489 lines
22 KiB
C++
489 lines
22 KiB
C++
#if UF_USE_OPENVR
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#include "behavior.h"
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#include <uf/utils/hook/hook.h>
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#include <uf/utils/time/time.h>
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#include <uf/utils/serialize/serializer.h>
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#include <uf/utils/userdata/userdata.h>
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#include <uf/utils/window/window.h>
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#include <uf/utils/camera/camera.h>
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#include <uf/utils/audio/audio.h>
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#include <uf/ext/openvr/openvr.h>
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#include <uf/utils/math/physics.h>
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#include <uf/utils/graphic/mesh.h>
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#include <uf/utils/graphic/graphic.h>
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#include <uf/utils/math/transform.h>
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#include <uf/utils/math/collision.h>
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#include <uf/utils/thread/thread.h>
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#include <uf/utils/renderer/renderer.h>
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#include <sstream>
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namespace {
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struct {
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uf::Object* left;
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uf::Object* right;
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} hands, lines, lights;
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}
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UF_BEHAVIOR_REGISTER_CPP(ext::PlayerHandBehavior)
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#define this (&self)
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void ext::PlayerHandBehavior::initialize( uf::Object& self ) {
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#if UF_USE_OPENVR
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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{
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::hands.left = (uf::Object*) &uf::instantiator::instantiate("Object");
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::hands.right = (uf::Object*) &uf::instantiator::instantiate("Object");
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::lines.left = (uf::Object*) &uf::instantiator::instantiate("Object");
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::lines.right = (uf::Object*) &uf::instantiator::instantiate("Object");
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this->addChild(::hands.left);
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this->addChild(::hands.right);
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::hands.left->addChild(::lines.left);
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::hands.right->addChild(::lines.right);
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}
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{
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bool loaded = true;
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for ( auto it = metadata["hands"].begin(); it != metadata["hands"].end(); ++it ) {
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std::string key = it.key();
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if ( !ext::openvr::requestRenderModel(metadata["hands"][key]["controller"]["model"].as<std::string>()) ) loaded = false;
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}
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if ( !loaded ) {
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this->addHook( "VR:Model.Loaded", [&](ext::json::Value& json){
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std::string name = json["name"].as<std::string>();
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std::string side = "";
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if ( name == metadata["hands"]["left"]["controller"]["model"].as<std::string>() ) {
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side = "left";
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} else if ( name == metadata["hands"]["right"]["controller"]["model"].as<std::string>() ) {
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side = "right";
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};
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if ( side == "" ) return;
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uf::Object& hand = *(side == "left" ? ::hands.left : ::hands.right);
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uf::Object& line = *(side == "left" ? ::lines.left : ::lines.right);
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{
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uf::Graphic& graphic = (hand.getComponent<uf::Graphic>() = ext::openvr::getRenderModel( name ));
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graphic.process = true;
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graphic.descriptor.frontFace = uf::renderer::enums::Face::CCW;
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graphic.material.attachShader(uf::io::root+"/shaders/base/vert.spv", uf::renderer::enums::Shader::VERTEX);
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graphic.material.attachShader(uf::io::root+"/shaders/base/frag.spv", uf::renderer::enums::Shader::FRAGMENT);
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uf::instantiator::bind( "EntityBehavior", hand );
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uf::instantiator::bind( "ObjectBehavior", hand );
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hand.initialize();
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}
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if ( metadata["hands"][side]["pointer"]["length"].as<float>() > 0 ) {
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// line.addAlias<uf::LineMesh, uf::Mesh>();
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pod::Transform<>& transform = line.getComponent<pod::Transform<>>();
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transform.orientation = uf::quaternion::axisAngle(
