review vr stuff, fix controller-ui ray casting

This commit is contained in:
2019-06-05 16:27:29 +02:00
parent 02b92cf382
commit dc9da77cf8
10 changed files with 96 additions and 47 deletions

View File

@@ -6,6 +6,7 @@
#ifdef _WIN32
bool win32_vr_start();
void win32_vr_stop();
void win32_render_thread_notify();
#endif
bool trigger_down = false;
@@ -16,6 +17,7 @@ glm::vec2 controller_cursor;
bool ui_inside = false;
bool ui_capture = false;
Sphere controller_ray;
glm::mat4 head_pose;
bool App::vr_start()
{
@@ -52,42 +54,57 @@ void App::vr_draw_ui()
void App::vr_update(float dt)
{
glm::vec3 hit;
float t;
glm::mat3 m = glm::transpose(Canvas::I->m_cam_rot);
auto o = m * glm::vec3(0, 0, -1);
auto r = m * glm::vec3(1, 0, 0);
auto n = m * glm::vec3(0, 0, 1);
auto u = m * glm::vec3(0, 1, 0);
canvas->m_canvas->m_cam_fov = 45;
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
glm::mat4 m = (
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov)
);
glm::mat4 mm = glm::inverse(m);
auto o = glm::vec3(m * glm::vec4(0, 0, 0, 1));
auto r = glm::normalize(glm::vec3(glm::vec4(1, 0, 0, 0) * mm));
auto n = glm::normalize(glm::vec3(glm::vec4(0, 0, 1, 0) * mm));
auto u = glm::normalize(glm::vec3(glm::vec4(0, 1, 0, 0) * mm));
auto co = vr_controllers[0].get_pos();
auto cd = co + glm::mat3(vr_controllers[0].m_mat) * glm::vec3(0, 0, -1);
ui_inside = false;
glm::vec3 hit;
float t;
if (ray_intersect(co, cd, o, n, r, hit, t))
{
glm::mat4 plane_camera = glm::lookAt(o, n, u);
glm::vec4 plane_local = (plane_camera * glm::vec4(hit, 1)) * 2.f;
glm::mat4 plane_camera = m;
glm::vec4 plane_local = (mm * glm::vec4(hit, 1));
if (glm::all(glm::lessThanEqual(glm::abs(xy(plane_local)), glm::vec2(1.0f))))
{
controller_cursor.x = -(plane_local.x * 0.5f - 0.5f) * width;
controller_cursor.y = height - (plane_local.y * 0.5f + 0.5f) * height - 1;
controller_cursor.x = -(-plane_local.x * 0.5f - 0.5f) * width;
controller_cursor.y = (-plane_local.y * 0.5f + 0.5f) * height;
if (!down_controller && ui_visible)
{
async_start();
mouse_move(controller_cursor.x, controller_cursor.y, 1.f, kEventSource::Mouse, false);
async_end();
ui_inside = true;
#ifdef _WIN32
win32_render_thread_notify();
#endif
}
}
}
if (down_controller)
{
controller_points.add(down_controller->get_pos_n() * 800.f);
glm::vec3 head_position = head_pose[3];
glm::vec3 c_pos = glm::normalize(down_controller->get_pos() - head_position) * 800.f;
controller_points.add(c_pos);
auto p = controller_points.average();
if (glm::distance(p, controller_last_point) > 10)
if (glm::distance(p, controller_last_point) > 1)
{
async_start();
Canvas::I->stroke_update(p, down_controller->get_trigger_value());
Canvas::I->stroke_draw();
async_end();
controller_last_point = p;
redraw = true;
@@ -106,11 +123,17 @@ void App::vr_analog(const VRController& c, VRController::kButton b, VRController
{
mouse_down(0, controller_cursor.x, controller_cursor.y, 1.f, kEventSource::Mouse, false);
ui_capture = true;
#ifdef _WIN32
win32_render_thread_notify();
#endif
}
else
{
mouse_up(0, controller_cursor.x, controller_cursor.y, kEventSource::Mouse, false);
ui_capture = false;
#ifdef _WIN32
win32_render_thread_notify();
#endif
}
async_end();
}
@@ -118,11 +141,12 @@ void App::vr_analog(const VRController& c, VRController::kButton b, VRController
{
if (a == VRController::kAction::Press)
{
glm::vec3 pos = c.get_pos_n() * 800.f;
glm::vec3 head_position = head_pose[3];
glm::vec3 c_pos = glm::normalize(c.get_pos() - head_position) * 800.f;
async_start();
Canvas::I->stroke_start(pos, force.x);
Canvas::I->stroke_start(c_pos, force.x);
async_end();
controller_last_point = pos;
controller_last_point = c_pos;
controller_points.clear();
down_controller = &c;
}
@@ -179,7 +203,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(canvas->m_canvas->m_order.size() + 500)) *
glm::scale(glm::vec3(canvas->m_canvas->m_order.size() * 20)) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
@@ -206,7 +230,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
int z = (int)(canvas->m_canvas->m_order.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1) * 100.f) *
glm::scale(glm::vec3(z) * 20.f) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
@@ -310,7 +334,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
}
}
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f)) * 0.5f;
App::I.grid->draw_heightmap(proj, camera, false);
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
// draw the frame
@@ -397,16 +423,17 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
m_face_plane.draw_fill();
}
/*
// draw the motion controller sphere
if (ui_visible && ui_inside)
{
auto mvp = proj * camera * glm::translate(glm::normalize(vr_controller_pos));
auto mvp = proj * camera * vr_controllers[0].m_mat;
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.025)));
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 1, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.0125, .0125, .07)));
sphere.draw_fill();
}
*/
// draw the motion controller brush
if (!ui_visible || !ui_inside)