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This commit is contained in:
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7 changed files with 355 additions and 313 deletions
14
README.md
14
README.md
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@ -1,7 +1,8 @@
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# braille_xr
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refreshable braille display for rendering and input with handtracking
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**[ disclaimer ]**
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**[ disclaimer ]**
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this early repo may require special help/information depending on your setup and prior knowledge - so do not hesitate to reach out to [@spatialfree](https://x.com/spatialfree) with any questions!
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## init
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@ -32,10 +33,13 @@ sudo chmod 666 /dev/ttyUSB0
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- ...
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## <3
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[Bryan Chris Brown](https://twitter.com/BryanChrisBrown)
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[StereoNick](https://twitter.com/koujaku)
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[Peter Sassaman](https://twitter.com/PeterSassaman)
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[Lucas De Bonet (LucidVR)](https://twitter.com/VrLucid)
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[Bryan Chris Brown](https://twitter.com/BryanChrisBrown)
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[StereoNick](https://twitter.com/koujaku)
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[Peter Sassaman](https://twitter.com/PeterSassaman)
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[Lucas De Bonet (LucidVR)](https://twitter.com/VrLucid)
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### WIP hot glue bump tutorial
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@ -5,7 +5,7 @@
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<TargetFramework>net8</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<SKAssetFolder>res</SKAssetFolder>
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<SKAssetDestination>res</SKAssetDestination>
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@ -14,7 +14,7 @@
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<ItemGroup>
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<PackageReference Include="StereoKit" Version="0.3.8" />
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<None Include="res/**">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@ -2,58 +2,65 @@ namespace Main;
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using System.Runtime.InteropServices;
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[StructLayout(LayoutKind.Sequential)]
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struct oriel_data {
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public Matrix m4;
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public Matrix m4_inv;
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public Vec3 size;
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public float pad; // padding (16 byte alignment)
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struct oriel_data
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{
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public Matrix m4;
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public Matrix m4_inv;
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public Vec3 size;
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public float pad; // padding (16 byte alignment)
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}
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[StructLayout(LayoutKind.Sequential)]
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unsafe struct oriel_buffer {
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 455)] // 455 *see dofdev.hlsli
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public oriel_data[] oriels;
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unsafe struct oriel_buffer
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{
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 455)] // 455 *see dofdev.hlsli
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public oriel_data[] oriels;
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}
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public class Mat {
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MaterialBuffer<oriel_buffer> buffer = new (3);
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oriel_buffer data = new ();
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public void SetOriel(int id, Matrix m4, Vec3 size) {
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data.oriels[id].m4 = (Matrix)System.Numerics.Matrix4x4.Transpose(
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m4.Inverse
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);
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data.oriels[id].m4_inv = (Matrix)System.Numerics.Matrix4x4.Transpose(
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m4
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);
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data.oriels[id].size = size;
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buffer.Set(data);
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}
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public class Mat
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{
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MaterialBuffer<oriel_buffer> buffer = new(3);
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oriel_buffer data = new();
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public void SetOriel(int id, Matrix m4, Vec3 size)
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{
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data.oriels[id].m4 = (Matrix)System.Numerics.Matrix4x4.Transpose(
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m4.Inverse
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);
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data.oriels[id].m4_inv = (Matrix)System.Numerics.Matrix4x4.Transpose(
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m4
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);
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data.oriels[id].size = size;
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buffer.Set(data);
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}
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public Material mono = new (Shader.FromFile("shaders/mono.hlsl"));
