added hand markers
authorJohn Tsiombikas <nuclear@mutantstargoat.com>
Wed, 13 Sep 2017 15:10:35 +0000 (18:10 +0300)
committerJohn Tsiombikas <nuclear@mutantstargoat.com>
Wed, 13 Sep 2017 15:10:35 +0000 (18:10 +0300)
src/app.cc

index 6eb019a..24658ee 100644 (file)
@@ -46,6 +46,13 @@ 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 int prev_mx, prev_my;
 static bool bnstate[8];
@@ -88,6 +95,7 @@ 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();
        }
@@ -289,6 +297,18 @@ 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);
+
+       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;
+                       }
+               }
+       }
 }
 
 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
@@ -308,13 +328,13 @@ 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);
@@ -338,6 +358,8 @@ 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]);
@@ -373,6 +395,36 @@ 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);