backrooms, oriel refactor, bad scaling
This commit is contained in:
parent
d69e6fc55d
commit
39a587a3c1
15 changed files with 424 additions and 136 deletions
BIN
add/backrooms/Carpet.png
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add/backrooms/Carpet.png
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add/backrooms/Ceiling.png
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add/backrooms/Ceiling.png
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add/backrooms/Lights.png
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add/backrooms/Lights.png
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add/backrooms/Vents.png
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add/backrooms/Vents.png
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After Width: | Height: | Size: 180 KiB |
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add/backrooms/Walls.png
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add/backrooms/Walls.png
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add/backrooms/backrooms.blend
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add/backrooms/backrooms.blend
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add/backrooms/backrooms.glb
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add/backrooms/backrooms.glb
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@ -83,6 +83,7 @@ float4 ps(psIn input) : SV_TARGET {
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float3 ro = input.campos;
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float3 rd = normalize(input.world - ro);
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float ol = raymarch(ro, rd);
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clip(-(100 - (ol + 1)));
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// if ((100 - (ol + 1)) > 0) {
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// col *= 0.1;
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@ -2,50 +2,118 @@ using Oriels;
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namespace Greenyard;
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public class Mono {
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Model greenyardModel = Model.FromFile("greenyard.glb");
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Mesh[] greenyard;
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Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl"));
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// Model greenyardModel = Model.FromFile("greenyard.glb");
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// Mesh[] greenyard;
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// Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl"));
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Vec3 offset = new Vec3(0, 0, 0);
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Vec3 offset = new Vec3(2, 0, -2);
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Thing[] thing;
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Model model = Model.FromFile("/backrooms/backrooms.glb");
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public Mono() {
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}
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public void Init() {
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greenyard = new Mesh[12];
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for (int i = 0; i < greenyard.Length; i++) {
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greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2));
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}
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greenyardMat.SetMat(101, Cull.None, true);
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greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg"));
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// greenyard = new Mesh[12];
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// for (int i = 0; i < greenyard.Length; i++) {
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// greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2));
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// }
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// greenyardMat.SetMat(101, Cull.None, true);
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// greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg"));
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thing = new Thing[] {
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new Thing(
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model.GetMesh("Carpet"),
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new Material(Shader.FromFile("/shaders/oriel.hlsl")),
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"backrooms/Carpet.png"
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),
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new Thing(
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model.GetMesh("Walls"),
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new Material(Shader.FromFile("/shaders/oriel.hlsl")),
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"backrooms/Walls.png"
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),
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new Thing(
