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e5c6514b67
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e5c6514b67 | |||
cabd123404 | |||
66e5afdb22 | |||
af27931d6c | |||
d1cb1bd452 | |||
741f2ee713 | |||
041ceea867 | |||
290ada0f0c | |||
1a3a9c2ee5 | |||
a5328c1a6e |
8 changed files with 183 additions and 62 deletions
45
Assets/hand.hlsl
Normal file
45
Assets/hand.hlsl
Normal file
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@ -0,0 +1,45 @@
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#include "stereokit.hlsli"
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//--name = dofdev/hand
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//--color:color = 1, 1, 1, 1
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//--tex_scale = 1
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//--diffuse = white
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float4 color;
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float tex_scale;
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct psIn {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
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o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
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float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.uv = input.uv * tex_scale;
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float3 norm_color = float3(0.5) + (normal * 0.5);
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float3 norm_shade = float3(0.5) + (norm_color * 0.5);
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o.color = float4(norm_shade, 1) * input.col; // input.col * color * sk_inst[id].color;
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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float4 col = diffuse.Sample(diffuse_s, input.uv);
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return input.color * col * float4(1, 1, 1, 0.1333);
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}
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BIN
Assets/meshes/assets.glb
(Stored with Git LFS)
BIN
Assets/meshes/assets.glb
(Stored with Git LFS)
Binary file not shown.
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@ -52,11 +52,11 @@ todo
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featuring:
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[x] stretch_cursor
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[x] color_cube
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[ ] reach_cursor
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[ ] orbital_view // same dis/mount system as snake in a box
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[ ] fullstick
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[ ] twist_cursor
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[ ] reach_cursor
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[ ] cubic_flow
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[ ] fullstick
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[ ] orbital_view // same dis/mount system as snake in a box
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bug(s)
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...
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79
src/Arts.cs
79
src/Arts.cs
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@ -8,6 +8,7 @@ static class Arts
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static Model assets_model = Model.FromFile("meshes/assets.glb", Shader.Unlit);
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static Dictionary<string, Mesh> meshes = new();
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_hand = Default.MaterialHand;
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_both = new Material("unlit.hlsl");
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static Material mat_backface = new Material("backface.hlsl");
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@ -43,13 +44,15 @@ static class Arts
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// draw ontop of everything
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mat_colorcursor.DepthTest = DepthTest.Always;
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mat_hand.Shader = Shader.FromFile("hand.hlsl");
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}
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public static void Frame()
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{
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if (SK.GetStepper<PassthroughFBExt>().Enabled) {
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Input.HandVisible(Handed.Max, false);
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}
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// if (SK.GetStepper<PassthroughFBExt>().Enabled) {
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// Input.HandVisible(Handed.Max, false);
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// }
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// world
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// Matrix m4_dof = Mono.dof_pose.ToMatrix(Mono.dof_scl);
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@ -76,26 +79,45 @@ static class Arts
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// stretch_cursor
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{
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float flip_x = Stretch.to_grab.Held && Stretch.to_grab.held_by.handed == Handed.Left ? -1 : 1;
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meshes["con"].Draw(
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mat_mono,
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Stretch.to_grab.pose.ToMatrix(V.XYZ(flip_x, 1, 1) * 1.5f * U.cm)
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Stretch.to_grab.pose.ToMatrix(1.5f * U.cm)
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);
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flip_x = Stretch.from_grab.Held && Stretch.from_grab.held_by.handed == Handed.Left ? -1 : 1;
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meshes["con"].Draw(
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mat_mono,
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Stretch.from_grab.pose.ToMatrix(V.XYZ(flip_x, 1, 1) * 1.5f * U.cm)
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Stretch.from_grab.pose.ToMatrix(1.5f * U.cm)
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);
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Mesh.Cube.Draw(
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mat_mono,
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Stretch.cursor.ToMatrix(3 * U.cm)
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mat_justcolor,
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Stretch.cursor.ToMatrix(V.XYZ(-1, 1, 1) * 1.2f * U.cm),
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Color.Hex(0x000000FF).ToLinear()
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);
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Mesh.Cube.Draw(
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mat_mono,
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Stretch.cursor.ToMatrix(1 * U.cm)
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);
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// particles
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Particle[] particles = Stretch.particles;
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for (int i = 0; i < particles.Length; i++)
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{
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Particle particle = particles[i];
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Mesh.Sphere.Draw(
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mat_unlit,
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Matrix.TRS(
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particle.pos,
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particle.ori,
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particle.scl
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),
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Color.Hex(0xFFFFFFFF).ToLinear()
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);
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}
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}
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// color_cube
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{
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meshes["color_cube"].Draw(
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meshes[ColorCube.toggle ? "color_cube_toggle" : "color_cube"].Draw(
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mat_colorcube,
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ColorCube.grab.pose.ToMatrix(ColorCube.scl)
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);
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@ -121,6 +143,11 @@ static class Arts
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Hierarchy.Pop();
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}
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// reach_cursor
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{
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}
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// Hierarchy.Pop();
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@ -141,23 +168,23 @@ static class Arts
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// }
