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)
src/app.cc
src/avatar.h [new file with mode: 0644]

index 2927ce8..17ab2fd 100644 (file)
@@ -320,13 +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);
@@ -340,7 +340,9 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
-                       draw_vrhands();
+                       if(have_handtracking) {
+                               draw_vrhands();
+                       }
                }
                goatvr_draw_done();
 
@@ -351,6 +353,8 @@ void app_display()
        } 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 +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 --git a/src/avatar.h b/src/avatar.h
new file mode 100644 (file)
index 0000000..6c3521e
--- /dev/null
@@ -0,0 +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_