From e04d86a75a202d9ad108c70e9266429a29ed05e2 Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Fri, 17 Jun 2016 12:10:26 -0700 Subject: [PATCH] Change rendering of reticle when in HMD mode Properly take the overlay model matrix into account. Reticle depth is now relative to the eye, not relative to the overlay sphere. --- .../src/display-plugins/CompositorHelper.cpp | 35 ++++++++----------- 1 file changed, 15 insertions(+), 20 deletions(-) diff --git a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp index 2d3c79071f..a17fe2fd49 100644 --- a/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp +++ b/libraries/display-plugins/src/display-plugins/CompositorHelper.cpp @@ -409,30 +409,25 @@ void CompositorHelper::updateTooltips() { //} } +// eyePose and headPosition are in sensor space. +// the resulting matrix should be in view space. glm::mat4 CompositorHelper::getReticleTransform(const glm::mat4& eyePose, const glm::vec3& headPosition) const { glm::mat4 result; if (isHMD()) { - vec3 reticleScale = vec3(Cursor::Manager::instance().getScale() * reticleSize); - auto reticlePosition = getReticlePosition(); - auto spherical = overlayToSpherical(reticlePosition); - // The pointer transform relative to the sensor - auto pointerTransform = glm::mat4_cast(quat(vec3(-spherical.y, spherical.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1)); - float reticleDepth = getReticleDepth(); - if (reticleDepth != 1.0f) { - // Cursor position in UI space - auto cursorPosition = vec3(pointerTransform[3]) / pointerTransform[3].w; - // Ray to the cursor, in UI space - auto cursorRay = glm::normalize(cursorPosition - headPosition) * reticleDepth; - // Move the ray to be relative to the head pose - pointerTransform[3] = vec4(cursorRay + headPosition, 1); - // Scale up the cursor because of distance - reticleScale *= reticleDepth; + vec2 spherical = overlayToSpherical(getReticlePosition()); + vec3 overlaySurfacePoint = getPoint(spherical.x, spherical.y); // overlay space + vec3 sensorSurfacePoint = _modelTransform.transform(overlaySurfacePoint); // sensor space + vec3 d = sensorSurfacePoint - headPosition; + vec3 reticlePosition; + if (glm::length(d) >= EPSILON) { + d = glm::normalize(d); + } else { + d = glm::normalize(overlaySurfacePoint); } - glm::mat4 overlayXfm; - _modelTransform.getMatrix(overlayXfm); - pointerTransform = overlayXfm * pointerTransform; - pointerTransform = glm::inverse(eyePose) * pointerTransform; - result = glm::scale(pointerTransform, reticleScale); + reticlePosition = headPosition + (d * getReticleDepth()); + quat reticleOrientation = quat(vec3(-spherical.y, spherical.x, 0.0f)); + vec3 reticleScale = vec3(Cursor::Manager::instance().getScale() * reticleSize * getReticleDepth()); + return glm::inverse(eyePose) * createMatFromScaleQuatAndPos(reticleScale, reticleOrientation, reticlePosition); } else { static const float CURSOR_PIXEL_SIZE = 32.0f; const auto canvasSize = vec2(toGlm(_renderingWidget->size()));;