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public void SetAtlas(string name, Material mat) {
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Tex tex = Tex.FromFile($"{name}/{name}.png");
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tex.SampleMode = TexSample.Point;
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mat.SetTexture("diffuse", tex);
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}
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public Material mono = new(Shader.FromFile("shaders/mono.hlsl"));
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public void SetAtlas(string name, Material mat)
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{
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Tex tex = Tex.FromFile($"{name}/{name}.png");
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tex.SampleMode = TexSample.Point;
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mat.SetTexture("diffuse", tex);
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}
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public Material sky = new (Shader.FromFile("shaders/sky.hlsl"));
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public Material unlit = new (Shader.FromFile("shaders/unlit.hlsl"));
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public Material unlit_clear = new (Shader.FromFile("shaders/unlit.hlsl"));
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public Material sky = new(Shader.FromFile("shaders/sky.hlsl"));
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public void Init() {
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data.oriels = new oriel_data[455]; // 455 *see dofdev.hlsli
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public Material unlit = new(Shader.FromFile("shaders/unlit.hlsl"));
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public Material unlit_clear = new(Shader.FromFile("shaders/unlit.hlsl"));
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mono.FaceCull = Cull.None;
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sky.FaceCull = Cull.Front;
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public void Init()
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{
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data.oriels = new oriel_data[455]; // 455 *see dofdev.hlsli
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unlit_clear.Transparency = Transparency.Blend;
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unlit_clear.DepthWrite = false;
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}
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mono.FaceCull = Cull.None;
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sky.FaceCull = Cull.Front;
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public void Run() {
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Rig rig = Main.Mono.inst.rig;
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unlit_clear.Transparency = Transparency.Blend;
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unlit_clear.DepthWrite = false;
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}
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public void Run()
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{
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Rig rig = Main.Mono.inst.rig;
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// Log.Info($"{rig.perch_pos.z}");
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}
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// Log.Info($"{rig.perch_pos.z}");
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}
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}
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using System.Security.AccessControl;
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using System.Security.AccessControl;
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namespace Main;
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public class Mono {
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private static readonly Lazy<Mono> lazy = new(() => new Mono());
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public static Mono inst { get { return lazy.Value; } }
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public class Mono
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{
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private static readonly Lazy<Mono> lazy = new(() => new Mono());
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public static Mono inst { get { return lazy.Value; } }
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public static readonly bool dev = Environment.CommandLine.Contains("--dev");
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public MonoNet monoNet = new();
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public Rig rig = new();
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public static readonly bool dev = Environment.CommandLine.Contains("--dev");
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public Mat mat = new();
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Mesh mesh_floor = Mesh.Quad;
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public MonoNet monoNet = new();
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Material mat_room = new (Shader.FromFile("shaders/room.hlsl"));
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Model model_room = Model.FromFile("room.glb");
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Mesh mesh_room = Mesh.Quad;
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public Rig rig = new();
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// key:(char) value:(int[] dots)
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Dictionary<char, int[]> char_cell = new Dictionary<char, int[]> {
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public Mat mat = new();
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Mesh mesh_floor = Mesh.Quad;
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Material mat_room = new(Shader.FromFile("shaders/room.hlsl"));
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Model model_room = Model.FromFile("room.glb");
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Mesh mesh_room = Mesh.Quad;
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// key:(char) value:(int[] dots)
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Dictionary<char, int[]> char_cell = new Dictionary<char, int[]> {
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{ ' ', new int[] {
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0, 0,
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0, 0,
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} },
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};
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// enum of layouts
