X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=2927ce867fe37eeba19845360ac9ae166c545032;hp=bc3f13c55ebb27cf52e3fcf998f6b25afd29a300;hb=b6285d483c8b55a52b6965271a3d3163b2e2f8fa;hpb=35c329e4b66fc60622080be1b9ff30148a7e74e4 diff --git a/src/app.cc b/src/app.cc index bc3f13c..2927ce8 100644 --- a/src/app.cc +++ b/src/app.cc @@ -14,6 +14,7 @@ #include "opt.h" #include "post.h" #include "renderer.h" +#include "vrinput.h" #include "exman.h" #include "blob_exhibit.h" @@ -45,7 +46,7 @@ static float walk_speed = 300.0f; static float mouse_speed = 0.5f; static bool show_walk_mesh, noclip = false; -static bool have_headtracking, should_swap; +static bool have_headtracking, have_handtracking, should_swap; static int prev_mx, prev_my; static bool bnstate[8]; @@ -88,6 +89,7 @@ bool app_init(int argc, char **argv) should_swap = goatvr_should_swap() != 0; user_eye_height = goatvr_get_eye_height(); have_headtracking = goatvr_have_headtracking(); + have_handtracking = goatvr_have_handtracking(); goatvr_recenter(); } @@ -111,6 +113,10 @@ bool app_init(int argc, char **argv) glClearColor(1, 1, 1, 1); + if(!init_vrhands()) { + return false; + } + mscn = new MetaScene; if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; @@ -122,6 +128,9 @@ bool app_init(int argc, char **argv) cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1)))); exman = new ExhibitManager; + if(!exman->load(mscn, "data/exhibits")) { + //return false; + } blobs = new BlobExhibit; blobs->node = new SceneNode; @@ -165,6 +174,7 @@ void app_cleanup() if(opt.vr) { goatvr_shutdown(); } + destroy_vrhands(); delete rend; @@ -286,6 +296,11 @@ static void update(float dt) } mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta)); mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z); + + // update hand-tracking + if(have_handtracking) { + update_vrhands(); + } } static void set_light(int idx, const Vec3 &pos, const Vec3 &color) @@ -325,6 +340,7 @@ void app_display() glLoadMatrixf(view_matrix[0]); draw_scene(); + draw_vrhands(); } goatvr_draw_done();