Use the built-in laser pointer for magicleap

This commit is contained in:
Alan Jeffrey 2019-08-12 11:26:46 -05:00
parent 9b4b02275e
commit 4709a3061d
9 changed files with 15 additions and 62 deletions

View file

@ -25,9 +25,9 @@ const int VIEWPORT_H = 500;
const float HIDPI = 1.0;
// The prism dimensions (in m).
const float PRISM_W = 2.0;
const float PRISM_W = 0.75;
const float PRISM_H = 0.75;
const float PRISM_D = 2.0;
const float PRISM_D = 0.05;
// The length of the laser pointer (in m).
const float LASER_LENGTH = 10.0;
@ -226,14 +226,6 @@ int Servo2D::init() {
url_bar_->setKeyboardProperties(keyboard_properties);
url_bar_->onFocusLostSub(std::bind(&Servo2D::urlBarEventListener, this));
// Add the laser pointer
laser_ = lumin::LineNode::CastFrom(prism_->findNode(scenes::Servo2D::externalNodes::laser, root_node));
if (!laser_) {
ML_LOG(Error, "Servo2D Failed to get laser");
abort();
return 1;
}
return 0;
}
@ -264,7 +256,7 @@ void Servo2D::spawnInitialScenes() {
}
bool Servo2D::updateLoop(float fDelta) {
glm::vec2 pos = redrawLaser();
glm::vec2 pos = laserPosition();
move_servo(servo_, pos.x, pos.y);
heartbeat_servo(servo_);
return true;
@ -311,7 +303,7 @@ bool Servo2D::pose6DofEventListener(lumin::ControlPose6DofInputEventData* event)
return false;
}
glm::vec2 Servo2D::redrawLaser() {
glm::vec2 Servo2D::laserPosition() {
// Return (-1, -1) if the laser doesn't intersect z=0
glm::vec2 result = glm::vec2(-1.0, -1.0);
@ -333,18 +325,9 @@ glm::vec2 Servo2D::redrawLaser() {
float ratio = 1.0 / (1.0 - (endpoint.z / position.z));
// The intersection point
glm::vec3 intersection = ((1 - ratio) * position) + (ratio * endpoint);
// Is the intersection inside the viewport?
result = viewportPosition(intersection);
if (pointInsideViewport(result)) {
color = glm::vec4(0.0, 1.0, 0.0, 1.0);
endpoint = intersection;
}
}
laser_->clearPoints();
laser_->addPoints(position);
laser_->addPoints(endpoint);
laser_->setColor(color);
return result;
}
@ -356,7 +339,7 @@ bool Servo2D::gestureEventListener(lumin::GestureInputEventData* event) {
}
// Only respond to trigger down if the laser is currently in the viewport
glm::vec2 pos = redrawLaser();
glm::vec2 pos = laserPosition();
if ((typ == lumin::input::GestureType::TriggerDown) && !pointInsideViewport(pos)) {
return false;
}