Reach + Stretch + Backhanded

This commit is contained in:
spatialfree 2022-01-10 09:49:28 -05:00
parent 6378acae90
commit 1db659b39e
2 changed files with 56 additions and 60 deletions

View file

@ -13,98 +13,90 @@ public class Glove {
this.chirality = chirality;
}
public Pose cursor;
Vec3 cursorDir;
public Pose virtualGlove;
Vec3 direction;
public Pull? pulling = null;
float stretchDeadzone = 0;
Vec3 pullPoint;
// bool rightPlanted = false;
bool planted = false;
public void Step() {
Pose shoulder = mono.Shoulder(chirality);
Con con = mono.Con(chirality), otherCon = mono.Con(!chirality);
bool pull = otherCon.gripBtn.frameDown;
pullPoint = con.pos;
// cursorDir = (con.pos - pullPoint).Normalized; // WRONG PLACE?
if (!planted) {
pullPoint = con.pos;
} else {
// reach cursor
// shoulder stuff
// pullPoint = (shoulder.orientation * origin) + shoulder.position;
// shoulder.orientation.Inverse * (con.pose.position - shoulder.position)
direction = PullRequest.Direction(con.pos, pullPoint);
}
switch (pulling) {
default:
if (con.device.stick.Magnitude > 0.1f) {
if (con.device.stick.y < 0f) {
planted = true;
}
} else {
planted = false;
}
if (pull) {
// need the rotation of the wrist rather than the hand for this to be reliable
Vec3 localPos = con.ori.Inverse * (otherCon.pos - con.pos);
if (chirality ? localPos.x < 0 : localPos.x > 0) {
pulling = Pull.Stretch;
} else {
pulling = Pull.Backhanded;
}
stretchDeadzone = Vec3.Distance(con.pos, otherCon.pos);
} else {
stretchDeadzone = 0;
}
virtualGlove.orientation = con.ori;
break;
case Pull.Stretch:
pullPoint = otherCon.pos;
cursorDir = con.ori * Vec3.Forward;
direction = con.ori * Vec3.Forward;
virtualGlove.orientation = otherCon.ori;
break;
case Pull.Backhanded:
break;
default:
if (otherCon.gripBtn.frameDown) {
// comparison evaluation
pulling = Pull.Stretch;
stretchDeadzone = Vec3.Distance(con.pos, otherCon.pos);
}
pullPoint = otherCon.pos;
direction = PullRequest.Direction(con.pos, otherCon.pos);
virtualGlove.orientation = con.ori;
break;
}
if (!otherCon.gripBtn.held) {
// null
pulling = null;
}
// Vec3 from = (shoulder.orientation * origin) + shoulder.position;
float stretch = Vec3.Distance(pullPoint, con.pos);
stretch = Math.Max(stretch - stretchDeadzone, 0);
virtualGlove.position = con.pos + direction * stretch * 3;
cursor.position = con.pos + cursorDir * stretch * 3;
Lines.Add(pullPoint, con.pos, new Color(1, 0, 1), 0.005f);
Lines.Add(con.pos, cursor.position, new Color(0, 1, 1), 0.005f);
// if (con.stick.Magnitude > 0.1f) {
// if (con.stick.y < 0f) {
// rightPlanted = true;
// }
// } else {
// rightPlanted = false;
// }
// if (!rightPlanted) {
// reachCursor.p0 = con.pose.position;
// reachCursor.Calibrate();
// }
// if (con.grip > 0.5f) {
// Vec3 toPos = shoulder.orientation.Inverse * (con.pose.position - shoulder.position);
// if (!rightGripDown) {
// float deadzone = Vec3.Distance(leftReachCursor.origin, toPos);
// if (deadzone < 0.1f) {
// leftReachCursor.deadzone = deadzone;
// rightGripDown = true;
// }
// }
// if (rightGripDown) {
// leftReachCursor.origin = toPos;
// }
// } else {
// leftReachCursor.deadzone = 0;
// rightGripDown = false;
// }
Render(con.Pose(), cursor);
Render(con.Pose(), virtualGlove);
}
// decouple the rendering
// render-relevent DATA that gets streamed over the network
// the render-relevent DATA that gets streamed over the network
// that way we can render the same way for all peers
static Mesh mesh = Default.MeshCube;
static Material mat = Default.Material;
public void Render(Pose pose, Pose cursor) {
mesh.Draw(mat, pose.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f)));
mesh.Draw(mat, cursor.ToMatrix(Vec3.One * 0.035f));
public void Render(Pose glove, Pose virtualGlove) {
Lines.Add(pullPoint, glove.position, new Color(1, 0, 1), 0.005f);
Lines.Add(glove.position, virtualGlove.position, new Color(0, 1, 1), 0.005f);
mesh.Draw(mat, glove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) / 3));
mesh.Draw(mat, virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f)));
}
}

View file

@ -474,4 +474,8 @@ public static class PullRequest {
public static int RandomRange(int min, int max) {
return r.Next(min, max);
}
public static Vec3 Direction(Vec3 to, Vec3 from) {
return (to - from).Normalized;
}
}