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public enum Layout {
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Qwerty,
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Colemak
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}
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// enum of layouts
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public enum Layout
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{
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Qwerty,
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Colemak
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}
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Dictionary<Layout, char[]> layouts = new Dictionary<Layout, char[]> {
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Dictionary<Layout, char[]> layouts = new Dictionary<Layout, char[]> {
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{ Layout.Colemak, new char[] {
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'q', 'w', 'f', 'p', 'g', 'j', 'l', 'u', 'y', ';',
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'a', 'r', 's', 't', 'd', 'h', 'n', 'e', 'i', 'o',
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} },
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};
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public char KeyToChar(int index) {
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return layouts[Layout.Colemak][index];
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}
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Matrix keyboard_m4 = Matrix.Identity;
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Rig.Btn keyboard_btn = new();
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Vec3 index_pos = Vec3.Zero;
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int index_i = 0;
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int last_index_i = 0;
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string txt = "hello ";
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public void Init() {
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rig.Init();
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mat.Init();
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mesh_floor = Mesh.GenerateCircle(1, 64);
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mat_room.SetTexture("diffuse", Tex.FromFile("bake.png"));
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mesh_room = model_room.Nodes.First(n => n.Name == "Room").Mesh;
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keyboard_btn.held = true;
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}
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public void Run() {
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rig.Run();
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keyboard_m4 = Matrix.TRS(
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V.XYZ(-0.18f, 1.15f, -0.5f),
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Quat.FromAngles(0, 180, 0) * Quat.FromAngles(40, 0, 0),
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V.XYZ(-1, -1, 1) * 0.04f
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);
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// thumb extension
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// Matrix palm_ori = rig.hand_1.palm.ToMatrix();
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// Vec3 thumb_tip = palm_ori.Inverse * rig.hand_1.Get(FingerId.Thumb, JointId.Tip).position;
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// Vec3 thumb_minor = palm_ori.Inverse * rig.hand_1.Get(FingerId.Thumb, JointId.KnuckleMinor).position;
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// if (thumb_tip.x < thumb_minor.x - 0f * U.cm) {
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// // Log.Info("thumb is out");
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// xi = 0;
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// }
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for (int i = 0; i < keb_keys.Length-1; i++) {
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if (Input.Key(keb_keys[i].key).IsJustActive()) {
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txt += keb_keys[i].char_;
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monoNet.value = keb_keys[i].char_;
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monoNet.send = true;
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}
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public char KeyToChar(int index)
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{
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return layouts[Layout.Colemak][index];
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}
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Vec3 index_tip = keyboard_m4.Inverse * rig.hand_1.Get(FingerId.Index, JointId.Tip).position;
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// press
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index_pos.z = Math.Clamp(index_tip.z, -0.3f, 0.1f);
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keyboard_btn.Frame(index_pos.z > 0.0f, index_pos.z < -0.2f);
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Matrix keyboard_m4 = Matrix.Identity;
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Rig.Btn keyboard_btn = new();
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Vec3 index_pos = Vec3.Zero;
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int index_i = 0;
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int last_index_i = 0;
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if (!keyboard_btn.held) {
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// snap to grid
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index_pos.x = (float)Math.Clamp(Math.Round(index_tip.x), 0, 10-1);
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index_pos.y = (float)Math.Clamp(Math.Round(index_tip.y), 0, 3-1);
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string txt = "hello ";
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index_i = (int)(index_pos.y * 10 + index_pos.x);
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public void Init()
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{
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rig.Init();
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if (index_i != last_index_i) {
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last_index_i = index_i;
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// Log.Info($"index_i: {index_i}");
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monoNet.value = KeyToChar(index_i);
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monoNet.send = true;
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}