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// menu
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Matrix m4_menu = Mono.menu_pose.ToMatrix(Mono.menu_scale);
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Hierarchy.Push(m4_menu);
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// Matrix m4_menu = Mono.menu_pose.ToMatrix(Mono.menu_scale);
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// Hierarchy.Push(m4_menu);
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// score
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char[] score_txt = Mono.score.ToString("000").ToCharArray();
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for (int i = 0; i < score_txt.Length; i++)
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{
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Text.Add(
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score_txt[i].ToString(),
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Matrix.TS(
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V.XYZ(0, 0, 0),
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48
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),
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text_style
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);
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}
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// // score
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// char[] score_txt = Mono.score.ToString("000").ToCharArray();
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// for (int i = 0; i < score_txt.Length; i++)
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// {
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// Text.Add(
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// score_txt[i].ToString(),
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// Matrix.TS(
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// V.XYZ(0, 0, 0),
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// 48
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// ),
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// text_style
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// );
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// }
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Hierarchy.Pop();
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// Hierarchy.Pop();
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}
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}
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20
src/Data.cs
20
src/Data.cs
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@ -13,7 +13,7 @@ public class Grab
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public Pose pose;
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private Vec3 pos_offset;
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private Quat ori_offset;
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public Hand? held_by;
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public Controller? held_by;
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private bool snap_to_hand = false;
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public Grab(float x, float y, float z, bool snap_to_hand = false)
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@ -25,16 +25,16 @@ public class Grab
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this.snap_to_hand = snap_to_hand;
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}
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public bool OnGrab(ref Hand hand, ref Grab grab_ref)
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public bool OnGrab(ref Controller con, ref Grab grab_ref)
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{
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if (!Held) // Allow only one hand at a time to grab
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{
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if (Vec3.Distance(hand.palm.position, pose.position) < 0.1f)
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if (Vec3.Distance(con.pose.position, pose.position) < 0.14f)
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{
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held_by = hand;
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held_by = con;
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grab_ref = this;
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pos_offset = hand.palm.orientation.Inverse * (hand.palm.position - pose.position);
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ori_offset = hand.palm.orientation.Inverse * pose.orientation;
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pos_offset = con.pose.orientation.Inverse * (con.pose.position - pose.position);
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ori_offset = con.pose.orientation.Inverse * pose.orientation;
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return true;
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}
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}
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@ -54,13 +54,13 @@ public class Grab
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{
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if (snap_to_hand)
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{
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pose.orientation = held_by.palm.orientation;
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pose.position = held_by.palm.position;
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pose.orientation = held_by.pose.orientation;
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pose.position = held_by.pose.position;
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}
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else
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{
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pose.orientation = held_by.palm.orientation * ori_offset;
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pose.position = held_by.palm.position - held_by.palm.orientation * pos_offset;
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pose.orientation = held_by.pose.orientation * ori_offset;
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pose.position = held_by.pose.position - held_by.pose.orientation * pos_offset;
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}
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}
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}
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56
src/Dofs.cs
56
src/Dofs.cs
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@ -12,23 +12,66 @@ static class Stretch
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public static float stretch = 0.0f;
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public static Pose cursor;
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// vfx
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public static Particle[] particles = new Particle[64];
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static int index = 0;
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static float trail_dist = 3 * U.cm;
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static Vec3 last_particle_pos = Vec3.Zero;
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public static void Init()
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{
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to_grab = new(-0.3f, 0, 0, true);
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from_grab = new(-0.3f, 0, 0.1f, true);
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to_grab = new(-0.3f, -0.25f, -0.5f, true);
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from_grab = new(-0.3f, -0.25f, -0.4f, true);
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for (int i = 0; i < particles.Length; i++)
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{
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particles[i] = new();
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}
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}
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public static void Frame()
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{
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if (!from_grab.Held && !to_grab.Held)
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{
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from_grab.pose.orientation = Quat.Identity;
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to_grab.pose.orientation = Quat.Identity;
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from_grab.pose.position = to_grab.pose.position - Vec3.Forward * ((15 * U.cm) - (MathF.Sin(Time.Totalf * 3f) * 4 * U.cm));
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}
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Vec3 delta = to_grab.pose.position - from_grab.pose.position;
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stretch = Maths.max(delta.Magnitude - deadzone, 0);
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Vec3 dir = delta.Normalized;
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Vec3 dir = toggle ? delta.Normalized : to_grab.pose.orientation * Vec3.Forward;
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cursor.orientation = from_grab.pose.orientation;
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cursor.position = to_grab.pose.position + dir * stretch * strength;