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model.GetMesh("Ceiling"),
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new Material(Shader.FromFile("/shaders/oriel.hlsl")),
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"backrooms/Ceiling.png"
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),
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new Thing(
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model.GetMesh("Vents"),
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new Material(Shader.FromFile("/shaders/oriel.hlsl")),
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"backrooms/Vents.png"
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),
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new Thing(
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model.GetMesh("Lights"),
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new Material(Shader.FromFile("/shaders/oriel.hlsl")),
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"backrooms/Lights.png"
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),
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};
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}
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public void Frame() {
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Oriels.Rig rig = Oriels.Mono.inst.rig;
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Oriels.Oriel oriel = Oriels.Mono.inst.oriel;
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// Oriel
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float scale = oriel.scale * oriel.multiplier;
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if (oriel.scaleHeight) {
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scale *= oriel.bounds.dimensions.y;
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}
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Matrix simMatrix = Matrix.TRS(
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new Vec3(0, -oriel.bounds.dimensions.y / 2.01f, 0),
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Quat.Identity,
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Vec3.One * 0.1f * oriel.bounds.dimensions.y
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Vec3.One * scale
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);
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// Render
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greenyardMat.SetVector("_center", oriel.bounds.center);
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greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions);
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greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
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greenyardMat.SetFloat("_lit", 0);
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greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix);
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for (int i = 0; i < greenyard.Length; i++) {
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greenyard[i].Draw(greenyardMat,
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// greenyardMat.SetVector("_center", oriel.bounds.center);
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// greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions);
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// greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
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// greenyardMat.SetFloat("_lit", 0);
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// greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
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// for (int i = 0; i < greenyard.Length; i++) {
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// greenyard[i].Draw(greenyardMat,
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// Matrix.TRS(
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// offset,
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// Quat.Identity,
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// new Vec3(1f, 1f, 1f)
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// ) * simMatrix * oriel.matrix,
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// Color.White
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// );
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// }
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for (int i = 0; i < thing.Length; i++) {
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Thing t = thing[i];
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t.mat.SetVector("_center", oriel.bounds.center);
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t.mat.SetVector("_dimensions", oriel.bounds.dimensions);
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t.mat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
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t.mat.SetFloat("_lit", 0);
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t.mat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
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t.mesh.Draw(t.mat,
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Matrix.TRS(
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offset,