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mat.Init();
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mesh_floor = Mesh.GenerateCircle(1, 64);
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mat_room.SetTexture("diffuse", Tex.FromFile("bake.png"));
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mesh_room = model_room.Nodes.First(n => n.Name == "Room").Mesh;
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keyboard_btn.held = true;
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}
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if (keyboard_btn.frameDown) {
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// send haptic input for input confirmation
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txt += KeyToChar(index_i);
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}
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public void Run()
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{
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rig.Run();
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// RENDER RENDER RENDER
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// keyboard
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Hierarchy.Push(keyboard_m4);
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// 3 rows of 10 keys
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 10; x++) {
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Vec3 pos = V.XYZ(x, y, 0);
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// background quad
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Mesh.Quad.Draw(
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mat.unlit_clear,
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Matrix.TS(pos, 0.9f),
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Color.Hex(0x00000040)
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keyboard_m4 = Matrix.TRS(
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V.XYZ(-0.18f, 1.15f, -0.5f),
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Quat.FromAngles(0, 180, 0) * Quat.FromAngles(40, 0, 0),
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V.XYZ(-1, -1, 1) * 0.04f
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);
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int index = y * 10 + x;
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char keychar = KeyToChar(index);
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// thumb extension
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// Matrix palm_ori = rig.hand_1.palm.ToMatrix();
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// Vec3 thumb_tip = palm_ori.Inverse * rig.hand_1.Get(FingerId.Thumb, JointId.Tip).position;
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// Vec3 thumb_minor = palm_ori.Inverse * rig.hand_1.Get(FingerId.Thumb, JointId.KnuckleMinor).position;
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// if (thumb_tip.x < thumb_minor.x - 0f * U.cm) {
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// // Log.Info("thumb is out");
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// xi = 0;
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// }
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for (int i = 0; i < keb_keys.Length - 1; i++)
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{
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if (Input.Key(keb_keys[i].key).IsJustActive())
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{
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txt += keb_keys[i].char_;
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monoNet.value = keb_keys[i].char_;
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monoNet.send = true;
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}
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}
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Text.Add(
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keychar.ToString(),
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Vec3 index_tip = keyboard_m4.Inverse * rig.hand_1.Get(FingerId.Index, JointId.Tip).position;
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// press
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index_pos.z = Math.Clamp(index_tip.z, -0.3f, 0.1f);
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keyboard_btn.Frame(index_pos.z > 0.0f, index_pos.z < -0.2f);
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if (!keyboard_btn.held)
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{
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// snap to grid
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index_pos.x = (float)Math.Clamp(Math.Round(index_tip.x), 0, 10 - 1);
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index_pos.y = (float)Math.Clamp(Math.Round(index_tip.y), 0, 3 - 1);
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index_i = (int)(index_pos.y * 10 + index_pos.x);
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if (index_i != last_index_i)
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{
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last_index_i = index_i;
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// Log.Info($"index_i: {index_i}");
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monoNet.value = KeyToChar(index_i);
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monoNet.send = true;
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}
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}
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if (keyboard_btn.frameDown)
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{
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// send haptic input for input confirmation
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txt += KeyToChar(index_i);
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}
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// RENDER RENDER RENDER
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// keyboard
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Hierarchy.Push(keyboard_m4);
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// 3 rows of 10 keys
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for (int y = 0; y < 3; y++)
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{
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for (int x = 0; x < 10; x++)
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{
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Vec3 pos = V.XYZ(x, y, 0);
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// background quad
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Mesh.Quad.Draw(
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mat.unlit_clear,
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Matrix.TS(pos, 0.9f),
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Color.Hex(0x00000040)
