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openmw-tes3mp/apps/openmw/mwvr/vrpointer.cpp

204 lines
7.1 KiB
C++

#include "vrpointer.hpp"
#include "vrutil.hpp"
#include "vrenvironment.hpp"
#include <osg/MatrixTransform>
#include <osg/Drawable>
#include <osg/BlendFunc>
#include <osg/Fog>
#include <osg/LightModel>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/shadow.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/vismask.hpp"
namespace MWVR
{
UserPointer::UserPointer(osg::Group* root)
: mRoot(root)
{
mPointerGeometry = createPointerGeometry();
mPointerRescale = new osg::MatrixTransform();
mPointerRescale->addChild(mPointerGeometry);
mPointerTransform = new osg::MatrixTransform();
mPointerTransform->addChild(mPointerRescale);
mPointerTransform->setName("Pointer Transform");
mPointerTransform->setNodeMask(MWRender::VisMask::Mask_Pointer);
auto tm = MWVR::Environment::get().getTrackingManager();
tm->bind(this, "pcworld");
mHandPath = tm->stringToVRPath("/user/hand/right/input/aim/pose");
setEnabled(true);
}
UserPointer::~UserPointer()
{
}
void UserPointer::setParent(osg::Group* group)
{
bool enabled = mEnabled;
setEnabled(false);
mParent = group;
setEnabled(enabled);
}
void UserPointer::setEnabled(bool enabled)
{
mRoot->removeChild(mPointerTransform);
if (mParent)
{
mParent->removeChild(mPointerTransform);
if (enabled)
{
mParent->addChild(mPointerTransform);
// Morrowind's hands don't actually point forward, so we have to reorient the pointer.
mPointerTransform->setMatrix(osg::Matrix::rotate(osg::Quat(-osg::PI_2, osg::Vec3f(0, 0, 1))));
}
}
else if(enabled)
{
mRoot->addChild(mPointerTransform);
}
mEnabled = enabled;
}
void UserPointer::onTrackingUpdated(VRTrackingSource& source, DisplayTime predictedDisplayTime)
{
// If no parent is set, then the actor is currently unloaded
// And we need to point directly from tracking data and the root
if (!mParent)
{
auto tp = source.getTrackingPose(predictedDisplayTime, mHandPath, 0);
osg::Matrix worldReference = osg::Matrix::identity();
worldReference.preMultTranslate(tp.pose.position);
worldReference.preMultRotate(tp.pose.orientation);
mPointerTransform->setMatrix(worldReference);
updatePointerTarget();
MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(mPointerGeometry);
}
}
const MWRender::RayResult& UserPointer::getPointerTarget() const
{
return mPointerTarget;
}
bool UserPointer::canPlaceObject() const
{
return mCanPlaceObject;
}
void UserPointer::updatePointerTarget()
{
auto* world = MWBase::Environment::get().getWorld();
if (world)
{
mPointerRescale->setMatrix(osg::Matrix::scale(1, 1, 1));
//mDistanceToPointerTarget = world->getTargetObject(mPointerTarget, mPointerTransform);
//osg::computeLocalToWorld(mPointerTransform->getParentalNodePaths()[0]);
mDistanceToPointerTarget = Util::getPoseTarget(mPointerTarget, Util::getNodePose(mPointerTransform), true);
mCanPlaceObject = false;
if (mPointerTarget.mHit)
{
// check if the wanted position is on a flat surface, and not e.g. against a vertical wall
mCanPlaceObject = !(std::acos((mPointerTarget.mHitNormalWorld / mPointerTarget.mHitNormalWorld.length()) * osg::Vec3f(0, 0, 1)) >= osg::DegreesToRadians(30.f));
}
if (mDistanceToPointerTarget > 0.f)
mPointerRescale->setMatrix(osg::Matrix::scale(0.25f, mDistanceToPointerTarget, 0.25f));
else
mPointerRescale->setMatrix(osg::Matrix::scale(0.25f, 10000.f, 0.25f));
}
}
osg::ref_ptr<osg::Geometry> UserPointer::createPointerGeometry()
{
osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry();
// Create pointer geometry, which will point from the tip of the player's finger.
// The geometry will be a Four sided pyramid, with the top at the player's fingers
osg::Vec3 vertices[]{
{0, 0, 0}, // origin
{-1, 1, -1}, // A
{-1, 1, 1}, // B
{1, 1, 1}, // C
{1, 1, -1}, // D
};
osg::Vec4 colors[]{
osg::Vec4(1.0f, 0.0f, 0.0f, 0.0f),
osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f),
osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f),
osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f),
osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f),
};
const int O = 0;
const int A = 1;
const int B = 2;
const int C = 3;
const int D = 4;
const int triangles[] =
{
A,D,B,
B,D,C,
O,D,A,
O,C,D,
O,B,C,
O,A,B,
};
int numVertices = sizeof(triangles) / sizeof(*triangles);
osg::ref_ptr<osg::Vec3Array> vertexArray = new osg::Vec3Array(numVertices);
osg::ref_ptr<osg::Vec4Array> colorArray = new osg::Vec4Array(numVertices);
for (int i = 0; i < numVertices; i++)
{
(*vertexArray)[i] = vertices[triangles[i]];
(*colorArray)[i] = colors[triangles[i]];
}
geometry->setVertexArray(vertexArray);
geometry->setColorArray(colorArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, numVertices));
geometry->setSupportsDisplayList(false);
geometry->setDataVariance(osg::Object::STATIC);
auto stateset = geometry->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::ref_ptr<osg::Fog> fog(new osg::Fog);
fog->setStart(10000000);
fog->setEnd(10000000);
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(1.0, 1.0, 1.0, 1.0));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
SceneUtil::ShadowManager::disableShadowsForStateSet(stateset);
osg::ref_ptr<osg::Material> material = new osg::Material;
material->setColorMode(osg::Material::ColorMode::AMBIENT_AND_DIFFUSE);
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(geometry);
return geometry;
}
}