Simple raypicking for scripts with oculus rift.

This commit is contained in:
barnold1953 2014-06-09 11:55:29 -07:00
parent 5ed1dfc4b0
commit 936f04cece
3 changed files with 28 additions and 4 deletions

View file

@ -18,6 +18,7 @@
#include "Camera.h"
#include "Menu.h"
#include "Util.h"
#include "devices/OculusManager.h"
const float CAMERA_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
const float CAMERA_FIRST_PERSON_MODE_DISTANCE = 0.0f;
@ -264,7 +265,12 @@ PickRay CameraScriptableObject::computePickRay(float x, float y) {
float screenWidth = Application::getInstance()->getGLWidget()->width();
float screenHeight = Application::getInstance()->getGLWidget()->height();
PickRay result;
_viewFrustum->computePickRay(x / screenWidth, y / screenHeight, result.origin, result.direction);
if (OculusManager::isConnected()) {
result.origin = _camera->getPosition();
Application::getInstance()->getApplicationOverlay().computeOculusPickRay(x / screenWidth, y / screenHeight, result.direction);
} else {
_viewFrustum->computePickRay(x / screenWidth, y / screenHeight, result.origin, result.direction);
}
return result;
}

View file

@ -297,6 +297,25 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
glDisable(GL_TEXTURE_2D);
}
const float textureFov = PI / 2.5f;
void ApplicationOverlay::computeOculusPickRay(float x, float y, glm::vec3& direction) const {
glm::quat rot = Application::getInstance()->getAvatar()->getOrientation();
//invert y direction
y = 1.0 - y;
//Get position on hemisphere UI
x = sin((x - 0.5f) * textureFov);
y = sin((y - 0.5f) * textureFov);
float dist = sqrt(x * x + y * y);
float z = -sqrt(1.0f - dist * dist);
//Rotate the UI pick ray by the avatar orientation
direction = glm::normalize(rot * glm::vec3(x, y, z));
}
// Fast helper functions
inline float max(float a, float b) {
return (a > b) ? a : b;
@ -306,8 +325,6 @@ inline float min(float a, float b) {
return (a < b) ? a : b;
}
const float textureFov = PI / 2.5f;
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {

View file

@ -15,7 +15,7 @@
class Overlays;
class QOpenGLFramebufferObject;
// Handles the drawing of the overlays to the scree
// Handles the drawing of the overlays to the screen
class ApplicationOverlay {
public:
@ -27,6 +27,7 @@ public:
void renderOverlay(bool renderToTexture = false);
void displayOverlayTexture(Camera& whichCamera);
void displayOverlayTextureOculus(Camera& whichCamera);
void computeOculusPickRay(float x, float y, glm::vec3& direction) const;
// Getters
QOpenGLFramebufferObject* getFramebufferObject();