X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=07ecdecaf0a43a3630f4f56e6ce65ea57a0852d2;hp=764d2485b23bada404103207fe3f75272caacb94;hb=5c69b226e45df981db338dd859ef1d95e9be8f96;hpb=01d6ef175190e649ecf7deb298f34f0e9bd3233e diff --git a/src/app.cc b/src/app.cc index 764d248..07ecdec 100644 --- a/src/app.cc +++ b/src/app.cc @@ -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;