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README.md
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README.md
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<img src='zrc/dofdev-logo.png' align="right" width="40%">
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<img src='zrc/dofdev-logo.svg' align="right" width="33.333%">
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<code>
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# oriels
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*a dof driven space*
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<img src='zrc/markberg.png' width="100%">
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<img src='zrc/markberg.png' width="100%">
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<code>
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(*making some little spatial gifs will make this format click!)
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## oriels
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*a °dof driven dev space*
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# pos
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some good code scattered underneath, so now we just need to bring it together through a discrete app layer of sorts that we can render out as oriels and more.
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# dir
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= (dofParadigm - paperParadigm).normalized
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# mas++
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glove visuals
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*pull points
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*mesh
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oriels.dofs == site.dofs
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init(oriel-game)
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# mas--
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migrated from Unity
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shelved crypto centric design
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shifted from making a public product to an inhouse tool
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## p = effort * <a href='https://dofdev.org'>funds</a>
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## vel = p / mas
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## pos += dir * vel * time
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@ -46,6 +46,20 @@ class StretchCursor : dof {
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Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
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Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
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// thumb trackballer
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float d = Vec3.Distance(
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hand.Get(FingerId.Index, JointId.KnuckleMid).position,
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hand.Get(FingerId.Index, JointId.KnuckleMajor).position
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);
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Vec3 anchor = hand.Get(FingerId.Index, JointId.KnuckleMajor).position;
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anchor = anchor + hand.palm.orientation * Vec3.Forward * d;
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Mesh.Cube.Draw(Material.Default, Matrix.TS(anchor, 0.01f));
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if (isTracking) { Demo(); }
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if (isTracking) { Demo(); }
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}
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}
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