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if (Vec3.Distance(cursor.position, last_particle_pos) > trail_dist)
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{
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index = (index + 1) % particles.Length;
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Particle particle = particles[index];
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particle.pos = last_particle_pos + Vec3.Direction(cursor.position, last_particle_pos) * trail_dist;
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// particle.vel = Quat.FromAngles(Random.Shared.NextSingle() * 360, 0, 0) * Quat.FromAngles(0, Random.Shared.NextSingle() * 360, 0) * Vec3.Forward * 6.0f;
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particle.ori = Quat.Identity;
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particle.scl = 3 * U.mm;
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last_particle_pos = particle.pos;
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}
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for (int i = 0; i < particles.Length; i++)
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{
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Particle particle = particles[i];
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if (particle.vel.MagnitudeSq > float.Epsilon)
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{
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// particle.pos += particle.vel * Time.Stepf;
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// particle.vel *= 1 - (3 * Time.Stepf);
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}
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particle.scl *= 1.0f - (3 * Time.Stepf);
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}
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}
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// design
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static float deadzone = 0.1f;
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public static bool toggle = true;
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static float deadzone = 0.06f;
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static float strength = 3;
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}
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@ -43,7 +86,7 @@ static class ColorCube
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public static void Init()
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{
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grab = new(0, 0, 0);
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grab = new(0, -0.25f, -0.5f);
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}
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public static void Frame()
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@ -75,5 +118,8 @@ static class ColorCube
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return x / 12.92f;
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}
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// design
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public static bool toggle = true;
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}
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|
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13
src/Mono.cs
13
src/Mono.cs
|
@ -39,6 +39,8 @@ static class Mono
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ColorCube.Init();
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}
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public static Pose windowPoseButton = new Pose(0, -0.4f, -0.4f, Quat.FromAngles(45, 180, 0));
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public static void Frame()
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{
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if (Rig.btn_back.delta == +1)
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|
@ -58,6 +60,13 @@ static class Mono
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}
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}
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UI.WindowBegin("test toggles", ref windowPoseButton);
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if (UI.Button(ColorCube.toggle ? "color frame" : "color face"))
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ColorCube.toggle = !ColorCube.toggle;
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if (UI.Button(Stretch.toggle ? "con dir" : "stretch dir"))
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Stretch.toggle = !Stretch.toggle;
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UI.WindowEnd();
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// flatscreen dev controls
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if (Device.Name == "Simulator")
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{
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|
@ -111,7 +120,7 @@ static class Mono
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{
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if (Rig.btn_l_grip.delta == +1)
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{
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grab.OnGrab(ref Rig.l_hnd, ref Rig.l_held);
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grab.OnGrab(ref Rig.l_con, ref Rig.l_held);
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}
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}
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}
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|
@ -132,7 +141,7 @@ static class Mono
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{
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if (Rig.btn_r_grip.delta == +1)
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{
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grab.OnGrab(ref Rig.r_hnd, ref Rig.r_held);
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grab.OnGrab(ref Rig.r_con, ref Rig.r_held);
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}
|
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}
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}
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|
|
22
src/Rig.cs
22
src/Rig.cs
|
@ -6,8 +6,8 @@ static class Rig
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{
|
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public static Pose head = Pose.Identity;
|
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|
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public static Hand l_hnd;
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public static Hand r_hnd;
|
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public static Hand l_hnd, r_hnd;
|
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public static Controller l_con, r_con;
|
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|
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public static DeltaBool btn_select = new(false);
|
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public static DeltaBool btn_l_grip = new(false);
|
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|
@ -17,8 +17,6 @@ static class Rig
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public static Grab? l_held = null;
|
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public static Grab? r_held = null;
|
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|
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public static Pose l_hld, l_aim, r_hld, r_aim;
|
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|
||||
public static Vec3 fullstick = Vec3.Up;
|
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public static Pose r_con_stick = Pose.Identity;
|
||||
|
||||
|
@ -26,7 +24,8 @@ static class Rig
|
|||
|
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public static void Init()
|
||||
{
|
||||
|
||||
l_con = new();
|
||||
r_con = new();
|
||||
}
|
||||
|
||||
public static void Frame()
|
||||
|
@ -62,21 +61,16 @@ static class Rig
|
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// [!] hand input simulates controller...
|
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|
||||
l_hnd = Input.Hand(Handed.Left);
|
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Controller l_con = Input.Controller(Handed.Left);
|
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// l_hld = l_con.pose;
|
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l_hld = l_hnd.palm;
|
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// l_aim = l_con.aim;
|
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l_con = Input.Controller(Handed.Left);
|
||||
|
||||
r_hnd = Input.Hand(Handed.Right);
|
||||
Controller r_con = Input.Controller(Handed.Right);
|
||||
// r_hld = r_con.pose;
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r_hld = r_hnd.palm;
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// r_aim = r_con.aim;
|
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|
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r_con = Input.Controller(Handed.Right);
|
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|
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btn_l_grip.Step(l_con.grip > 0.5f || l_hnd.IsGripped);
|
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btn_r_grip.Step(r_con.grip > 0.5f || r_hnd.IsGripped);
|
||||
|
||||
// double grip?
|
||||
|
||||
btn_select.Step(r_con.x1.IsActive() || r_con.trigger > 0.5f);
|
||||
btn_back.Step(r_con.x2.IsActive());
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue