no lift, new twist
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3 changed files with 49 additions and 5 deletions
10
README.md
10
README.md
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@ -47,6 +47,16 @@ exec(vlai)
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# bookmark(next page)
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lift for all
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glove visuals
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*pull points
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*mesh
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# m--
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unity
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40
app/Glove.cs
40
app/Glove.cs
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@ -20,14 +20,20 @@ public class Glove {
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float stretch;
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float stretchDeadzone = 0;
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Vec3 pullPoint;
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Vec3 twistPoint;
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bool twistOut;
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public void Step() {
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Pose shoulder = mono.Shoulder(chirality);
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Pose wrist = mono.Wrist(chirality);
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Con con = mono.Con(chirality), otherCon = mono.Con(!chirality);
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bool reach = con.device.IsX2Pressed;
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bool pull = otherCon.gripBtn.frameDown;
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bool lift = con.device.IsX1Pressed;
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lift = false;
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bool twist = con.device.IsX1Pressed;
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// exclusive states?
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if (reach) {
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// shoulder stuff
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@ -71,9 +77,20 @@ public class Glove {
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}
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stretch = Math.Max(Vec3.Distance(pullPoint, con.pos) - stretchDeadzone, 0);
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if (!twist) { twistPoint = con.ori * Vec3.Up; }
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Quat twistFrom = Quat.LookAt(Vec3.Zero, con.ori * Vec3.Forward, twistPoint);
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if (twist) {
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stretch = (float)(Math.Acos(Vec3.Dot(twistFrom * Vec3.Up, con.ori * Vec3.Up)) / Math.PI);
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twistOut = Vec3.Dot(twistFrom * Vec3.Up, con.ori * Vec3.Right * (chirality ? 1 : -1)) > 0;
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direction = con.ori * Vec3.Forward;
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virtualGlove.orientation = twistFrom;
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}
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virtualGlove.position = con.pos + direction * stretch * 3;
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Render(con.Pose(), virtualGlove);
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Render(con.Pose(), virtualGlove, wrist, twist, stretch, twistOut, twistFrom);
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}
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// decouple the rendering
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@ -81,10 +98,27 @@ public class Glove {
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// that way we can render the same way for all peers
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static Mesh mesh = Default.MeshCube;
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static Material mat = Default.Material;
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public void Render(Pose glove, Pose virtualGlove) {
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public void Render(Pose glove, Pose virtualGlove, Pose wrist, bool twist, float stretch, bool twistOut, Quat twistFrom) {
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Lines.Add(pullPoint, glove.position, new Color(1, 0, 1), 0.005f);
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Lines.Add(glove.position, virtualGlove.position, new Color(0, 1, 1), 0.005f);
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// Twist
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float twistValue = twist ? stretch : 0;
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Lines.Add(
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wrist.position + glove.orientation * Vec3.Up * 0.04f,
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wrist.position + glove.orientation * Vec3.Up * 0.05f,
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new Color(1, 1, 0), 0.005f
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);
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Vec3 lastPos = wrist.position;
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for (int i = 0; i < 32; i++) {
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float tw = twistValue * (i / 31f);
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tw *= twistOut ? -1 : 1;
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Vec3 nextPos = wrist.position + twistFrom * new Vec3(SKMath.Sin(tw * SKMath.Pi), SKMath.Cos(tw * SKMath.Pi), 0) * 0.05f;
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Lines.Add(lastPos, nextPos, new Color(1, 1, 0), 0.005f); // convert to LinePoints ?
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lastPos = nextPos;
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}
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mesh.Draw(mat, glove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) / 3));
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mesh.Draw(mat, virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f)));
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}
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@ -87,9 +87,9 @@ public class TwistCursor : SpatialCursor {
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outty = Vec3.Dot(from * Vec3.Up, quat * Vec3.Right * (chirality ? 1 : -1)) > 0;
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p0 = pos + quat * Vec3.Forward * twist * str;
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// model.Draw(Matrix.TS(p0, 0.02f));
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// Lines.Add(pos, pos + from * Vec3.Up * 0.1f, new Color(1, 0, 1), 0.005f);
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// Render
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// model.Draw(Matrix.TS(p0, 0.02f));
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Lines.Add(pos, pos + quat * Vec3.Up * 0.1f, new Color(1, 0, 1), 0.005f);
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Lines.Add(pos, p0, new Color(0, 1, 1), 0.005f);
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// draw the twist (angle)
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