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);
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int index = y * 10 + x;
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char keychar = KeyToChar(index);
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Text.Add(
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keychar.ToString(),
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Matrix.TS(
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pos + V.XYZ(-0.3f, -0.3f, 0),
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V.XYZ(-1, -1, 0) * 8.0f
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),
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TextAlign.Center,
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TextAlign.Center,
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0, 0, 0
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);
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// show the braille dots(spheres) above the text
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for (int k = 0; k < 6; k++)
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{
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float spacing = 0.2f;
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float x_offset = (k % 2) * spacing;
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float y_offset = (k / 2) * -spacing;
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if (char_cell[keychar][k] == 1)
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{
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Mesh.Sphere.Draw(
|
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mat.unlit_clear,
|
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Matrix.TS(
|
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V.XYZ(pos.x + x_offset, pos.y - y_offset, 0) + V.XYZ(-0.1f, -0.18f, 0),
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0.1f
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),
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Color.Hex(0xFFFFFFFF)
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);
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}
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}
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}
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}
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Hierarchy.Pop();
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// keyboard button
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Mesh.Cube.Draw(
|
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mat.unlit_clear,
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Matrix.TS(
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pos + V.XYZ(-0.3f, -0.3f, 0),
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V.XYZ(-1, -1, 0) * 8.0f
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),
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TextAlign.Center,
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TextAlign.Center,
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index_pos * V.XYZ(1, 1, 0.25f),
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V.XYZ(0.8f, 0.8f, -index_pos.z * 0.5f)
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) * keyboard_m4,
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keyboard_btn.held ? Color.Hex(0x00000090) : Color.Hex(0x80808090)
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);
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// text
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// show over the keyboard
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Text.Add(
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txt,
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Matrix.TS(
|
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V.XYZ(0, -1, 0),
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V.XYZ(-1, -1, 0) * 20.0f
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) * keyboard_m4,
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TextAlign.CenterLeft,
|
||||
TextAlign.CenterLeft,
|
||||
0, 0, 0
|
||||
);
|
||||
// show the braille dots(spheres) above the text
|
||||
for (int k = 0; k < 6; k++) {
|
||||
float spacing = 0.2f;
|
||||
float x_offset = (k % 2) * spacing;
|
||||
float y_offset = (k / 2) * -spacing;
|
||||
if (char_cell[keychar][k] == 1) {
|
||||
Mesh.Sphere.Draw(
|
||||
mat.unlit_clear,
|
||||
Matrix.TS(
|
||||
V.XYZ(pos.x + x_offset, pos.y - y_offset, 0) + V.XYZ(-0.1f, -0.18f, 0),
|
||||
0.1f
|
||||
),
|
||||
Color.Hex(0xFFFFFFFF)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Hierarchy.Pop();
|
||||
|
||||
// keyboard button
|
||||
Mesh.Cube.Draw(
|
||||
mat.unlit_clear,
|
||||
Matrix.TS(
|
||||
index_pos * V.XYZ(1, 1, 0.25f),
|
||||
V.XYZ(0.8f, 0.8f, -index_pos.z * 0.5f)
|
||||
) * keyboard_m4,
|
||||
keyboard_btn.held ? Color.Hex(0x00000090) : Color.Hex(0x80808090)
|
||||
);
|
||||
// WORLD
|
||||
mesh_room.Draw(
|
||||
mat_room,
|
||||
Matrix.T(V.XYZ(0, 0, 0))
|
||||
);
|
||||
|
||||
// text
|
||||
// show over the keyboard
|
||||
Text.Add(
|
||||
txt,
|
||||
Matrix.TS(
|
||||
V.XYZ(0, -1, 0),
|
||||
V.XYZ(-1, -1, 0) * 20.0f
|
||||
) * keyboard_m4,
|
||||
TextAlign.CenterLeft,
|
||||
TextAlign.CenterLeft,
|
||||
0, 0, 0
|
||||
);
|
||||
|
||||
// WORLD
|
||||
mesh_room.Draw(
|
||||
mat_room,
|
||||
Matrix.T(V.XYZ(0, 0, 0))
|
||||
);
|
||||
|
||||
|
||||
mesh_floor.Draw(
|
||||
mat.unlit,
|
||||
Matrix.TS(
|
||||
V.XYZ(0, 0, 0),
|
||||
1*U.cm
|
||||
),
|
||||
Color.Hex(0x666666FF)
|
||||
);
|
||||
mesh_floor.Draw(
|
||||
mat.unlit,
|
||||
Matrix.TS(
|
||||
V.XYZ(0, 0, 0),
|
||||
1 * U.cm
|
||||
),
|
||||
Color.Hex(0x666666FF)
|
||||
);
|
||||
|
||||
Vec3[] offsets = new Vec3[] {
|
||||
Vec3[] offsets = new Vec3[] {
|
||||
V.XYZ(-2, -2f, -2f) * U.cm,
|
||||
V.XYZ(2, 2f, 2f) * U.cm,
|
||||
V.XYZ(0, 0, 0)
|
||||
};
|
||||
|
||||
mat.Run();
|
||||
}
|
||||
mat.Run();
|
||||
}
|
||||
|
||||
KebKey[] keb_keys = new KebKey[] {
|
||||
KebKey[] keb_keys = new KebKey[] {
|
||||
new() { key = Key.Space, char_ = ' ' },
|
||||
new() { key = Key.Return, char_ = '\n' },
|
||||
new() { key = Key.A, char_ = 'a' },
|
||||
|
@ -403,8 +418,9 @@ public class Mono {
|
|||
new() { key = Key.Y, char_ = 'y' },
|
||||
new() { key = Key.Z, char_ = 'z' },
|
||||
};
|
||||
public struct KebKey {
|
||||
public Key key;
|
||||
public char char_;
|
||||
}
|
||||
public struct KebKey
|
||||
{
|
||||
public Key key;
|
||||
public char char_;
|
||||
}
|
||||
}
|
|
@ -3,44 +3,49 @@ using System.Net.Http;
|
|||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
|
||||
public class MonoNet {
|
||||
public Socket socket;
|
||||
int bufferSize = 180; // ?
|
||||
byte[] wData; int wHead;
|
||||
public class MonoNet
|
||||
{
|
||||
public Socket socket;
|
||||
int bufferSize = 180; // ?
