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https://github.com/CrispyPin/sinpin-vr.git
synced 2024-11-13 21:50:27 +01:00
push&pull overlays while moving them
This commit is contained in:
parent
14b5c8f745
commit
00566021a0
7 changed files with 76 additions and 17 deletions
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@ -1,3 +1,3 @@
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# ovr-screen
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# ovr-screen
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A SteamVR overlay for Linux+X11 that displays the screen in VR.
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A SteamVR overlay for Linux+X11 that displays all your screens in VR.
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22
src/app.cpp
22
src/app.cpp
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@ -115,7 +115,7 @@ void App::InitGLFW()
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void App::InitRootOverlay()
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void App::InitRootOverlay()
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{
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{
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_root_overlay = Overlay(this, "root");
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_root_overlay = Overlay(this, "root");
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_root_overlay.SetAlpha(0.2f);
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_root_overlay.SetAlpha(0.5f);
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// clang-format off
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// clang-format off
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VRMat root_start_pose = {{
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VRMat root_start_pose = {{
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{0.25f, 0.0f, 0.0f, 0},
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{0.25f, 0.0f, 0.0f, 0},
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@ -124,6 +124,7 @@ void App::InitRootOverlay()
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}};
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}};
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// clang-format on
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// clang-format on
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_root_overlay.SetTransformWorld(&root_start_pose);
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_root_overlay.SetTransformWorld(&root_start_pose);
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_root_overlay.SetTextureToColor(110, 30, 190);
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_root_overlay._GrabBeginCallback = [this](Controller *controller) {
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_root_overlay._GrabBeginCallback = [this](Controller *controller) {
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for (auto &panel : _panels)
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for (auto &panel : _panels)
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@ -175,6 +176,8 @@ void App::UpdateInput()
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{
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{
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panel.SetHidden(_hidden);
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panel.SetHidden(_hidden);
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}
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}
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_controllers[0]->SetHidden(_hidden);
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_controllers[1]->SetHidden(_hidden);
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}
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}
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_controllers[0]->Update();
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_controllers[0]->Update();
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_controllers[1]->Update();
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_controllers[1]->Update();
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@ -232,22 +235,19 @@ Ray App::IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len)
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Ray ray;
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Ray ray;
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ray.distance = max_len;
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ray.distance = max_len;
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ray.overlay = nullptr;
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ray.overlay = nullptr;
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auto r_root = _root_overlay.IntersectRay(origin, direction, max_len);
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if (r_root.distance < ray.distance)
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{
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{
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float root_dist = _root_overlay.IntersectRay(origin, direction, max_len);
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ray = r_root;
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if (root_dist < ray.distance)
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{
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ray.distance = root_dist;
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ray.overlay = &_root_overlay;
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}
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}
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}
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for (auto &panel : _panels)
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for (auto &panel : _panels)
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{
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{
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float dist = panel.GetOverlay()->IntersectRay(origin, direction, max_len);
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auto r_panel = panel.GetOverlay()->IntersectRay(origin, direction, max_len);
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if (dist < ray.distance)
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if (r_panel.distance < ray.distance)
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{
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{
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ray.distance = dist;
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ray = r_panel;
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ray.overlay = panel.GetOverlay();
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}
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}
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}
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}
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return ray;
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return ray;
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@ -28,6 +28,7 @@ struct Ray
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{
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{
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Overlay *overlay;
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Overlay *overlay;
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float distance;
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float distance;
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// glm::vec3 pos;
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};
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};
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class App
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class App
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@ -12,6 +12,7 @@ Controller::Controller(App *app, ControllerSide side)
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_input_handle = 0;
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_input_handle = 0;
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_is_connected = false;
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_is_connected = false;
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_side = side;
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_side = side;
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_hidden = false;
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std::string laser_name = "controller_laser_";
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std::string laser_name = "controller_laser_";
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if (side == ControllerSide::Left)
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if (side == ControllerSide::Left)
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@ -45,6 +46,28 @@ bool Controller::IsConnected()
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return _is_connected;
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return _is_connected;
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}
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}
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void Controller::SetHidden(bool state)
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{
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_hidden = state;
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}
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void Controller::RegisterGrabbedOverlay(Overlay *overlay)
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{
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_grabbed_overlays.push_back(overlay);
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}
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void Controller::ReleaseOverlay(Overlay *overlay)
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{
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for (auto i = _grabbed_overlays.begin(); i != _grabbed_overlays.end(); i++)
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{
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if (*i == overlay)
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{
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_grabbed_overlays.erase(i);
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break;
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}
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}
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}
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void Controller::Update()
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void Controller::Update()
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{
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{
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UpdateStatus();
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UpdateStatus();
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@ -72,6 +95,24 @@ void Controller::Update()
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ray.overlay->ControllerGrab(this);
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ray.overlay->ControllerGrab(this);
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}
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}
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}
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}
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if (!_grabbed_overlays.empty())
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{
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float move = _app->GetInputAnalog(_app->_input_handles.distance).y * 0.1; // TODO use frame time
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if (move != 0.0f)
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{
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// delta is calculated & clamped for first overlay so that child overlays don't move further than the root
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float main_z = _grabbed_overlays[0]->GetTarget()->transform.m[2][3];
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float new_main_z = glm::clamp(main_z - move, -5.0f, -0.1f);
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float real_delta = new_main_z - main_z;
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for (auto overlay : _grabbed_overlays)
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{
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overlay->GetTarget()->transform.m[2][3] += real_delta;
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_app->vr_overlay->SetOverlayTransformTrackedDeviceRelative(overlay->Id(), _device_index, &overlay->GetTarget()->transform);
