fixed hand tracking world position, and picking up objects in VR
[laserbrain_demo] / src / app.cc
index 21e8acc..91de3f4 100644 (file)
@@ -15,6 +15,7 @@
 #include "opt.h"
 #include "post.h"
 #include "renderer.h"
+#include "rtarg.h"
 #include "avatar.h"
 #include "vrinput.h"
 #include "exman.h"
@@ -81,7 +82,10 @@ 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;
 
 static Ray last_pick_ray;
 
@@ -123,6 +127,8 @@ bool app_init(int argc, char **argv)
                have_handtracking = goatvr_have_handtracking();
 
                goatvr_recenter();
+
+               goatvr_rtarg = new RenderTarget;
        }
 
        if(fb_srgb) {
@@ -222,6 +228,7 @@ void app_cleanup()
 
        app_grab_mouse(false);
        if(opt.vr) {
+               delete goatvr_rtarg;
                goatvr_shutdown();
        }
        destroy_vrhands();
@@ -273,6 +280,21 @@ static void update(float dt)
        exman->update(dt);
        exui_update(dt);
 
+       // use goatvr sticks for joystick input
+       int num_vr_sticks = goatvr_num_sticks();
+       if(num_vr_sticks > 0) {
+               float p[2];
+               goatvr_stick_pos(0, p);
+               joy_move.x = p[0];
+               joy_move.y = -p[1];
+       }
+       if(num_vr_sticks > 1) {
+               float p[2];
+               goatvr_stick_pos(1, p);
+               joy_look.x = p[0];
+       }
+
+
        float speed = walk_speed * dt;
        Vec3 dir;
 
@@ -351,6 +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;
@@ -361,26 +389,81 @@ 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]->rotation);
+
+                               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;
+                                               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);
+                                               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) {
+                                                       ex->node->set_rotation(exslot[i]->node.get_rotation());
+                                                       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;
+                                       }
+                               }
                        }
                }
-               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;
                        }
                }
 
@@ -421,13 +504,23 @@ void app_display()
                goatvr_draw_start();
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+               unsigned int gfbo = goatvr_get_fbo();
+
                update(dt);
 
                for(int i=0; i<2; i++) {
                        // for each eye
                        goatvr_draw_eye(i);
-                       vp_width = goatvr_get_fb_eye_width(i);
-                       vp_height = goatvr_get_fb_eye_height(i);
+                       if(gfbo) {
+                               vp_width = goatvr_get_fb_eye_width(i);
+                               vp_height = goatvr_get_fb_eye_height(i);
+
+                               // this is a lightweight operation
+                               goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
+                               push_render_target(goatvr_rtarg, RT_FAKE);
+                       } else {
+                               vp_width = win_width / 2;
+                       }
 
                        proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
                        glMatrixMode(GL_PROJECTION);
@@ -445,7 +538,12 @@ void app_display()
                        if(debug_gui) {
                                ImGui::Render();
                        }
+
+                       if(gfbo) {
+                               pop_render_target(RT_FAKE);
+                       }
                }
+
                goatvr_draw_done();
 
                vp_width = win_width;
@@ -492,9 +590,6 @@ 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);
@@ -505,10 +600,14 @@ static void draw_scene()
                        } 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) * 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;
+
+                       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);
@@ -727,7 +826,7 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
                                        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");
                                        }
                                }