Reach + Stretch + Backhanded
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parent
6378acae90
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1db659b39e
2 changed files with 56 additions and 60 deletions
112
app/Glove.cs
112
app/Glove.cs
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@ -13,98 +13,90 @@ public class Glove {
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this.chirality = chirality;
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}
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public Pose cursor;
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Vec3 cursorDir;
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public Pose virtualGlove;
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Vec3 direction;
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public Pull? pulling = null;
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float stretchDeadzone = 0;
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Vec3 pullPoint;
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// bool rightPlanted = false;
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bool planted = false;
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public void Step() {
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Pose shoulder = mono.Shoulder(chirality);
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Con con = mono.Con(chirality), otherCon = mono.Con(!chirality);
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bool pull = otherCon.gripBtn.frameDown;
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pullPoint = con.pos;
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// cursorDir = (con.pos - pullPoint).Normalized; // WRONG PLACE?
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if (!planted) {
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pullPoint = con.pos;
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} else {
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// reach cursor
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// shoulder stuff
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// pullPoint = (shoulder.orientation * origin) + shoulder.position;
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// shoulder.orientation.Inverse * (con.pose.position - shoulder.position)
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direction = PullRequest.Direction(con.pos, pullPoint);
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}
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switch (pulling) {
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default:
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if (con.device.stick.Magnitude > 0.1f) {
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if (con.device.stick.y < 0f) {
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planted = true;
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}
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} else {
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planted = false;
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}
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if (pull) {
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// need the rotation of the wrist rather than the hand for this to be reliable
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Vec3 localPos = con.ori.Inverse * (otherCon.pos - con.pos);
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if (chirality ? localPos.x < 0 : localPos.x > 0) {
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pulling = Pull.Stretch;
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} else {
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pulling = Pull.Backhanded;
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}
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stretchDeadzone = Vec3.Distance(con.pos, otherCon.pos);
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} else {
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stretchDeadzone = 0;
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}
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virtualGlove.orientation = con.ori;
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break;
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case Pull.Stretch:
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pullPoint = otherCon.pos;
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cursorDir = con.ori * Vec3.Forward;
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direction = con.ori * Vec3.Forward;
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virtualGlove.orientation = otherCon.ori;
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break;
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case Pull.Backhanded:
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break;
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default:
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if (otherCon.gripBtn.frameDown) {
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// comparison evaluation
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pulling = Pull.Stretch;
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stretchDeadzone = Vec3.Distance(con.pos, otherCon.pos);
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}
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pullPoint = otherCon.pos;
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direction = PullRequest.Direction(con.pos, otherCon.pos);
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virtualGlove.orientation = con.ori;
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break;
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}
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if (!otherCon.gripBtn.held) {
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// null
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pulling = null;
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}
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// Vec3 from = (shoulder.orientation * origin) + shoulder.position;
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float stretch = Vec3.Distance(pullPoint, con.pos);
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stretch = Math.Max(stretch - stretchDeadzone, 0);
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virtualGlove.position = con.pos + direction * stretch * 3;
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cursor.position = con.pos + cursorDir * stretch * 3;
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Lines.Add(pullPoint, con.pos, new Color(1, 0, 1), 0.005f);
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Lines.Add(con.pos, cursor.position, new Color(0, 1, 1), 0.005f);
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// if (con.stick.Magnitude > 0.1f) {
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// if (con.stick.y < 0f) {
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// rightPlanted = true;
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// }
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// } else {
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// rightPlanted = false;
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// }
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// if (!rightPlanted) {
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// reachCursor.p0 = con.pose.position;
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// reachCursor.Calibrate();
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// }
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// if (con.grip > 0.5f) {
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// Vec3 toPos = shoulder.orientation.Inverse * (con.pose.position - shoulder.position);
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// if (!rightGripDown) {
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// float deadzone = Vec3.Distance(leftReachCursor.origin, toPos);
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// if (deadzone < 0.1f) {
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// leftReachCursor.deadzone = deadzone;
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// rightGripDown = true;
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// }
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// }
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// if (rightGripDown) {
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// leftReachCursor.origin = toPos;
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// }
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// } else {
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// leftReachCursor.deadzone = 0;
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// rightGripDown = false;
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// }
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Render(con.Pose(), cursor);
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Render(con.Pose(), virtualGlove);
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}
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// decouple the rendering
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// render-relevent DATA that gets streamed over the network
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// the render-relevent DATA that gets streamed over the network
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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 pose, Pose cursor) {
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mesh.Draw(mat, pose.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f)));
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mesh.Draw(mat, cursor.ToMatrix(Vec3.One * 0.035f));
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public void Render(Pose glove, Pose virtualGlove) {
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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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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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}
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@ -474,4 +474,8 @@ public static class PullRequest {
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public static int RandomRange(int min, int max) {
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return r.Next(min, max);
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}
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public static Vec3 Direction(Vec3 to, Vec3 from) {
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return (to - from).Normalized;
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}
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}
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