Merge branch 'master' of goat:git/laserbrain_demo
authorJohn Tsiombikas <nuclear@member.fsf.org>
Sat, 16 Sep 2017 06:55:20 +0000 (09:55 +0300)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Sat, 16 Sep 2017 06:55:20 +0000 (09:55 +0300)
1  2 
src/app.cc
src/avatar.h

diff --combined src/app.cc
@@@ -14,7 -14,6 +14,7 @@@
  #include "opt.h"
  #include "post.h"
  #include "renderer.h"
 +#include "vrinput.h"
  #include "exman.h"
  #include "blob_exhibit.h"
  
@@@ -46,7 -45,14 +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_handtracking;
 -
 -static struct {
 -      Vec3 pos;
 -      Quat rot;
 -      bool valid;
 -} hand[2];
 +static bool have_headtracking, have_handtracking, should_swap;
  
  static int prev_mx, prev_my;
  static bool bnstate[8];
@@@ -113,10 -119,6 +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;
@@@ -174,7 -176,6 +174,7 @@@ void app_cleanup(
        if(opt.vr) {
                goatvr_shutdown();
        }
 +      destroy_vrhands();
  
        delete rend;
  
@@@ -297,9 -298,16 +297,9 @@@ 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) {
 -              for(int i=0; i<2; i++) {
 -                      if(goatvr_hand_active(i)) {
 -                              goatvr_hand_position(i, &hand[i].pos.x);
 -                              goatvr_hand_orientation(i, &hand[i].rot.x);
 -                              hand[i].valid = true;
 -                      } else {
 -                              hand[i].valid = false;
 -                      }
 -              }
 +              update_vrhands();
        }
  }
  
@@@ -320,13 -328,13 +320,13 @@@ void app_display(
        float dt = (float)(time_msec - prev_msec) / 1000.0f;
        prev_msec = time_msec;
  
-       update(dt);
        if(opt.vr) {
                // VR mode
                goatvr_draw_start();
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
+               update(dt);
                for(int i=0; i<2; i++) {
                        // for each eye
                        goatvr_draw_eye(i);
                        glLoadMatrixf(view_matrix[0]);
  
                        draw_scene();
-                       draw_vrhands();
++                      if(have_handtracking) {
++                              draw_vrhands();
++                      }
                }
                goatvr_draw_done();
  
        } else {
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
+               update(dt);
                proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
                glMatrixMode(GL_PROJECTION);
                glLoadMatrixf(proj_matrix[0]);
@@@ -386,6 -395,36 +390,38 @@@ static void draw_scene(
                blobs->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++) {
+                       if(hand[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;
+                       glVertex3f(v.x, v.y, v.z);
+                       glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
+                       glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
+                       glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
+                       glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
+                       glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
+               }
+               glEnd();
+               glPopAttrib();
+       }
++      */
        if(show_walk_mesh && mscn->walk_mesh) {
                glPushAttrib(GL_ENABLE_BIT);
                glEnable(GL_BLEND);
diff --combined src/avatar.h
index 0000000,0000000..6c3521e
new file mode 100644 (file)
--- /dev/null
--- /dev/null
@@@ -1,0 -1,0 +1,24 @@@
++#ifndef AVATAR_H_
++#define AVATAR_H_
++
++#include <gmath/gmath.h>
++
++/* when head-tracking is available, head_tilt is ignored, and the
++ * body_rot (controlled by mouse/gamepad) is independent of head_rot.
++ *
++ * without head-tracking, head_rot is derived from body_rot and head_tilt
++ */
++class Avatar {
++public:
++      Vec3 pos;
++      float body_rot;
++      Quat head_rot;          // used when head-tracking
++      float head_tilt;        // used for mouselook
++
++      Avatar();
++      ~Avatar();
++
++      void draw() const;
++};
++
++#endif        // AVATAR_H_