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Quat.Identity,
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new Vec3(1f, 1f, 1f)
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) * simMatrix * oriel.matrix.Inverse,
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) * simMatrix * oriel.matrix,
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Color.White
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);
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}
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}
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}
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[Serializable]
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public class Thing {
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public Mesh mesh;
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public Material mat;
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public Thing(Mesh mesh, Material mat, string tex) {
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this.mesh = mesh;
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this.mat = mat;
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mat.SetMat(101, Cull.None, true);
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mat.SetTexture("diffuse", Tex.FromFile(tex));
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}
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}
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132
app/Mono.cs
132
app/Mono.cs
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@ -46,6 +46,7 @@ public class Mono {
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// Space.Mono spaceMono = new Space.Mono();
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Greenyard.Mono greenyard = new Greenyard.Mono();
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Board board = new Board();
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PullRequest.PID pid = new PullRequest.PID(8, 0.8f);
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@ -55,7 +56,6 @@ public class Mono {
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public void Step() {
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rig.Step();
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scene.Step();
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// -------------------------------------------------
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@ -67,28 +67,154 @@ public class Mono {
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// colorCube.Palm(lCon.device);
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oriel.Step();
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oriel.Frame();
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scene.Step(); // after! (render scene after oriel)
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// -------------------------------------------------
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// spaceMono.Frame();
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greenyard.Frame();
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// board.Frame();
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// -------------------------------------------------
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oriel.Render();
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net.me.Step();
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net.send = true;
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ShowWindowButton();
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}
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Pose windowPoseButton = new Pose(0, 0, -1, Quat.Identity);
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Pose windowPoseButton = new Pose(0, 0, -0.5f, Quat.Identity);
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void ShowWindowButton() {
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UI.WindowBegin("Window Button", ref windowPoseButton);
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if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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if (UI.Button("Scale w/Height")) { oriel.scaleHeight = !oriel.scaleHeight; }
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UI.HSlider("Scale", ref oriel.scale, 0.1f, 1f, 0.1f);
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UI.HSlider("Multiplier", ref oriel.multiplier, 0.1f, 1f, 0.1f);
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UI.WindowEnd();
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}
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}
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[Serializable]
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public class Board {
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// velocity button controls
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// "center off mass" thrust vector steering
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Mesh meshCube = Mesh.Cube;
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public bool goofy = false;
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public Vec3 front, back, pos, dir, vector;
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public float vel;
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float length = 1.5f;
