stash/unstash clunky as fuck
[laserbrain_demo] / src / app.cc
index 91de3f4..07ecdec 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();
@@ -308,8 +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);
@@ -342,11 +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;
@@ -399,7 +399,7 @@ 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 +411,9 @@ 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 +439,8 @@ 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 +449,7 @@ static void update(float dt)
                                                }
 
                                                *exsel_grab[i] = ExSelection::null;
+                                               exslot[i]->grab_rot = Quat::identity;
                                        }
                                }
                        }
@@ -459,7 +461,7 @@ 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 +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()
@@ -531,9 +539,11 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
+                       /*
                        if(have_handtracking) {
                                draw_vrhands();
                        }
+                       */
 
                        if(debug_gui) {
                                ImGui::Render();
@@ -595,15 +605,18 @@ 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;
@@ -764,6 +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:
@@ -821,7 +852,7 @@ 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()) {
@@ -859,7 +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;