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{
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metadata["hands"][side]["pointer"]["orientation"]["axis"][0].as<float>(),
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metadata["hands"][side]["pointer"]["orientation"]["axis"][1].as<float>(),
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metadata["hands"][side]["pointer"]["orientation"]["axis"][2].as<float>()
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},
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metadata["hands"][side]["pointer"]["orientation"]["angle"].as<float>() * 3.14159f / 180.0f
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);
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transform.position = {
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metadata["hands"][side]["pointer"]["offset"][0].as<float>(),
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metadata["hands"][side]["pointer"]["offset"][1].as<float>(),
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metadata["hands"][side]["pointer"]["offset"][2].as<float>()
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};
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auto& mesh = line.getComponent<uf::LineMesh>();
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auto& graphic = line.getComponent<uf::Graphic>();
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mesh.vertices = {
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{ {0.0f, 0.0f, 0.0f} },
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{ {0.0f, 0.0f, metadata["hands"][side]["pointer"]["length"].as<float>()} },
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};
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graphic.initialize();
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graphic.initializeMesh(mesh);
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graphic.material.attachShader(uf::io::root+"/shaders/line/vert.spv", uf::renderer::enums::Shader::VERTEX);
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graphic.material.attachShader(uf::io::root+"/shaders/line/frag.spv", uf::renderer::enums::Shader::FRAGMENT);
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graphic.descriptor.topology = uf::renderer::enums::PrimitiveTopology::LINE_STRIP;
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graphic.descriptor.fill = uf::renderer::enums::PolygonMode::LINE;
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graphic.descriptor.lineWidth = metadata["hands"][side]["pointer"]["width"].as<float>();
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line.initialize();
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}
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if ( metadata["hands"][side]["light"]["should"].as<bool>() ){
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auto& child = hand.loadChild("/light.json", false);
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if (side == "left" )
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lights.left = &child;
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else
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lights.right = &child;
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auto& json = metadata["hands"][side]["light"];
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auto& light = side == "left" ? *lights.left : *lights.right;
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auto& metadata = light.getComponent<uf::Serializer>();
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if ( !ext::json::isNull( json["color"] ) ) metadata["light"]["color"] = json["color"];
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if ( !ext::json::isNull( json["radius"] ) ) metadata["light"]["radius"] = json["radius"];
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if ( !ext::json::isNull( json["power"] ) ) metadata["light"]["power"] = json["power"];
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if ( !ext::json::isNull( json["type"] ) ) metadata["light"]["type"] = json["type"];
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if ( !ext::json::isNull( json["shadows"] ) ) metadata["light"]["shadows"] = json["shadows"];
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metadata["lights"]["external update"] = true;
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// light.initialize();
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/*
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auto* child = (uf::Object*) hand.findByUid(hand.loadChild("/light.json", false));
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if ( child ) {
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if (side == "left" ) lights.left = child; else lights.right = child;
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auto& json = metadata["hands"][side]["light"];
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auto& light = side == "left" ? *lights.left : *lights.right;
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auto& metadata = light.getComponent<uf::Serializer>();
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if ( !ext::json::isNull( json["color"] ) ) metadata["light"]["color"] = json["color"];
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if ( !ext::json::isNull( json["radius"] ) ) metadata["light"]["radius"] = json["radius"];
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if ( !ext::json::isNull( json["power"] ) ) metadata["light"]["power"] = json["power"];
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if ( !ext::json::isNull( json["shadows"] ) ) metadata["light"]["shadows"] = json["shadows"];
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metadata["lights"]["external update"] = true;
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light.initialize();
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}
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*/
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}
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});
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}
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std::vector<uf::Object*> vHands = { ::hands.left, ::hands.right };
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for ( auto pointer : vHands ) {
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auto& hand = *pointer;
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hand.addHook("VR:Input.Digital", [&](ext::json::Value& json){
