * 512.0 / scrsz);
        avatar.head_alt += dy * 512.0 / scrsz;
 
        if(avatar.head_alt < -90) avatar.head_alt = -90;