keyboard keys for testing and more?
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33cfcd5c91
commit
841cd6e2e6
1 changed files with 40 additions and 13 deletions
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@ -19,15 +19,6 @@ public class Mono {
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Model model_room = Model.FromFile("room.glb");
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Model model_room = Model.FromFile("room.glb");
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Mesh mesh_room = Mesh.Quad;
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Mesh mesh_room = Mesh.Quad;
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public class Character {
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public string character;
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public int[] dots;
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public Character(string character, int[] dots) {
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this.character = character;
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this.dots = dots;
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}
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}
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// key:(char) value:(int[] dots)
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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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Dictionary<char, int[]> char_cell = new Dictionary<char, int[]> {
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{ ' ', new int[] {
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{ ' ', new int[] {
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@ -247,10 +238,13 @@ public class Mono {
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// // Log.Info("thumb is out");
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// // Log.Info("thumb is out");
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// xi = 0;
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// xi = 0;
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// }
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// }
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if (Input.Key(Key.Down).IsJustActive()) {
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for (int i = 0; i < keb_keys.Length-1; i++) {
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monoNet.value = ' ';
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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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monoNet.send = true;
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}
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}
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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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Vec3 index_tip = keyboard_m4.Inverse * rig.hand_1.Get(FingerId.Index, JointId.Tip).position;
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// press
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// press
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@ -294,7 +288,6 @@ public class Mono {
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);
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);
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int index = y * 10 + x;
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int index = y * 10 + x;
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// string text = characters[index].character;
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char keychar = KeyToChar(index);
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char keychar = KeyToChar(index);
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Text.Add(
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Text.Add(
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@ -374,4 +367,38 @@ public class Mono {
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mat.Run();
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mat.Run();
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}
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}
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KebKey[] keb_keys = new KebKey[] {
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new() { key = Key.Space, char_ = ' ' },
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new() { key = Key.A, char_ = 'a' },
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new() { key = Key.B, char_ = 'b' },
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new() { key = Key.C, char_ = 'c' },
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new() { key = Key.D, char_ = 'd' },
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new() { key = Key.E, char_ = 'e' },
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new() { key = Key.F, char_ = 'f' },
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new() { key = Key.G, char_ = 'g' },
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new() { key = Key.H, char_ = 'h' },
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new() { key = Key.I, char_ = 'i' },
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new() { key = Key.J, char_ = 'j' },
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new() { key = Key.K, char_ = 'k' },
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new() { key = Key.L, char_ = 'l' },
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new() { key = Key.M, char_ = 'm' },
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new() { key = Key.N, char_ = 'n' },
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new() { key = Key.O, char_ = 'o' },
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new() { key = Key.P, char_ = 'p' },
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new() { key = Key.Q, char_ = 'q' },
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new() { key = Key.R, char_ = 'r' },
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new() { key = Key.S, char_ = 's' },
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new() { key = Key.T, char_ = 't' },
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new() { key = Key.U, char_ = 'u' },
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new() { key = Key.V, char_ = 'v' },
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new() { key = Key.W, char_ = 'w' },
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new() { key = Key.X, char_ = 'x' },
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new() { key = Key.Y, char_ = 'y' },
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new() { key = Key.Z, char_ = 'z' },
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};
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public struct KebKey {
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public Key key;
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public char char_;
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}
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}
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}
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