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public Board() {
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front = new Vec3(0, 0, -1) * length / 2;
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back = new Vec3(0, 0, 1) * length / 2;
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dir = new Vec3(0, 0, -1);
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vel = 0;
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}
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public void Frame() {
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// tilt steer ("back wheel" turns *rudder)
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// button velocity controls
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Con con = goofy ? Mono.inst.rig.rCon : Mono.inst.rig.lCon;
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float accel = con.device.trigger;
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float deccel = con.device.grip;
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float lean = Mono.inst.rig.LocalPos(Mono.inst.rig.Head.position).x;
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// float length = 1.5f;
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float drag = 0.1f;
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float speed = 4f;
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float brake = 12f;
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float tight = 60f;
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// velocity
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vel *= 1f - (drag * Time.Elapsedf);
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vel += accel * speed * Time.Elapsedf;
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vel = MathF.Max(vel - deccel * brake * Time.Elapsedf, 0);
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// steering
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vector = Quat.LookDir(dir) * Quat.FromAngles(0, lean * tight, 0) * Vec3.Forward;
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back += vector * vel * Time.Elapsedf;
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dir = (front - back).Normalized;
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front = back + dir * length;
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pos = Vec3.Lerp(front, back, 0.5f);
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Mono.inst.rig.pos = pos;
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Mono.inst.rig.ori = Quat.LookDir(dir);
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// hover
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// if (rig.lCon.gripBtn.held) {
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// rig.pos.y = pid.Update(rig.LocalPos(rig.Head.position).y);
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// }
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meshCube.Draw(Material.Default,
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Matrix.TRS(
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Mono.inst.rig.FloorCenter,
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Quat.LookDir(dir),
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new Vec3(0.05f, 0.2f, 0.2f)
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)
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);
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// mini board in hand for debugging
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// meshCube.Draw(Material.Default,
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// Matrix.TRS(
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// rig.rCon.pos,
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// board.ori,
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// new Vec3(0.4f, 0.1f, reach * 2) * 0.1f
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// )
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// );
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// // front wheel
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// meshCube.Draw(Material.Default,
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// Matrix.TRS(
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// rig.rCon.pos + board.dir * reach * 0.1f,
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// Quat.LookDir(frontDir),
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// new Vec3(0.05f, 0.2f, 0.2f) * 0.1f
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// )
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// );
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// pillars to hover through
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// spawn in front every 1m away from last
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if (Vec3.Distance(pos, lastSpawnPos) > 1f) {
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// odd or even
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float chirality = pillarIndex % 2 == 0 ? 1f : -1f;
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pillars[pillarIndex] = pos + Quat.LookDir(dir) * new Vec3(chirality * 8 * Mono.inst.noise.uvalue, 0, -24);
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lastSpawnPos = pos;
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pillarIndex++;
