readme revision

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spatialfree 2022-10-01 15:35:33 -04:00
parent fbd7ce3a4a
commit 06a983b96a
4 changed files with 1276 additions and 39 deletions

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@ -1,47 +1,12 @@
<img src='zrc/dofdev-logo.png' align="right" width="40%">
<code>
# oriels
*a dof driven space*
<img src='zrc/dofdev-logo.svg' align="right" width="33.333%">
<img src='zrc/markberg.png' width="100%">
<code>
(*making some little spatial gifs will make this format click!)
## oriels
*a &deg;dof driven dev space*
# pos
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.
&nbsp;
# dir
= (dofParadigm - paperParadigm).normalized
&nbsp;
# mas++
glove visuals
*pull points
*mesh
oriels.dofs == site.dofs
init(oriel-game)
&nbsp;
# mas--
migrated from Unity
shelved crypto centric design
shifted from making a public product to an inhouse tool
&nbsp;
## p = effort * <a href='https://dofdev.org'>funds</a>
## vel = p / mas
## pos += dir * vel * time
&nbsp;

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@ -46,6 +46,20 @@ class StretchCursor : dof {
Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
// thumb trackballer
float d = Vec3.Distance(
hand.Get(FingerId.Index, JointId.KnuckleMid).position,
hand.Get(FingerId.Index, JointId.KnuckleMajor).position
);
Vec3 anchor = hand.Get(FingerId.Index, JointId.KnuckleMajor).position;
anchor = anchor + hand.palm.orientation * Vec3.Forward * d;
Mesh.Cube.Draw(Material.Default, Matrix.TS(anchor, 0.01f));
if (isTracking) { Demo(); }
}

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