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std::string side = &hand == hands.left ? "left" : "right";
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if ( json["hand"].as<std::string>() != side ) return;
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// fire mouse click
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if ( json["name"].as<std::string>() == "click" ) {
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uf::Serializer payload;
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payload["type"] = "window:Mouse.Click";
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payload["invoker"] = "vr";
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payload["mouse"]["position"]["x"] = metadata["hands"][side]["cursor"]["position"][0].as<float>();
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payload["mouse"]["position"]["y"] = metadata["hands"][side]["cursor"]["position"][1].as<float>();
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payload["mouse"]["delta"]["x"] = 0;
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payload["mouse"]["delta"]["y"] = 0;
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payload["mouse"]["button"] = side == "left" ? "Right" : "Left";
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payload["mouse"]["state"] = json["state"].as<bool>() ? "Down": "Up";
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uf::hooks.call( payload["type"].as<std::string>(), payload );
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}
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});
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hand.addHook("world:Collision.%UID%", [&](ext::json::Value& json){
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std::string side = &hand == hands.left ? "left" : "right";
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float mag = json["depth"].as<float>();
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uf::Serializer payload;
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payload["delay"] = 0.0f;
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payload["duration"] = uf::physics::time::delta;
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payload["frequency"] = 1.0f;
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payload["amplitude"] = fmin(1.0f, 1000.0f * mag);
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payload["side"] = side;
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uf::hooks.call( "VR:Haptics." + side, payload );
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});
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auto& transform = hand.getComponent<pod::Transform<>>();
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auto& collider = hand.getComponent<uf::Collider>();
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// auto* box = new uf::BoundingBox( transform.position, {0.25, 0.25, 0.25} );
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// box->getTransform().reference = &transform;
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// collider.add(box);
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}
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}
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#endif
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}
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void ext::PlayerHandBehavior::tick( uf::Object& self ) {
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#if UF_USE_OPENVR
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auto& scene = uf::scene::getCurrentScene();
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auto& controller = scene.getController();
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auto& controllerCamera = controller.getComponent<uf::Camera>();
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auto& controllerTransform = controller.getComponent<pod::Transform<>>();
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auto& controllerCameraTransform = controllerCamera.getTransform();
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{
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pod::Transform<>& transform = ::hands.left->getComponent<pod::Transform<>>();
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transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Left );
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transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Left );
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transform.scale = { 1, 1, 1 };
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transform.reference = &controllerTransform;
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auto& collider = ::hands.left->getComponent<uf::Collider>();
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for ( auto* box : collider.getContainer() ) {
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box->getTransform().position = transform.position + controllerTransform.position + controllerCameraTransform.position;
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}
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}
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{
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pod::Transform<>& transform = ::hands.right->getComponent<pod::Transform<>>();
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transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Right );
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transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Right );
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transform.scale = { 1, 1, 1 };
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transform.reference = &controllerTransform;
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auto& collider = ::hands.right->getComponent<uf::Collider>();
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for ( auto* box : collider.getContainer() ) {
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box->getTransform().position = transform.position + controllerTransform.position + controllerCameraTransform.position;
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}
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}
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{
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pod::Transform<>& transform = ::lines.left->getComponent<pod::Transform<>>();
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transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Left, true );