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if (pillarIndex >= pillars.Length) { pillarIndex = 0; }
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}
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for (int i = 0; i < pillars.Length; i++) {
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meshCube.Draw(Material.Default,
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Matrix.TRS(
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pillars[i],
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Quat.Identity,
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new Vec3(0.1f, 20f, 0.1f)
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)
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);
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}
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}
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Vec3[] pillars = new Vec3[64];
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int pillarIndex = 0;
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Vec3 lastSpawnPos = Vec3.Zero;
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}
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295
app/Oriel.cs
295
app/Oriel.cs
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@ -1,32 +1,29 @@
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namespace Oriels;
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public class Oriel {
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Model model = Model.FromFile("oriel.glb");
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Mesh meshCube, meshSphere;
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Material matClear = new Material(Shader.Default);
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public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl"));
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Material matFrame = new Material(Shader.FromFile("shaders/frame.hlsl"));
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Material matPanes = new Material(Shader.FromFile("shaders/panes.hlsl"));
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public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl"));
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Model model = Model.FromFile("oriel.glb");
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Mesh meshCube;
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public Matrix matrix, matrixInv;
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public Bounds bounds;
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public Quat ori;
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public Matrix matrix;
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public float crown = 0.0666f;
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public Quat ori = Quat.Identity;
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bool adjusting = false;
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Quat qOffset = Quat.Identity;
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Vec3 vOffset = Vec3.Zero;
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Vec3 lOffset = Vec3.Zero;
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Vec3 anchor = Vec3.Zero;
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Matrix mOffset = Matrix.Identity;
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// inner matrix
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public bool scaleHeight = true;
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public float scale = 0.1f;
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public float multiplier = 1f;
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public Oriel() {
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bounds = new Bounds(
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new Vec3(-1.0f, -0.5f, 0.0f),
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new Vec3(0.8f, 0.5f, 0.5f)
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);
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ori = Quat.Identity;
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matrix = Matrix.TR(bounds.center, ori).Inverse;
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// meshCube = model.GetMesh("oriel");
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meshCube = Mesh.Cube;
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meshSphere = Mesh.Sphere;
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matClear.Transparency = Transparency.Add;
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matFrame.SetMat(102, Cull.Back, true);
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matFrame.Transparency = Transparency.Blend;
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@ -34,128 +31,214 @@ public class Oriel {
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matPanes.SetMat(100, Cull.Front, false);
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matOriel.SetMat(101, Cull.None, true);
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meshCube = Mesh.Cube;
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// meshCube = model.GetMesh("oriel");
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bounds = new Bounds(
