X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=63e7cd71399619f83e39410ab07b101d49205fbc;hp=0ac331bec6ef2b68cdf3c24fc0471b91bee195d7;hb=6ecd4ecfa020964e4250bf9322c1a26ac4073b76;hpb=794a378d5c8e07c815814324da8142be137406d0 diff --git a/src/app.cc b/src/app.cc index 0ac331b..63e7cd7 100644 --- a/src/app.cc +++ b/src/app.cc @@ -349,19 +349,36 @@ 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); - // 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); - } // 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); + + // right hand takes precedence for hover + if(!exsel_grab_left && !exsel_hover) { + exsel_hover = exman->select(Sphere(vrhand[0].pos, 5)); + } + } + 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)); + } + } + } else { + // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed) + if(!exsel_grab_mouse) { + Ray ray = calc_pick_ray(prev_mx, prev_my); + exsel_hover = exman->select(ray); + } + // TODO do this properly // 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)); @@ -457,7 +474,6 @@ static void draw_scene() rend->draw(); exman->draw(); - /* if(have_handtracking) { Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix(); Mat4 head_dir_xform = head_xform.upper3x3(); @@ -467,15 +483,15 @@ static void draw_scene() glDisable(GL_LIGHTING); glBegin(GL_LINES); for(int i=0; i<2; i++) { - if(hand[i].valid) { + if(vrhand[i].valid) { glColor3f(i, 1 - i, i); } else { glColor3f(0.5, 0.5, 0.5); } - Vec3 v = head_xform * hand[i].pos; - Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f; - Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f; - Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f; + 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; glVertex3f(v.x, v.y, v.z); glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z); @@ -487,7 +503,6 @@ static void draw_scene() glEnd(); glPopAttrib(); } - */ if(debug_gui && dbg_sel_node) { AABox bvol = dbg_sel_node->get_bounds();