|
||||
byte[] wData; int wHead;
|
||||
|
||||
public bool send = true;
|
||||
public char value = ' ';
|
||||
public bool send = true;
|
||||
public char value = ' ';
|
||||
|
||||
|
||||
public MonoNet() {
|
||||
public MonoNet()
|
||||
{
|
||||
|
||||
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
|
||||
string ip = "192.168.0.23";
|
||||
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
|
||||
string ip = "192.168.1.117";
|
||||
|
||||
EndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse(ip), 1234);
|
||||
socket.Connect(serverEndPoint);
|
||||
wData = new byte[bufferSize];
|
||||
EndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse(ip), 1234);
|
||||
socket.Connect(serverEndPoint);
|
||||
wData = new byte[bufferSize];
|
||||
|
||||
Thread.Sleep(1000); // useful?
|
||||
Thread.Sleep(1000); // useful?
|
||||
|
||||
// Thread readThread = new Thread(Read);
|
||||
// readThread.Start();
|
||||
Thread writeThread = new Thread(Write);
|
||||
writeThread.Start();
|
||||
}
|
||||
|
||||
void Write() {
|
||||
bool running = true;
|
||||
while (running) {
|
||||
Thread.Sleep(60);
|
||||
if (send) {
|
||||
wHead = 0;
|
||||
BitConverter.GetBytes(value).CopyTo(wData, wHead);
|
||||
socket.Send(wData);
|
||||
|
||||
// Log.Info($"Sent {value}");
|
||||
send = false; // for testing
|
||||
}
|
||||
// Thread readThread = new Thread(Read);
|
||||
// readThread.Start();
|
||||
Thread writeThread = new Thread(Write);
|
||||
writeThread.Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Write()
|
||||
{
|
||||
bool running = true;
|
||||
while (running)
|
||||
{
|
||||
Thread.Sleep(60);
|
||||
if (send)
|
||||
{
|
||||
wHead = 0;
|
||||
BitConverter.GetBytes(value).CopyTo(wData, wHead);
|
||||
socket.Send(wData);
|
||||
|
||||
// Log.Info($"Sent {value}");
|
||||
send = false; // for testing
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,47 +1,54 @@
|
|||
public class Rig {
|
||||
public Vec3 head_pos = Vec3.Zero;
|
||||
public Quat head_ori = Quat.Identity;
|
||||
public Vec3 view_pos = Vec3.Zero;
|
||||
public class Rig
|
||||
{
|
||||
public Vec3 head_pos = Vec3.Zero;
|
||||
public Quat head_ori = Quat.Identity;
|
||||
public Vec3 view_pos = Vec3.Zero;
|
||||
|
||||
public Hand hand_0 = new();
|
||||
public Hand hand_1 = new();
|
||||
public Vec3 palm_pos = Vec3.Zero;
|
||||
public Quat palm_ori = Quat.Identity;
|
||||
public Hand hand_0 = new();
|
||||
public Hand hand_1 = new();
|
||||
public Vec3 palm_pos = Vec3.Zero;
|
||||
public Quat palm_ori = Quat.Identity;
|
||||
|
||||
public Vec3 perch_pos = Vec3.Zero;
|
||||
public Vec3 perch_pos = Vec3.Zero;
|
||||
|
||||
public void Init() {
|
||||
}
|
||||
public void Init()
|
||||
{
|
||||
|
||||
public void Run() {
|
||||
hand_0 = Input.Hand(Handed.Left);
|
||||
hand_1 = Input.Hand(Handed.Right);
|
||||
|
||||
head_pos = Main.Mono.dev && Time.Totalf > 0.5f ? head_pos : Input.Head.position;
|
||||
head_ori = Main.Mono.dev && Time.Totalf > 0.5f ? head_ori : Input.Head.orientation;
|
||||
view_pos = head_pos + V.XYZ(0, -6*U.cm, 0);
|
||||
|
||||
|
||||
|
||||
// Position is specifically defined as the middle of the middle finger's root (metacarpal) bone.
|
||||
palm_pos = hand_1.palm.position;
|
||||
// For orientation, Forward is the direction the flat of the palm is facing, "Iron Man" style. X+ is to the outside of the right hand, and to the inside of the left hand.