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transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Left, true );
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transform.scale = { 1, 1, 1 };
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transform.reference = &controllerTransform;
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if ( lights.left ) {
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if ( lights.left->getUid() == 0 ) {
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lights.left->initialize();
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}
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auto& light = *lights.left;
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auto& lightTransform = light.getComponent<pod::Transform<>>();
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lightTransform.position = controllerCameraTransform.position + controller.getComponent<pod::Transform<>>().position + transform.position;
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auto& lightCamera = light.getComponent<uf::Camera>();
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pod::Matrix4f playerModel = uf::matrix::identity();
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pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), controllerCameraTransform.position + controllerTransform.position );
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pod::Matrix4f rotation = uf::quaternion::matrix( controllerTransform.orientation );
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playerModel = translation * rotation;
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pod::Matrix4f model = uf::matrix::inverse( playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, true ) );
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for ( size_t i = 0; i < 2; ++i ) lightCamera.setView( model, i );
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}
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}
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{
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pod::Transform<>& transform = ::lines.right->getComponent<pod::Transform<>>();
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transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Right, true );
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transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Right, true );
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transform.scale = { 1, 1, 1 };
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transform.reference = &controllerTransform;
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if ( lights.right ) {
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if ( lights.right->getUid() == 0 ) {
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lights.right->initialize();
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}
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auto& light = *lights.right;
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auto& lightTransform = light.getComponent<pod::Transform<>>();
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lightTransform.position = controllerCameraTransform.position + controllerTransform.position + transform.position;
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auto& lightCamera = light.getComponent<uf::Camera>();
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pod::Matrix4f playerModel = uf::matrix::identity();
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pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), controllerCameraTransform.position + controllerTransform.position );
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pod::Matrix4f rotation = uf::quaternion::matrix( controllerTransform.orientation );
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playerModel = translation * rotation;
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pod::Matrix4f model = uf::matrix::inverse( playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, true ) );
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for ( size_t i = 0; i < 2; ++i ) lightCamera.setView( model, i );
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}
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}
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// raytrace pointer / hand collision
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{
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std::vector<uf::Object*> handPointers = { ::hands.left, ::hands.right };
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for ( auto pointer : handPointers ) { auto& hand = *pointer;
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std::string side = &hand == ::hands.left ? "left" : "right";
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if ( !ext::openvr::controllerActive( side == "left" ? vr::Controller_Hand::Hand_Left : vr::Controller_Hand::Hand_Right ) ) continue;
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{
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pod::Transform<>& transform = (side == "left" ? ::lines.left : ::lines.right)->getComponent<pod::Transform<>>();
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struct {
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pod::Vector3f origin;
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pod::Vector3f direction;
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} ray;
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struct {
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pod::Vector3f center;
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pod::Vector3f normal;
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} plane;
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transform = uf::transform::reorient( transform );
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ray.origin = transform.position;
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ray.direction = transform.forward;
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pod::Transform<> gtransform;
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pod::Matrix4f mvp;
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uf::Serializer& cMetadata = controller.getComponent<uf::Serializer>();
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if ( ext::json::isArray( cMetadata["overlay"]["position"] ) )
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gtransform.position = {