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}
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}
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}
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}
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}
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void Controller::UpdateStatus()
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void Controller::UpdateStatus()
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@ -91,5 +132,5 @@ void Controller::UpdateStatus()
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_device_index = _app->vr_sys->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand);
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_device_index = _app->vr_sys->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand);
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}
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}
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_is_connected &= _device_index < MAX_TRACKERS;
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_is_connected &= _device_index < MAX_TRACKERS;
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_laser.SetHidden(!_is_connected);
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_laser.SetHidden(!_is_connected || _hidden);
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}
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}
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@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include "overlay.h"
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#include "overlay.h"
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#include "util.h"
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#include "util.h"
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#include <vector>
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class App;
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class App;
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@ -20,6 +21,11 @@ class Controller
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bool IsConnected();
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bool IsConnected();
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void SetHidden(bool state);
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void RegisterGrabbedOverlay(Overlay *overlay);
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void ReleaseOverlay(Overlay *overlay);
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void Update();
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void Update();
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void UpdateStatus();
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void UpdateStatus();
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@ -30,4 +36,6 @@ class Controller
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TrackerID _device_index;
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TrackerID _device_index;
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vr::VRInputValueHandle_t _input_handle;
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vr::VRInputValueHandle_t _input_handle;
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bool _is_connected;
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bool _is_connected;
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bool _hidden;
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std::vector<Overlay *> _grabbed_overlays;
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};
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};
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@ -2,7 +2,6 @@
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#include "app.h"
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#include "app.h"
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#include "util.h"
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#include "util.h"
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#include <cstdint>
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#include <cstdint>
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#include <glm/fwd.hpp>
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Overlay::Overlay()
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Overlay::Overlay()
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{
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{
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@ -137,7 +136,7 @@ void Overlay::SetTargetWorld()
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_target.type = TargetType::World;
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_target.type = TargetType::World;
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}
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}
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float Overlay::IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len)
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Ray Overlay::IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len)
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{
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{
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float closest_dist = max_len;
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float closest_dist = max_len;
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auto end = origin + direction * max_len;
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auto end = origin + direction * max_len;
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@ -162,7 +161,7 @@ float Overlay::IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len
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closest_dist = dist;
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closest_dist = dist;
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}
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}
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}
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}
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return closest_dist;
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return Ray{.overlay = this, .distance = closest_dist /* , .pos = p */};
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}
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}
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glm::mat4x4 Overlay::GetTransformAbsolute()
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glm::mat4x4 Overlay::GetTransformAbsolute()
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@ -198,6 +197,11 @@ glm::mat4x4 Overlay::GetTransformAbsolute()
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}
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}
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}
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}
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Target *Overlay::GetTarget()
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{
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return &_target;
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}
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void Overlay::Update()
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void Overlay::Update()
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{
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{
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if (!_initialized)
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if (!_initialized)
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@ -224,7 +228,9 @@ void Overlay::ControllerGrab(Controller *controller)
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VRMat relative_pose = ConvertMat(glm::inverse(controller_mat) * abs_mat);
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VRMat relative_pose = ConvertMat(glm::inverse(controller_mat) * abs_mat);
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_app->vr_overlay->SetOverlayTransformTrackedDeviceRelative(_id, controller->DeviceIndex(), &relative_pose);
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_app->vr_overlay->SetOverlayTransformTrackedDeviceRelative(_id, controller->DeviceIndex(), &relative_pose);
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_target.transform = relative_pose;
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controller->RegisterGrabbedOverlay(this);
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if (_GrabBeginCallback != nullptr)
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if (_GrabBeginCallback != nullptr)
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{
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{
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_GrabBeginCallback(controller);
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_GrabBeginCallback(controller);
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@ -235,6 +241,7 @@ void Overlay::ControllerGrab(Controller *controller)
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void Overlay::ControllerRelease()
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void Overlay::ControllerRelease()
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{
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{
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_holding_controller->ReleaseOverlay(this);
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_app->vr_overlay->SetOverlayColor(_id, 1.0f, 1.0f, 1.0f);
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_app->vr_overlay->SetOverlayColor(_id, 1.0f, 1.0f, 1.0f);
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auto new_pose = ConvertMat(GetTransformAbsolute());
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auto new_pose = ConvertMat(GetTransformAbsolute());
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@ -5,6 +5,7 @@
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#include <string>
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#include <string>
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class App;
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class App;
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struct Ray;
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class Controller;
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class Controller;
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enum class TargetType
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enum class TargetType
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@ -43,6 +44,7 @@ class Overlay
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void SetTextureToColor(uint8_t r, uint8_t g, uint8_t b);
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void SetTextureToColor(uint8_t r, uint8_t g, uint8_t b);
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glm::mat4x4 GetTransformAbsolute();
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glm::mat4x4 GetTransformAbsolute();
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Target *GetTarget();
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void SetTransformTracker(TrackerID tracker, const VRMat *transform);
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void SetTransformTracker(TrackerID tracker, const VRMat *transform);
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void SetTransformWorld(const VRMat *transform);
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void SetTransformWorld(const VRMat *transform);
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@ -50,7 +52,7 @@ class Overlay
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// void SetTargetTracker(TrackerID tracker);
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// void SetTargetTracker(TrackerID tracker);
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void SetTargetWorld();
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void SetTargetWorld();
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float IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len);
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Ray IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len);
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std::function<void(Controller *)> _GrabBeginCallback;
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std::function<void(Controller *)> _GrabBeginCallback;
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std::function<void()> _GrabEndCallback;
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std::function<void()> _GrabEndCallback;
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