Files
panopainter/src/hmd.h

57 lines
1.7 KiB
C++

#pragma once
#include "rtt.h"
#include "app.h"
struct ViveController : public VRController
{
enum class kButtonMask : uint64_t
{
TriggerBit = 1ull << vr::k_EButton_SteamVR_Trigger,
PadBit = 1ull << vr::k_EButton_SteamVR_Touchpad,
MenuBit = 1ull << vr::k_EButton_ApplicationMenu,
GripBit = 1ull << vr::k_EButton_Grip,
ButtonA = 1ull << vr::k_EButton_A,
};
static std::map<kButton, kButtonMask> m_mask;
vr::VRControllerState_t m_state{ 0 };
glm::vec2 axis(kButton button) const
{
return { m_state.rAxis[(int)button].x, m_state.rAxis[(int)button].y };
}
virtual float get_trigger_value() const override
{
return axis(VRController::kButton::Trigger).x;
}
};
struct Vive
{
int comp_attempts = 0;
uint32_t m_eye_width = 0, m_eye_height = 0;
RTT m_eyes[2];
vr::IVRSystem* m_hmd = nullptr;
vr::IVRCompositor* m_comp = nullptr;
vr::IVRSettings* m_settings = nullptr;
std::array<ViveController, 2> m_controllers;
glm::mat4 m_view[2];
glm::mat4 m_proj[2];
glm::mat4 m_pose;
glm::vec3 m_initial_position;
bool m_position_valid = false;
bool m_active = false;
std::function<void(const glm::mat4& m_proj, const glm::mat4& m_view, const glm::mat4& m_pose)> on_draw = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction, glm::vec2 axis)> on_button = nullptr;
std::function<void(const ViveController&, ViveController::kButton, ViveController::kAction, glm::vec2 force)> on_analog_button = nullptr;
bool Initialize();
void Terminate();
void Update();
void Draw();
bool Valid();
glm::mat4 Pose2Mat(vr::HmdMatrix34_t const& m);
};