|
||||
palm_ori = hand_1.palm.orientation;
|
||||
|
||||
perch_pos = palm_pos + Vec3.Up * 8 * U.cm;
|
||||
}
|
||||
|
||||
public struct Btn {
|
||||
public bool frameDown, held, frameUp;
|
||||
|
||||
public void Frame(bool down, bool? up = null) {
|
||||
if (up != null && held) {
|
||||
down = !(bool)up;
|
||||
}
|
||||
|
||||
frameDown = down && !held;
|
||||
frameUp = !down && held;
|
||||
held = down;
|
||||
}
|
||||
}
|
||||
|
||||
public void Run()
|
||||
{
|
||||
hand_0 = Input.Hand(Handed.Left);
|
||||
hand_1 = Input.Hand(Handed.Right);
|
||||
|
||||
head_pos = Main.Mono.dev && Time.Totalf > 0.5f ? head_pos : Input.Head.position;
|
||||
head_ori = Main.Mono.dev && Time.Totalf > 0.5f ? head_ori : Input.Head.orientation;
|
||||
view_pos = head_pos + V.XYZ(0, -6 * U.cm, 0);
|
||||
|
||||
|
||||
|
||||
// Position is specifically defined as the middle of the middle finger's root (metacarpal) bone.
|
||||
palm_pos = hand_1.palm.position;
|
||||
// For orientation, Forward is the direction the flat of the palm is facing, "Iron Man" style. X+ is to the outside of the right hand, and to the inside of the left hand.
|
||||
palm_ori = hand_1.palm.orientation;
|
||||
|
||||
perch_pos = palm_pos + Vec3.Up * 8 * U.cm;
|
||||
}
|
||||
|
||||
public struct Btn
|
||||
{
|
||||
public bool frameDown, held, frameUp;
|
||||
|
||||
public void Frame(bool down, bool? up = null)
|
||||
{
|
||||
if (up != null && held)
|
||||
{
|
||||
down = !(bool)up;
|
||||
}
|
||||
|
||||
frameDown = down && !held;
|
||||
frameUp = !down && held;
|
||||
held = down;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,22 +4,24 @@ global using StereoKit;
|
|||
Log.Filter = LogLevel.Info;
|
||||
Log.Info("hello log!");
|
||||
|
||||
SKSettings settings = new() {
|
||||
appName = "dofbox",
|
||||
assetsFolder = "res",
|
||||
depthMode = DepthMode.D32,
|
||||
disableUnfocusedSleep = true,
|
||||
flatscreenWidth = 1280,
|
||||
flatscreenHeight = 720,
|
||||
// displayPreference = DisplayMode.Flatscreen,
|
||||
// disableFlatscreenMRSim = true,
|
||||
origin = OriginMode.Floor,
|
||||
overlayApp = true,
|
||||
overlayPriority = 1,
|
||||
blendPreference = DisplayBlend.AnyTransparent,
|
||||
SKSettings settings = new()
|
||||
{
|
||||
appName = "dofbox",
|
||||
|
||||
assetsFolder = "res",
|
||||
depthMode = DepthMode.D32,
|
||||
disableUnfocusedSleep = true,
|
||||
flatscreenWidth = 1280,
|
||||
flatscreenHeight = 720,
|
||||
displayPreference = DisplayMode.Flatscreen,
|
||||
// disableFlatscreenMRSim = true,
|
||||
origin = OriginMode.Floor,
|
||||
overlayApp = true,
|
||||
overlayPriority = 1,
|
||||
blendPreference = DisplayBlend.AnyTransparent,
|
||||
};
|
||||
if (!SK.Initialize(settings))
|
||||
Environment.Exit(1);
|
||||
Environment.Exit(1);
|
||||
|
||||
// Input.HandSolid(Handed.Max, false);
|
||||
// Input.HandVisible(Handed.Max, true);
|
||||
|
@ -34,6 +36,7 @@ Renderer.SetFOV(60f);
|
|||
|
||||
Main.Mono mono = Main.Mono.inst;
|
||||
mono.Init();
|
||||
SK.Run(() => {
|
||||
mono.Run();
|
||||
SK.Run(() =>
|
||||
{
|
||||
mono.Run();
|
||||
});
|
||||
|
|
Loading…
Add table
Reference in a new issue