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https://github.com/CrispyPin/sinpin-vr.git
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22496fcc35
...
8b7a3e0067
7 changed files with 24 additions and 48 deletions
18
Makefile
18
Makefile
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@ -1,18 +1,18 @@
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VERSION=v0.2.2
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CXX := g++
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# CXX := clang++
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CPPFLAGS := -g -Wall -std=c++17
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VERSION=v0.2.1
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# CC := g++
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CC := clang++
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LFLAGS := -lX11 -lXrandr -lXtst -lglfw -lGL
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OVR := -Lopenvr -lopenvr_api
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TARGET := ./sinpin_vr
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LIBS := openvr/libopenvr_api.so
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SRC := src/*.cpp
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OUT := ./sinpin_vr
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CPPFLAGS := -Wall -std=c++17 $(LFLAGS) $(LIBS) $(SRC) -o $(OUT)
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build:
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$(CXX) src/*.cpp $(CPPFLAGS) $(LFLAGS) -Wl,-rpath,'$$ORIGIN/openvr' $(OVR) -o $(TARGET)
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$(CC) -g $(CPPFLAGS)
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release: build
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zip -r sinpin_vr-$(VERSION).zip sinpin_vr bindings openvr/libopenvr_api.so
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run: build
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$(TARGET)
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$(OUT)
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@ -55,11 +55,6 @@
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"name": "/actions/cursor/in/scroll",
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"requirement": "suggested",
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"type": "vector2"
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},
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{
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"name": "/actions/cursor/out/scroll_haptic",
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"requirement": "suggested",
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"type": "vibration"
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}
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],
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"action_sets": [
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@ -88,8 +83,7 @@
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"/actions/cursor/in/mouse_left": "left mouse button",
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"/actions/cursor/in/mouse_right": "right mouse button",
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"/actions/cursor/in/mouse_middle": "middle mouse button",
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"/actions/cursor/in/scroll": "scroll",
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"/actions/cursor/out/scroll_haptic": "scrolling haptic feedback"
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"/actions/cursor/in/scroll": "scroll"
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}
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]
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}
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@ -141,16 +141,6 @@
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"app_key" : "system.generated.sinpin_vr",
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"bindings" : {
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"/actions/cursor" : {
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"haptics" : [
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{
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"output" : "/actions/cursor/out/scroll_haptic",
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"path" : "/user/hand/left/output/haptic"
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},
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{
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"output" : "/actions/cursor/out/scroll_haptic",
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"path" : "/user/hand/right/output/haptic"
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}
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],
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"sources" : [
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{
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"inputs" : {
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@ -75,8 +75,6 @@ App::App()
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assert(action_err == 0);
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action_err = vr_input->GetActionHandle("/actions/cursor/in/scroll", &_input_handles.cursor.scroll);
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assert(action_err == 0);
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action_err = vr_input->GetActionHandle("/actions/cursor/out/scroll_haptic", &_input_handles.cursor.scroll_haptic);
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assert(action_err == 0);
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action_err = vr_input->GetActionSetHandle("/actions/main", &_input_handles.main_set);
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assert(action_err == 0);
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action_err = vr_input->GetActionSetHandle("/actions/edit", &_input_handles.edit_set);
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@ -32,7 +32,6 @@ struct InputHandles
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vr::VRActionHandle_t mouse_right;
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vr::VRActionHandle_t mouse_middle;
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vr::VRActionHandle_t scroll;
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vr::VRActionHandle_t scroll_haptic;
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} cursor;
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vr::VRActionSetHandle_t cursor_set;
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struct
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@ -8,8 +8,6 @@ const float LASER_WIDTH = 0.004f;
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const Color EDIT_COLOR{1, 0.6f, 1};
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const Color CURSOR_COLOR{0.3f, 1, 1};
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const float SCROLL_SPEED = 48;
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const float SCROLL_HAPTIC_STRENGTH = 0.15f;
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const float SCROLL_HAPTIC_TIME = 0.1f;
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const float MOUSE_DRAG_THRESHOLD = 48;
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Controller::Controller(App *app, ControllerSide side)
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@ -163,13 +161,11 @@ void Controller::Update(float dtime)
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{
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_app->SendMouseInput(4, true);
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_app->SendMouseInput(4, false);
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_app->vr_input->TriggerHapticVibrationAction(_app->_input_handles.cursor.scroll_haptic, 0, SCROLL_HAPTIC_TIME, 1 / SCROLL_HAPTIC_TIME, SCROLL_HAPTIC_STRENGTH, _input_handle);
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}
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else if (scroll_state.y < 0)
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{
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_app->SendMouseInput(5, true);
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_app->SendMouseInput(5, false);
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_app->vr_input->TriggerHapticVibrationAction(_app->_input_handles.cursor.scroll_haptic, 0, SCROLL_HAPTIC_TIME, 1 / SCROLL_HAPTIC_TIME, SCROLL_HAPTIC_STRENGTH, _input_handle);
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}
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}
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}
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@ -159,29 +159,28 @@ void Overlay::SetTargetWorld()
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SetTransformWorld(&abs_pose);
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}
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Ray Overlay::IntersectRay(glm::vec3 ray_start_g, 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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float dist = max_len;
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auto ray_end_g = ray_start_g + direction * max_len;
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auto end = origin + direction * max_len;
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auto panel_transform = GetTransformAbsolute();
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auto panel_pos = GetPos(panel_transform);
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auto ray_start = glm::inverse(panel_transform) * glm::vec4(ray_start_g - panel_pos, 0);
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auto ray_end = glm::inverse(panel_transform) * glm::vec4(ray_end_g - panel_pos, 0);
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float length_frac = ray_start.z / (ray_start.z - ray_end.z);
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auto hit_pos = ray_start + (ray_end - ray_start) * length_frac;
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auto a = glm::inverse(panel_transform) * glm::vec4(origin - panel_pos, 0);
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auto b = glm::inverse(panel_transform) * glm::vec4(end - panel_pos, 0);
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float r = a.z / (a.z - b.z);
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auto p = a + (b - a) * r;
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// printf("panel pos: (%.2f,%.2f,%.2f)\n", panel_pos.x, panel_pos.y, panel_pos.z);
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// printf("a: (%.2f,%.2f,%.2f)\n", a.x, a.y, a.z);
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// printf("b: (%.2f,%.2f,%.2f)\n", b.x, b.y, b.z);
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// printf("r: %.2f\n", r);
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// printf("p: (%.2f,%.2f,%.2f)\n", p.x, p.y, p.z);
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// clang-format off
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if (ray_end.z < ray_start.z
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&& ray_end.z < 0
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&& glm::abs(hit_pos.x) < (_width_m * 0.5f)
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&& glm::abs(hit_pos.y) < (_width_m * 0.5f * _ratio)
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&& length_frac > 0)
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if (b.z < a.z && b.z < 0 && glm::abs(p.x) < (_width_m * 0.5f) && glm::abs(p.y) < (_width_m * 0.5f * _ratio))
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{
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// clang-format on
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dist = glm::min(length_frac * max_len, max_len);
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dist = glm::min(r * max_len, max_len);
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}
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return Ray{.overlay = this, .distance = dist, .local_pos = hit_pos, .hit_panel = nullptr};
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return Ray{.overlay = this, .distance = dist, .local_pos = p, .hit_panel = nullptr};
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}
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glm::mat4x4 Overlay::GetTransformAbsolute()
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