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new Vec3(-1.0f, -0.5f, 0.5f),
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new Vec3(0.8f, 0.5f, 0.5f)
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);
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matrix = Matrix.TR(bounds.center, ori);
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matrixInv = matrix.Inverse;
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cursor = bounds.center;
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cornerRadius = cursorRadius / 2;
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}
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public Vec3 cursor = Vec3.Zero;
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public float cursorRadius = 0.1f;
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public float cornerRadius;
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Vec3 detect = Vec3.Zero;
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int detectCount = 0;
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public void Step() {
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matrix = Matrix.TR(bounds.center, ori).Inverse;
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public Vec3 LocalAnchor { get { return detect * bounds.dimensions / 2; } }
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public Vec3 Anchor { get { return matrix.Transform(LocalAnchor); } }
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Quat qOffset = Quat.Identity;
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Vec3 vOffset = Vec3.Zero;
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Vec3 lOffset = Vec3.Zero;
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Matrix mOffset = Matrix.Identity;
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public void Frame() {
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// input
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Rig rig = Mono.inst.rig;
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Glove rGlove = Mono.inst.rGlove;
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Vec3 rGlovePos = rGlove.virtualGlove.position;
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// cursor = rGlove.virtualGlove.position;
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Quat rGloveRot = rGlove.virtualGlove.orientation;
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// Vec3 lGlovePos = rig.lGlove.virtualGlove.position;
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bool grab = !Input.Key(Key.Space).IsActive(); // !rig.rCon.triggerBtn.held
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// face detection = (1 axis)
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// edge detection = (2 axis)
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// corner detection = (3 axis)
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// Pose pose = new Pose();
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Vec3 localPos = ori.Inverse * (rGlovePos - bounds.center);
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if (!rig.rCon.triggerBtn.held) {
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float margin = PullRequest.Lerp(0.03f, 0.5f, bounds.dimensions.y / 2);
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Vec3 newDetect = Vec3.Zero;
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if ((bounds.dimensions.x / 2) - MathF.Abs(localPos.x) < 0) newDetect.x = 1 * MathF.Sign(localPos.x);
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if ((bounds.dimensions.y / 2) - MathF.Abs(localPos.y) < 0) newDetect.y = 1 * MathF.Sign(localPos.y);
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if ((bounds.dimensions.z / 2) - MathF.Abs(localPos.z) < 0) newDetect.z = 1 * MathF.Sign(localPos.z);
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if (newDetect.x != detect.x || newDetect.y != detect.y || newDetect.z != detect.z) {
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detect = newDetect;
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detectCount = (int)(MathF.Abs(detect.x) + MathF.Abs(detect.y) + MathF.Abs(detect.z));
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// Console.WriteLine(detectCount + ": " + detect);
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}
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Vec3 dim = new Vec3(
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bounds.dimensions.x + 0.1f,
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bounds.dimensions.y + 0.1f,
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bounds.dimensions.z + 0.1f
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if (!Input.Key(Key.Shift).IsActive()) {
|
||||
Vec3 input = new Vec3(
|
||||
(Input.Key(Key.S).IsActive() ? 1 : 0) - (Input.Key(Key.A).IsActive() ? 1 : 0),
|
||||
(Input.Key(Key.F).IsActive() ? 1 : 0) - (Input.Key(Key.Q).IsActive() ? 1 : 0),
|
||||
(Input.Key(Key.R).IsActive() ? 1 : 0) - (Input.Key(Key.W).IsActive() ? 1 : 0)
|
||||
);
|
||||
Bounds arounds = new Bounds(Vec3.Zero, dim);
|
||||
if (!arounds.Contains(localPos) || bounds.Contains(bounds.center + localPos)) {
|
||||
detect = Vec3.Zero;
|
||||
detectCount = 0;
|
||||
if (input.Length > 0) {
|
||||
cursor += input.Normalized * Time.Elapsedf * 0.4f;
|
||||
}
|
||||
}
|
||||
|
||||
