add headset.update (to handle moving fake headset)

This commit is contained in:
Ben Campbell 2017-10-14 09:46:33 +13:00
parent 0e4e1159e5
commit 2b9cc1a60c
6 changed files with 163 additions and 109 deletions

View File

@ -252,6 +252,11 @@ int l_lovrHeadsetRenderTo(lua_State* L) {
return 0;
}
int l_lovrHeadsetUpdate(lua_State* L) {
float dt = luaL_checknumber(L, 1);
lovrHeadsetUpdate(dt);
return 0;
}
const luaL_Reg lovrHeadset[] = {
{ "isPresent", l_lovrHeadsetIsPresent },
{ "getType", l_lovrHeadsetGetType },
@ -275,5 +280,6 @@ const luaL_Reg lovrHeadset[] = {
{ "getControllers", l_lovrHeadsetGetControllers },
{ "getControllerCount", l_lovrHeadsetGetControllerCount },
{ "renderTo", l_lovrHeadsetRenderTo },
{ "update", l_lovrHeadsetUpdate },
{ NULL, NULL }
};

View File

@ -189,6 +189,9 @@ function lovr.step()
end
local dt = lovr.timer.step()
if lovr.audio then
if lovr.headset and lovr.headset.isPresent() then
lovr.headset.update(dt)
end
lovr.audio.update()
if lovr.headset and lovr.headset.isPresent() then
lovr.audio.setOrientation(lovr.headset.getOrientation())

View File

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0x6d, 0x61, 0x69, 0x6e, 0x2e, 0x6c, 0x75, 0x61, 0x27, 0x29, 0x20, 0x74,
0x68, 0x65, 0x6e, 0x0a, 0x20, 0x20, 0x72, 0x65, 0x71, 0x75, 0x69, 0x72,
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0x64, 0x0a
};
unsigned int boot_lua_len = 6174;
unsigned int boot_lua_len = 6266;

