From: John Tsiombikas Date: Sat, 16 Sep 2017 06:55:20 +0000 (+0300) Subject: Merge branch 'master' of goat:git/laserbrain_demo X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=commitdiff_plain;h=05fbfb6f2570953f8e98d99e58c7c763a0279c21;hp=b6285d483c8b55a52b6965271a3d3163b2e2f8fa Merge branch 'master' of goat:git/laserbrain_demo --- diff --git a/src/app.cc b/src/app.cc index 2927ce8..17ab2fd 100644 --- a/src/app.cc +++ b/src/app.cc @@ -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 index 0000000..6c3521e --- /dev/null +++ b/src/avatar.h @@ -0,0 +1,24 @@ +#ifndef AVATAR_H_ +#define AVATAR_H_ + +#include + +/* 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_