Vec3 localCursor = matrixInv.Transform(cursor);
|
||||
|
||||
// ori = Quat.FromAngles(0, MathF.Sin(Time.Totalf) * 90f, 0);
|
||||
|
||||
|
||||
if (grab) {
|
||||
// generate all the potential anchors
|
||||
// pick the closest one
|
||||
Vec3 v = Vec3.Zero;
|
||||
float minDist = float.MaxValue;
|
||||
for (int i = 0; i < anchors.Length; i++) {
|
||||
Vec3 a = matrix.Transform(anchors[i] * bounds.dimensions / 2);
|
||||
float dist = (a - cursor).Length;
|
||||
if (dist < minDist) {
|
||||
minDist = dist;
|
||||
v = anchors[i];
|
||||
}
|
||||
}
|
||||
|
||||
vOffset = rGlovePos - bounds.center;
|
||||
detect = v; // rename this
|
||||
detectCount = (int)(MathF.Abs(v.x) + MathF.Abs(v.y) + MathF.Abs(v.z));
|
||||
|
||||
vOffset = cursor - bounds.center;
|
||||
lOffset = ori.Inverse * vOffset;
|
||||
qOffset = (ori.Inverse * rGloveRot).Normalized;
|
||||
mOffset = matrix;
|
||||
anchor = bounds.center + ori * -(detect * bounds.dimensions / 2);
|
||||
|
||||
adjusting = false;
|
||||
} else {
|
||||
if (detectCount == 1) { // Move
|
||||
}
|
||||
else {
|
||||
if (detectCount == 1) { // Move (face -> crown *face)
|
||||
ori = (rGloveRot * qOffset.Inverse).Normalized;
|
||||
bounds.center = rGlovePos - ori * lOffset;
|
||||
} else if (detectCount == 2) { // Rotate
|
||||
localPos = mOffset.Transform(rGlovePos);
|
||||
Vec3 dir = new Vec3(
|
||||
detect.x == 0 ? 0 : localPos.x,
|
||||
detect.y == 0 ? 0 : localPos.y,
|
||||
detect.z == 0 ? 0 : localPos.z
|
||||
);
|
||||
bounds.center = cursor - ori * lOffset;
|
||||
}
|
||||
else if (detectCount == 2) { // Rotate (edge -> edge)
|
||||
// localPos = mOffset.Inverse.Transform(cursor);
|
||||
// Vec3 dir = new Vec3(
|
||||
// detect.x == 0 ? 0 : localPos.x,
|
||||
// detect.y == 0 ? 0 : localPos.y,
|
||||
// detect.z == 0 ? 0 : localPos.z
|
||||
// );
|
||||
// Vec3 up = new Vec3(
|
||||
// detect.x == 0 ? 1 : 0,
|
||||
// detect.y == 0 ? 1 : 0,
|
||||
// detect.z == 0 ? 1 : 0
|
||||
// );
|
||||
|
||||
Vec3 up = new Vec3(
|
||||
detect.x == 0 ? 1 : 0,
|
||||
detect.y == 0 ? 1 : 0,
|
||||
detect.z == 0 ? 1 : 0
|
||||
);
|
||||
// Quat q = Quat.LookAt(Vec3.Zero, dir, up);
|
||||
|
||||
Quat q = Quat.LookAt(Vec3.Zero, dir, up);
|
||||
// if (!adjusting) {
|
||||
// qOffset = (q.Inverse * ori).Normalized;
|
||||
// adjusting = true;
|
||||
// } else {
|
||||
// ori = (q * qOffset).Normalized;
|
||||
// }
|
||||
}
|
||||
else if (detectCount == 3) { // Scale (corner -> corner)
|
||||
Vec3 zAnchor = Anchor - ori * detect.JustZ() * cornerRadius;
|
||||
float stab = MathF.Max(cursorRadius - Vec3.Distance(zAnchor, cursor), 0);
|
||||
|
||||
if (!adjusting) {
|
||||
qOffset = (q.Inverse * ori).Normalized;
|
||||
adjusting = true;
|
||||
} else {
|
||||
ori = (q * qOffset).Normalized;
|
||||
if (stab > 0) {
|
||||
float distZ = Math.Abs(-LocalAnchor.z - localCursor.z);
|
||||
bounds.center.z = PullRequest.Lerp(matrix.Transform(-LocalAnchor).z, cursor.z, 0.5f);
|
||||
bounds.dimensions.z = distZ;
|
||||
}
|
||||
} else if (detectCount == 3) { // Scale
|
||||
Vec3 localAnchor = matrix.Transform(anchor);
|
||||
float distX = Math.Abs(localAnchor.x - localPos.x);
|
||||
float distY = Math.Abs(localAnchor.y - localPos.y);
|
||||
float distZ = Math.Abs(localAnchor.z - localPos.z);
|
||||
bounds.dimensions = new Vec3(distX, distY, distZ);
|
||||
bounds.center = Vec3.Lerp(anchor, rGlovePos, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
matrix = Matrix.TR(bounds.center, ori);
|
||||
matrixInv = matrix.Inverse;
|
||||
}
|
||||
|
||||
matrix = Matrix.TR(bounds.center, ori).Inverse;
|
||||
// design vars
|
||||
public float crown = 0.16f;
|
||||
|
||||
|
||||
// matFrame.Wireframe = true;
|
||||
matFrame.DepthTest = DepthTest.Always;
|
||||
matFrame.SetVector("_rGlovePos", rGlovePos);
|
||||
matFrame.SetFloat("_time", Time.Totalf);
|
||||
meshCube.Draw(matFrame,
|
||||
Matrix.TRS(bounds.center, ori, bounds.dimensions),
|
||||
new Color(0.1f, 0.1f, 0.1f)
|
||||
);
|
||||
if (detectCount > 0) {
|
||||
meshCube.Draw(Material.Default,
|
||||
Matrix.TS(detect * (bounds.dimensions / 2), Vec3.One * 0.01f) * matrix.Inverse
|
||||
);
|
||||
}
|
||||
public void Render() {
|
||||
// // matFrame.Wireframe = true;
|
||||
// matFrame.DepthTest = DepthTest.Always;
|
||||
// matFrame.SetVector("_cursor", cursor);
|
||||
// matFrame.SetFloat("_time", Time.Totalf);
|
||||
// meshCube.Draw(matFrame,
|
||||
// Matrix.TRS(bounds.center, ori, bounds.dimensions),
|
||||
// new Color(0.1f, 0.1f, 0.1f)
|
||||
// );
|
||||
|
||||
// matPanes.DepthTest = DepthTest.Greater;
|
||||
matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
|
||||
matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrixInv);
|
||||
meshCube.Draw(matPanes,
|
||||
Matrix.TRS(bounds.center, ori, bounds.dimensions),
|
||||
new Color(0.0f, 0.0f, 0.5f)
|
||||
new Color(0f, 0f, 0f)
|
||||
// new Color(78 / 256f, 142 / 256f, 191 / 256f)
|
||||
);
|
||||
|
||||
matOriel.SetVector("_center", bounds.center);
|
||||
matOriel.SetVector("_dimensions", bounds.dimensions);
|
||||
matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f));
|
||||
matOriel.SetFloat("_lit", 1);
|
||||
matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
|
||||
matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrixInv);
|
||||
|
||||
|
||||
|
||||
// cursor
|