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cMetadata["overlay"]["position"][0].as<float>(),
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cMetadata["overlay"]["position"][1].as<float>(),
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cMetadata["overlay"]["position"][2].as<float>(),
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};
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if ( ext::json::isArray( cMetadata["overlay"]["scale"] ) )
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gtransform.scale = {
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cMetadata["overlay"]["scale"][0].as<float>(),
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cMetadata["overlay"]["scale"][1].as<float>(),
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cMetadata["overlay"]["scale"][2].as<float>(),
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};
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if ( ext::json::isArray( cMetadata["overlay"]["orientation"] ) )
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gtransform.orientation = {
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cMetadata["overlay"]["orientation"][0].as<float>(),
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cMetadata["overlay"]["orientation"][1].as<float>(),
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cMetadata["overlay"]["orientation"][2].as<float>(),
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cMetadata["overlay"]["orientation"][3].as<float>(),
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};
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plane.center = gtransform.position;
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{
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auto rotated = uf::quaternion::multiply( gtransform.orientation, pod::Vector4f{ 0, 0, 1, 1 } );
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plane.normal.x = rotated.x;
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plane.normal.y = rotated.y;
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plane.normal.z = rotated.z;
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plane.normal = uf::vector::normalize( plane.normal );
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}
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float denom = uf::vector::dot(plane.normal, ray.direction);
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if (abs(denom) > 0.0001f) {
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float t = uf::vector::dot( uf::vector::subtract(plane.center, ray.origin), plane.normal ) / denom;
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if ( t >= 0 ) {
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pod::Vector3f hit = ray.origin + (ray.direction * t);
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pod::Vector3f translated = uf::matrix::multiply<float>( uf::matrix::inverse( uf::matrix::scale( uf::matrix::identity(), gtransform.scale ) ), uf::vector::subtract( plane.center, hit ) );
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{
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auto& metadata = this->getComponent<uf::Serializer>();
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cMetadata["overlay"]["cursor"]["type"] = "vr";
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cMetadata["overlay"]["cursor"]["position"][0] = translated.x;
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cMetadata["overlay"]["cursor"]["position"][1] = translated.y;
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cMetadata["overlay"]["cursor"]["position"][2] = translated.z;
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metadata["hands"][side]["cursor"] = cMetadata["overlay"]["cursor"];
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}
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}
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}
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}
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}
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}
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#endif
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}
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void ext::PlayerHandBehavior::render( uf::Object& self ){
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#if UF_USE_OPENVR
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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auto& scene = uf::scene::getCurrentScene();
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auto& controller = scene.getController();
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auto& camera = controller.getComponent<uf::Camera>();
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pod::Matrix4f playerModel = uf::matrix::identity(); {
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auto& controller = this->getParent();
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auto& camera = controller.getComponent<uf::Camera>();
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pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), camera.getTransform().position + controller.getComponent<pod::Transform<>>().position );
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pod::Matrix4f rotation = uf::quaternion::matrix( controller.getComponent<pod::Transform<>>().orientation );
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playerModel = translation * rotation;
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}
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// pod::Matrix4f cameraModel = uf::matrix::translate( uf::matrix::identity(), camera.getTransform().position + controller.getComponent<pod::Transform<>>().position ) * uf::quaternion::matrix( controller.getComponent<pod::Transform<>>().orientation );
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if ( ::hands.left && ::hands.left->hasComponent<uf::Graphic>() ) {
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auto& graphic = ::hands.left->getComponent<uf::Graphic>();
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auto& transform = ::hands.left->getComponent<pod::Transform<>>();
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graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Left );
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pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, false );
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if ( graphic.initialized && graphic.material.hasShader("vertex") ) {
