fixed hand tracking world position, and picking up objects in VR
authorJohn Tsiombikas <nuclear@member.fsf.org>
Wed, 12 Sep 2018 23:00:41 +0000 (02:00 +0300)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Wed, 12 Sep 2018 23:00:41 +0000 (02:00 +0300)
alien_run
src/app.cc
src/exman.h
src/main.cc
src/vrinput.cc

index ff80c8a..2769e22 100755 (executable)
--- a/alien_run
+++ b/alien_run
@@ -1,2 +1,7 @@
 #!/bin/sh
+
+# do a make instalien for proper installation, but copy the executable
+# every time just to make iteration easier
+cp demo.exe /alien/demo/demo.exe
+
 rsh alien "cd C:\Users\nuclear\Desktop\samba\demo && demo.exe $*"
index 764d248..91de3f4 100644 (file)
@@ -82,6 +82,8 @@ ExSelection exsel_grab_left, exsel_grab_right;
 static ExhibitSlot exslot_left, exslot_right;
 #define exslot_mouse exslot_right
 
+static bool pointing;
+
 static Renderer *rend;
 static RenderTarget *goatvr_rtarg;
 
@@ -371,6 +373,12 @@ static void update(float dt)
                floor_y = avatar.pos.y - user_eye_height;
        }
 
+       if(have_headtracking) {
+               Quat qhead;
+               goatvr_head_orientation(&qhead.x);
+               avatar.tracked_head_rotation(qhead);
+       }
+
        // TODO move to the avatar system
        // calculate mouselook view matrix
        mouse_view_matrix = Mat4::identity;
@@ -381,26 +389,81 @@ 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);
 
-
        // 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);
+               ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
+               ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
 
-                       // right hand takes precedence for hover
-                       if(!exsel_grab_left && !exsel_hover) {
-                               exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
+               for(int i=0; i<2; i++) {
+                       if(vrhand[i].valid) {
+                               exslot[i]->node.set_position(vrhand[i].pos);
+                               exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->rotation);
+
+                               bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
+
+                               ExSelection sel;
+                               sel = exman->select(Sphere(vrhand[i].pos, 10));
+
+                               if(!*exsel_grab[i]) {
+                                       // we don't have an exhibit grabbed
+                                       if(act_grab) {
+                                               // grab an exhibit
+                                               *exsel_grab[i] = sel;
+                                               exslot[i]->rotation = sel.ex->node->get_rotation();
+                                               debug_log("Grabbing with rot: %f %f %f %f\n", exslot[i]->rotation.x,
+                                                               exslot[i]->rotation.y, exslot[i]->rotation.z, exslot[i]->rotation.w);
+                                               exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+                                               if(exsel_active) {
+                                                       exsel_active = ExSelection::null;       // cancel active on grab
+                                               }
+                                       } else {
+                                               // just hover
+                                               exsel_hover = sel;
+                                       }
+                               } else {
+                                       // we have an exhibit grabbed
+                                       if(!act_grab) {
+                                               // drop it
+                                               Exhibit *ex = exsel_grab[i]->ex;
+                                               exslot[i]->detach_exhibit();
+
+                                               ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
+                                               if(!slot) {
+                                                       debug_log("no empty slot nearby\n");
+                                                       if(ex->prev_slot && ex->prev_slot->empty()) {
+                                                               slot = ex->prev_slot;
+                                                               debug_log("using previous slot\n");
+                                                       }
+                                               }
+
+                                               if(slot) {
+                                                       ex->node->set_rotation(exslot[i]->node.get_rotation());
+                                                       slot->attach_exhibit(ex);
+                                               } else {
+                                                       // nowhere to put it, stash it for later
+                                                       exman->stash_exhibit(ex);
+                                                       debug_log("no slots available, stashing\n");
+                                               }
+
+                                               *exsel_grab[i] = ExSelection::null;
+                                       }
+                               }
                        }
                }
-               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));
+               // if there are no grabs, and we're pointing with the right finger, override active
+               if(!exsel_grab_left && !exsel_grab_right) {
+                       if(goatvr_action(1, GOATVR_ACTION_POINT)) {
+                               Ray ray;
+                               ray.origin = vrhand[1].pos;
+                               ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
+                               //exsel_active = exman->select(ray);
+                               pointing = true;
+                       } else {
+                               exsel_active = ExSelection::null;
+                               pointing = false;
                        }
                }
 
@@ -527,9 +590,6 @@ static void draw_scene()
        exman->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);
@@ -540,10 +600,14 @@ static void draw_scene()
                        } else {
                                glColor3f(0.5, 0.5, 0.5);
                        }
-                       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;
+                       Vec3 v = vrhand[i].pos;
+                       Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
+                       Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
+                       Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
+
+                       if(i == 1 && pointing) {
+                               dir *= 1000.0f;
+                       }
 
                        glVertex3f(v.x, v.y, v.z);
                        glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
@@ -762,7 +826,7 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
                                        debug_log("no empty slot nearby\n");
                                        if(ex->prev_slot && ex->prev_slot->empty()) {
                                                slot = ex->prev_slot;
-                                               debug_log("using previous slot");
+                                               debug_log("using previous slot\n");
                                        }
                                }
 
index df3d8bd..d7d64fa 100644 (file)
@@ -17,6 +17,7 @@ private:
        Exhibit *ex;
 
 public:
+       Quat rotation;
        SceneNode node;
 
        ExhibitSlot(Exhibit *ex = 0);
index e3c8a73..4fae92d 100644 (file)
@@ -79,6 +79,8 @@ int main(int argc, char **argv)
        }
        app_reshape(win_width, win_height);
 
+       SDL_RaiseWindow(win);
+
        while(!quit) {
                SDL_Event ev;
 
index d5692b8..6bb2aaa 100644 (file)
@@ -28,10 +28,18 @@ void destroy_vrhands()
 
 void update_vrhands(const Avatar *avatar)
 {
+       Quat qbodyrot;
+       qbodyrot.set_rotation(Vec3(0, 1, 0), -deg_to_rad(avatar->get_body_rotation()));
+       Vec3 pos = avatar->get_position();
+
        for(int i=0; i<2; i++) {
                if(goatvr_hand_active(i)) {
                        goatvr_hand_position(i, &vrhand[i].pos.x);
                        goatvr_hand_orientation(i, &vrhand[i].rot.x);
+
+                       vrhand[i].pos = rotate(vrhand[i].pos, qbodyrot) + pos;
+                       vrhand[i].rot = qbodyrot * vrhand[i].rot;
+
                        vrhand[i].valid = true;
                } else {
                        vrhand[i].valid = false;