#include <limits.h>
#include <assert.h>
#include <goatvr.h>
+#include <assman.h>
#include "app.h"
#include "opengl.h"
#include "sdr.h"
app_resize(opt.width, opt.height);
app_fullscreen(opt.fullscreen);
+ if(opt.data_url) {
+ info_log("Adding URL asset source: %s\n", opt.data_url);
+ ass_add_url("data", opt.data_url);
+ }
+
if(opt.vr) {
if(goatvr_init() == -1) {
return false;
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();
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);
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;
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();
vp_width = win_width;
vp_height = win_height;
+ if(!gfbo && !fb_srgb && sdr_post_gamma) {
+ glViewport(0, 0, win_width, win_height);
+ slow_post(sdr_post_gamma);
+ glUseProgram(0);
+ }
+
if(should_swap) {
app_swap_buffers();
}
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;
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:
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()) {
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;