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auto& shader = graphic.material.getShader("vertex");
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auto& uniform = shader.getUniform("UBO");
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auto& uniforms = uniform.get<uf::MeshDescriptor<>>();
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uniforms.matrices.model = model;
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for ( std::size_t i = 0; i < uf::renderer::settings::maxViews; ++i ) {
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uniforms.matrices.view[i] = camera.getView( i );
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uniforms.matrices.projection[i] = camera.getProjection( i );
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}
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uniforms.color[0] = metadata["hands"]["left"]["controller"]["color"][0].as<float>();
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uniforms.color[1] = metadata["hands"]["left"]["controller"]["color"][1].as<float>();
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uniforms.color[2] = metadata["hands"]["left"]["controller"]["color"][2].as<float>();
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uniforms.color[3] = metadata["hands"]["left"]["controller"]["color"][3].as<float>();
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if ( uf::renderer::currentRenderMode ) {
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auto& renderMode = *uf::renderer::currentRenderMode;
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if ( renderMode.getName() == "" )
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uniforms.matrices.model = pod::Matrix4f{};
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} else {
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uniforms.matrices.model = pod::Matrix4f{};
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}
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shader.updateUniform( "UBO", uniform );
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|
}
|
|
}
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|
if ( ::hands.right && ::hands.right->hasComponent<uf::Graphic>() ) {
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|
auto& graphic = ::hands.right->getComponent<uf::Graphic>();
|
|
auto& transform = ::hands.right->getComponent<pod::Transform<>>();
|
|
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Right );
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|
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, false );
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|
if ( graphic.initialized && graphic.material.hasShader("vertex") ) {
|
|
auto& shader = graphic.material.getShader("vertex");
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|
auto& uniform = shader.getUniform("UBO");
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|
auto& uniforms = uniform.get<uf::MeshDescriptor<>>();
|
|
|
|
uniforms.matrices.model = model;
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|
for ( std::size_t i = 0; i < uf::renderer::settings::maxViews; ++i ) {
|
|
uniforms.matrices.view[i] = camera.getView( i );
|
|
uniforms.matrices.projection[i] = camera.getProjection( i );
|
|
}
|
|
uniforms.color[0] = metadata["hands"]["right"]["controller"]["color"][0].as<float>();
|
|
uniforms.color[1] = metadata["hands"]["right"]["controller"]["color"][1].as<float>();
|
|
uniforms.color[2] = metadata["hands"]["right"]["controller"]["color"][2].as<float>();
|
|
uniforms.color[3] = metadata["hands"]["right"]["controller"]["color"][3].as<float>();
|
|
|
|
if ( uf::renderer::currentRenderMode ) {
|
|
auto& renderMode = *uf::renderer::currentRenderMode;
|
|
if ( renderMode.getName() == "" )
|
|
uniforms.matrices.model = pod::Matrix4f{};
|
|
} else {
|
|
uniforms.matrices.model = pod::Matrix4f{};
|
|
}
|
|
|
|
shader.updateUniform( "UBO", uniform );
|
|
}
|
|
}
|
|
if ( ::lines.left && ::lines.left->hasComponent<uf::Graphic>() ) {
|
|
auto& graphic = ::lines.left->getComponent<uf::Graphic>();
|
|
auto& transform = ::lines.left->getComponent<pod::Transform<>>();
|
|
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Left );
|
|
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, true );
|
|
if ( graphic.initialized && graphic.material.hasShader("vertex") ) {
|
|
auto& shader = graphic.material.getShader("vertex");
|
|
auto& uniform = shader.getUniform("UBO");
|
|
auto& uniforms = uniform.get<uf::MeshDescriptor<>>();
|
|
|
|
uniforms.matrices.model = model;
|
|
for ( std::size_t i = 0; i < uf::renderer::settings::maxViews; ++i ) {
|
|
uniforms.matrices.view[i] = camera.getView( i );
|
|
uniforms.matrices.projection[i] = camera.getProjection( i );
|
|
}
|
|
uniforms.color[0] = metadata["hands"]["left"]["pointer"]["color"][0].as<float>();
|
|
uniforms.color[1] = metadata["hands"]["left"]["pointer"]["color"][1].as<float>();
|
|
uniforms.color[2] = metadata["hands"]["left"]["pointer"]["color"][2].as<float>();
|
|
uniforms.color[3] = metadata["hands"]["left"]["pointer"]["color"][3].as<float>();
|
|
|
|
shader.updateUniform( "UBO", uniform );
|
|
}
|
|
}
|
|
if ( ::lines.right && ::lines.right->hasComponent<uf::Graphic>() ) {
|
|
auto& graphic = ::lines.right->getComponent<uf::Graphic>();
|
|
auto& transform = ::lines.right->getComponent<pod::Transform<>>();
|
|
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Right );
|
|
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, true );
|
|
if ( graphic.initialized && graphic.material.hasShader("vertex") ) {
|
|
auto& shader = graphic.material.getShader("vertex");
|
|
auto& uniform = shader.getUniform("UBO");
|
|
auto& uniforms = uniform.get<uf::MeshDescriptor<>>();
|
|
|
|
uniforms.matrices.model = model;
|
|
for ( std::size_t i = 0; i < uf::renderer::settings::maxViews; ++i ) {
|
|
uniforms.matrices.view[i] = camera.getView( i );
|
|
uniforms.matrices.projection[i] = camera.getProjection( i );
|
|
}
|
|
uniforms.color[0] = metadata["hands"]["right"]["pointer"]["color"][0].as<float>();
|
|
uniforms.color[1] = metadata["hands"]["right"]["pointer"]["color"][1].as<float>();
|
|
uniforms.color[2] = metadata["hands"]["right"]["pointer"]["color"][2].as<float>();
|
|
uniforms.color[3] = metadata["hands"]["right"]["pointer"]["color"][3].as<float>();
|
|
|
|
shader.updateUniform( "UBO", uniform );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
void ext::PlayerHandBehavior::destroy( uf::Object& self ){
|
|
|
|
}
|
|
#undef this
|
|
#endif |