View File

@ -38,11 +38,14 @@ typedef struct {
float projection[16]; // projection matrix
float transform[16];
//
GLFWwindow* window;
double prevCursorX;
double prevCursorY;
} FakeHeadsetState;
static FakeHeadsetState state;
@ -68,6 +71,18 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
/*
const float spd=0.2f;
float* pos = state.pos;
if (action == GLFW_PRESS) {
switch(key) {
case GLFW_KEY_W: pos[2] -= spd; break;
case GLFW_KEY_A: pos[0] -= spd; break;
case GLFW_KEY_S: pos[2] += spd; break;
case GLFW_KEY_D: pos[0] += spd; break;
}
}
*/
}
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
@ -77,8 +92,11 @@ static void cursor_position_callback(GLFWwindow* window, double xpos, double ypo
state.prevCursorX = xpos;
state.prevCursorY = ypos;
state.yaw += dx;
state.pitch += dy;
const double k = 0.01;
const double l = 0.01;
state.yaw -= dx*k;
state.pitch -= dy*l;
if(state.pitch < -M_PI/2.0) {
state.pitch = -M_PI/2.0;
@ -106,6 +124,8 @@ void lovrHeadsetInit() {
state.FOV = 67.0f * M_PI / 100.0f;
// TODO: aspect here too?
mat4_identity(state.transform);
state.pitch = 0.0;
state.yaw = 0.0;
quat_set( state.orientation, 0,0,0,1);
@ -199,54 +219,27 @@ void lovrHeadsetGetBoundsGeometry(float* geometry) {
}
void lovrHeadsetGetPosition(float* x, float* y, float* z) {
/*
float v[3];
emscripten_vr_get_position(&v[0], &v[1], &v[2]);
mat4_transform(emscripten_vr_get_sitting_to_standing_matrix(), v);
*x = v[0];
*y = v[1];
*z = v[2];
*/
//TODO
// TODO: sit->stand transform?
*x = state.pos[0];
*y = state.pos[1];
*z = state.pos[2];
}
void lovrHeadsetGetEyePosition(HeadsetEye eye, float* x, float* y, float* z) {
/*
int i = eye == EYE_LEFT ? 0 : 1;
emscripten_vr_get_eye_offset(i, x, y, z);
float m[16];
mat4_multiply(mat4_identity(m), emscripten_vr_get_sitting_to_standing_matrix());
mat4_multiply(m, mat4_invert(emscripten_vr_get_view_matrix(i)));
mat4_translate(m, *x, *y, *z);
*x = m[12];
*y = m[13];
*z = m[14];
*/
// TODO
lovrHeadsetGetPosition(x,y,z);
}
void lovrHeadsetGetOrientation(float* angle, float* x, float* y, float* z) {
#if 0
float quat[4];
float m[16];
emscripten_vr_get_orientation(&quat[0], &quat[1], &quat[2], &quat[3]);
mat4_multiply(mat4_identity(m), emscripten_vr_get_sitting_to_standing_matrix());
mat4_rotateQuat(m, quat);
quat_getAngleAxis(quat_fromMat4(quat, m), angle, x, y, z);
#endif
// TODO
float q[4];
quat_fromMat4(q, state.transform);
quat_getAngleAxis(q, angle, x, y, z);
}
void lovrHeadsetGetVelocity(float* x, float* y, float* z) {
#if 0
float v[3];
emscripten_vr_get_velocity(&v[0], &v[1], &v[2]);
mat4_transformDirection(emscripten_vr_get_sitting_to_standing_matrix(), v);
*x = v[0];
*y = v[1];
*z = v[2];
#endif
// TODO
// TODO: sit->stand transform?
*x = state.vel[0];
*y = state.vel[1];
*z = state.vel[2];
}
void lovrHeadsetGetAngularVelocity(float* x, float* y, float* z) {
@ -329,6 +322,7 @@ TextureData* lovrHeadsetControllerNewTextureData(Controller* controller) {
return NULL;
}
void lovrHeadsetRenderTo(headsetRenderCallback callback, void* userdata) {
// float head[16], transform[16], projection[16];
@ -344,10 +338,51 @@ void lovrHeadsetRenderTo(headsetRenderCallback callback, void* userdata) {
// render
lovrGraphicsPush();
//lovrGraphicsMatrixTransform(MATRIX_VIEW, transform);
float inv[16];
mat4_set(inv,state.transform);
mat4_invert(inv);
lovrGraphicsMatrixTransform(MATRIX_VIEW, inv);
lovrGraphicsSetProjection(state.projection);
lovrGraphicsClear(1, 1);
callback(EYE_LEFT, userdata);
lovrGraphicsPop();
}
void lovrHeadsetUpdate(float dt)
{
float k = 4.0f;
GLFWwindow* w = state.window;
float v[3] = {0.0f,0.0f,0.0f};
if (glfwGetKey(w, GLFW_KEY_W) == GLFW_PRESS) {
v[2] = -k;
}
if (glfwGetKey(w, GLFW_KEY_S) == GLFW_PRESS) {
v[2] = k;
}
if (glfwGetKey(w, GLFW_KEY_A) == GLFW_PRESS) {
v[0] = -k;
}
if (glfwGetKey(w, GLFW_KEY_D) == GLFW_PRESS) {
v[0] = k;
}
if (glfwGetKey(w, GLFW_KEY_SPACE) == GLFW_PRESS) {
v[1] = -k;
}
if (glfwGetKey(w, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
v[1] = k;
}
// move
vec3_scale(v,dt);
mat4_transformDirection(state.transform, v);
vec3_add(state.pos, v);
// update transform
mat4_identity(state.transform);
mat4_translate(state.transform, state.pos[0], state.pos[1], state.pos[2]);
mat4_rotate(state.transform, state.yaw, 0,1,0);
mat4_rotate(state.transform, state.pitch, 1,0,0);
}

View File

@ -1,3 +1,4 @@
/* vim: set ts=2 sts=2 sw=2: */
#include "headset/headset.h"
#include "graphics/texture.h"
#include "lib/glfw.h"

View File

@ -88,5 +88,6 @@ void lovrHeadsetControllerVibrate(Controller* controller, float duration, float
ModelData* lovrHeadsetControllerNewModelData(Controller* controller);
TextureData* lovrHeadsetControllerNewTextureData(Controller* controller);
void lovrHeadsetRenderTo(headsetRenderCallback callback, void* userdata);
void lovrHeadsetUpdate(float dt);
void lovrControllerDestroy(const Ref* ref);