||||
if (detectCount > 0) {
|
||||
meshCube.Draw(Material.Default,
|
||||
Matrix.TS(LocalAnchor, Vec3.One * 0.01f) * matrix
|
||||
);
|
||||
|
||||
// draw the corner with 0.1f length lines
|
||||
if (detectCount == 3) {
|
||||
Color col = new Color(1f, 1f, 1f);
|
||||
float thk = 0.005f;
|
||||
Lines.Add(Anchor, Anchor - ori * detect.JustX() * cornerRadius, col, thk);
|
||||
Lines.Add(Anchor, Anchor - ori * detect.JustY() * cornerRadius, col, thk);
|
||||
Lines.Add(Anchor, Anchor - ori * detect.JustZ() * cornerRadius, col, thk);
|
||||
|
||||
// draw cube(s) on intersecting corner ends
|
||||
|
||||
// Lines.Add(
|
||||
// zAnchor, zAnchor + ori * detect.JustZ() * stab * 1.5f,
|
||||
// new Color(0, 0, 1), 0.01f
|
||||
// );
|
||||
}
|
||||
}
|
||||
|
||||
meshCube.Draw(Material.Default,
|
||||
Matrix.TRS(cursor, Quat.Identity, new Vec3(0.01f, 0.01f, 0.01f)),
|
||||
new Color(1f, 1f, 1f)
|
||||
);
|
||||
|
||||
meshSphere.Draw(matClear,
|
||||
Matrix.TRS(cursor, Quat.Identity, new Vec3(1f, 1f, 1f) * cursorRadius * 2),
|
||||
new Color(0.5f, 0.5f, 0.5f)
|
||||
);
|
||||
}
|
||||
|
||||
// faces, edges, corners
|
||||
Vec3[] anchors = new Vec3[] {
|
||||
// faces
|
||||
new Vec3(1, 0, 0),
|
||||
new Vec3(-1, 0, 0),
|
||||
new Vec3(0, 1, 0),
|
||||
new Vec3(0, -1, 0),
|
||||
new Vec3(0, 0, 1),
|
||||
new Vec3(0, 0, -1),
|
||||
// edges
|
||||
new Vec3(1, 1, 0),
|
||||
new Vec3(-1, 1, 0),
|
||||
new Vec3(1, -1, 0),
|
||||
new Vec3(-1, -1, 0),
|
||||
new Vec3(1, 0, 1),
|
||||
new Vec3(-1, 0, 1),
|
||||
new Vec3(1, 0, -1),
|
||||
new Vec3(-1, 0, -1),
|
||||
new Vec3(0, 1, 1),
|
||||
new Vec3(0, -1, 1),
|
||||
new Vec3(0, 1, -1),
|
||||
new Vec3(0, -1, -1),
|
||||
// corners
|
||||
new Vec3(1, 1, 1),
|
||||
new Vec3(-1, 1, 1),
|
||||
new Vec3(1, -1, 1),
|
||||
new Vec3(-1, -1, 1),
|
||||
new Vec3(1, 1, -1),
|
||||
new Vec3(-1, 1, -1),
|
||||
new Vec3(1, -1, -1),
|
||||
new Vec3(-1, -1, -1)
|
||||
};
|
||||
}
|
|
@ -46,6 +46,16 @@ public static class PullRequest {
|
|||
return (to - from).Normalized;
|
||||
}
|
||||
|
||||
// swizzle
|
||||
public static Vec3 JustX(this Vec3 v) {
|
||||
return new Vec3(v.x, 0, 0);
|
||||
}
|
||||
public static Vec3 JustY(this Vec3 v) {
|
||||
return new Vec3(0, v.y, 0);
|
||||
}
|
||||
public static Vec3 JustZ(this Vec3 v) {
|
||||
return new Vec3(0, 0, v.z);
|
||||
}
|
||||
|
||||
static Mesh meshCube = Default.MeshCube;
|
||||
static Material matCube = Default.Material;
|
||||
|
|
|
@ -43,7 +43,7 @@ public class Scene {
|
|||
|
||||
public void Step() {
|
||||
Oriel oriel = Mono.inst.oriel;
|
||||
data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix);
|
||||
data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
|
||||
data.dimensions = oriel.bounds.dimensions;
|
||||
|
||||
|
||||
|
|
|
@ -73,7 +73,7 @@ public class Mono {
|
|||
float stretch = Vec3.Distance(rig.lCon.pos, rig.rCon.pos);
|
||||
stretch = Math.Max(stretch - deadzone, 0);
|
||||
Vec3 cursor = rig.rCon.pos + rig.rCon.ori * Vec3.Forward * stretch * 3;
|
||||
Vec3 localCursor = simMatrix.Inverse.Transform(oriel.matrix.Transform(cursor));
|
||||
Vec3 localCursor = simMatrix.Inverse.Transform(oriel.matrixInv.Transform(cursor));
|
||||
|
||||
localCursor = new Vec3(
|
||||
MathF.Sin(Time.Totalf * 2f) * 3f,
|
||||
|
@ -97,7 +97,7 @@ public class Mono {
|
|||
// RENDER
|
||||
for (int i = 0; i < nodes.Length; i++) {
|
||||
meshCube.Draw(oriel.matOriel,
|
||||
Matrix.TRS(nodes[i].pos, Quat.Identity, Vec3.One * 1f) * simMatrix * oriel.matrix.Inverse,
|
||||
Matrix.TRS(nodes[i].pos, Quat.Identity, Vec3.One * 1f) * simMatrix * oriel.matrix,
|
||||
Color.HSV(nodes[i].hue, 1f, 1f)
|
||||
);
|
||||
}
|
||||
|
@ -107,7 +107,7 @@ public class Mono {
|
|||
new Color(1f, 1f, 1f)
|
||||
);
|
||||
meshCube.Draw(oriel.matOriel,
|
||||
Matrix.TRS(localCursor, Quat.Identity, Vec3.One * 0.02f) * simMatrix * oriel.matrix.Inverse,
|
||||
Matrix.TRS(localCursor, Quat.Identity, Vec3.One * 0.02f) * simMatrix * oriel.matrix,
|
||||
new Color(0f, 0f, 0f)
|
||||
);
|
||||
meshCube.Draw(oriel.matOriel,
|
||||
|
@ -115,7 +115,7 @@ public class Mono {
|
|||
playerPos,
|
||||
Quat.LookDir((localCursor - playerPos).Normalized),
|
||||
new Vec3(0.4f, 0.2f, 0.4f)
|
||||
) * simMatrix * oriel.matrix.Inverse,
|
||||
) * simMatrix * oriel.matrix,
|
||||
new Color(1.0f, 0.0f, 0.05f)
|
||||
);
|
||||
|
||||
|
@ -130,7 +130,7 @@ public class Mono {
|
|||
// playerPos,
|
||||
// Quat.Identity,
|
||||
// new Vec3(10f, 10f, 10f)
|
||||
// ) * simMatrix * oriel.matrix.Inverse,
|
||||
// ) * simMatrix * oriel.matrix,
|
||||
// Color.White
|
||||
// );
|
||||
|
||||
|
@ -195,7 +195,7 @@ public class Mono {
|
|||
Matrix.TRS(enemies[i],
|
||||
Quat.LookAt(enemies[i], playerPos, Vec3.Up),
|
||||
new Vec3(0.4f, 1f, 0.2f)
|
||||
) * simMatrix * oriel.matrix.Inverse,
|
||||
) * simMatrix * oriel.matrix,
|
||||
Color.White * 0.62f
|
||||
);
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ SKSettings settings = new SKSettings {
|
|||
assetsFolder = "add",
|
||||
depthMode = DepthMode.D32,
|
||||
disableUnfocusedSleep = true,
|
||||
// displayPreference = DisplayMode.Flatscreen,
|
||||
displayPreference = DisplayMode.Flatscreen,
|
||||
};
|
||||
if (!SK.Initialize(settings))
|
||||
Environment.Exit(1);
|
||||
|
|
Loading…
Add table
Reference in a new issue