#include <stdio.h>
+#include <limits.h>
#include <assert.h>
#include <goatvr.h>
#include "app.h"
static BlobExhibit *blobs;
static bool show_blobs;
-static ExSelection ex_sel;
+ExSelection exsel_active, exsel_hover;
+ExSelection exsel_grab_left, exsel_grab_right;
+#define exsel_grab_mouse exsel_grab_right
+static ExhibitSlot exslot_left, exslot_right;
+#define exslot_mouse exslot_right
static Renderer *rend;
delete rend;
+ /* this must be destroyed before the scene graph to detach exhibit nodes
+ * before the scene tries to delete them recursively
+ */
delete exman;
texman.clear();
floor_y = avatar.pos.y - user_eye_height;
}
- // TODO move to avatar
+ // TODO move to the avatar system
// calculate mouselook view matrix
mouse_view_matrix = Mat4::identity;
mouse_view_matrix.pre_translate(0, 0, -cam_dist);
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);
+ // check if an exhibit is hovered-over by mouse or 6dof (only if we don't have one grabbed)
+ if(!exsel_grab_mouse) {
+ // XXX note: using previous view/proj matrix lattency shouldn't be an issue but
+ // make sure state-creep doesn't get us
+ // XXX also this mouse-picking probably should only be active in non-VR mode
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+ }
+
+ if(!exslot_left.empty()) exslot_left.node.update(dt);
+ if(!exslot_right.empty()) exslot_right.node.update(dt);
+
// update hand-tracking
if(have_handtracking) {
update_vrhands(&avatar);
void app_mouse_button(int bn, bool pressed, int x, int y)
{
+ static int press_x, press_y;
+
if(debug_gui) {
debug_gui_mbutton(bn, pressed, x, y);
return; // ignore mouse events while GUI is visible
bnstate[bn] = pressed;
if(bn == 0) {
- if(!pressed) {
- if(ex_sel.ex) {
- ex_sel.ex = 0;
- } else {
- Ray ray = calc_pick_ray(x, y);
- ex_sel = exman->select(ray);
+ ExSelection sel;
+ Ray ray = calc_pick_ray(x, y);
+ sel = exman->select(ray);
+
+ if(pressed) {
+ if(sel && (app_get_modifiers() & MOD_CTRL)) {
+ exsel_grab_mouse = sel;
+ Vec3 pos = sel.ex->node->get_position();
+ debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
+ exslot_mouse.node.set_position(pos);
+ exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
+ exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+ if(exsel_active) {
+ exsel_active = ExSelection::null; // cancel active on grab
+ }
}
+ press_x = x;
+ press_y = y;
+
+ } else {
+ if(exsel_grab_mouse) {
+ // cancel grab on mouse release
+ debug_log("releasing...\n");
+ Exhibit *ex = exsel_grab_mouse.ex;
+ Vec3 pos = exslot_mouse.node.get_position();
+ debug_log("release location: %g %g %g\n", pos.x, pos.y, pos.z);
+
+ ExhibitSlot *slot = exman->nearest_empty_slot(pos);
+ if(!slot) {
+ debug_log("no nearby slot\n");
+ if(ex->prev_slot && ex->prev_slot->empty()) {
+ slot = ex->prev_slot;
+ debug_log("previous slot available though\n");
+ }
+ }
+
+ if(slot) {
+ slot->attach_exhibit(ex);
+ } else {
+ // nowhere to put it, so stash it for later
+ exslot_mouse.detach_exhibit();
+ exman->stash_exhibit(ex);
+ debug_log("no slots available, stashing\n");
+ }
+
+ exsel_grab_mouse = ExSelection::null;
+ }
+
+ if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
+ exsel_active = sel; // select or deselect active exhibit
+ if(sel) {
+ debug_log("selecting...\n");
+ } else {
+ debug_log("deselecting...\n");
+ }
+ }
+
+ press_x = press_y = INT_MIN;
}
}
}
if(!dx && !dy) return;
- if(ex_sel.ex) {
- Vec3 pos = ex_sel.ex->node->get_node_position();
+ if(exsel_grab_mouse) {
+ Vec3 pos = exslot_mouse.node.get_node_position();
Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
- ex_sel.ex->node->set_position(pos + dir);
+ exslot_mouse.node.set_position(pos + dir);
}
if(bnstate[2]) {