backrooms, oriel refactor, bad scaling

This commit is contained in:
spatialfree 2022-08-18 11:25:10 -04:00
parent d69e6fc55d
commit 39a587a3c1
15 changed files with 424 additions and 136 deletions

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@ -83,6 +83,7 @@ float4 ps(psIn input) : SV_TARGET {
float3 ro = input.campos; float3 ro = input.campos;
float3 rd = normalize(input.world - ro); float3 rd = normalize(input.world - ro);
float ol = raymarch(ro, rd); float ol = raymarch(ro, rd);
clip(-(100 - (ol + 1))); clip(-(100 - (ol + 1)));
// if ((100 - (ol + 1)) > 0) { // if ((100 - (ol + 1)) > 0) {
// col *= 0.1; // col *= 0.1;

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@ -2,50 +2,118 @@ using Oriels;
namespace Greenyard; namespace Greenyard;
public class Mono { public class Mono {
Model greenyardModel = Model.FromFile("greenyard.glb"); // Model greenyardModel = Model.FromFile("greenyard.glb");
Mesh[] greenyard; // Mesh[] greenyard;
Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl")); // Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl"));
Vec3 offset = new Vec3(0, 0, 0); Vec3 offset = new Vec3(2, 0, -2);
Thing[] thing;
Model model = Model.FromFile("/backrooms/backrooms.glb");
public Mono() { public Mono() {
} }
public void Init() { public void Init() {
greenyard = new Mesh[12]; // greenyard = new Mesh[12];
for (int i = 0; i < greenyard.Length; i++) { // for (int i = 0; i < greenyard.Length; i++) {
greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2)); // greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2));
} // }
greenyardMat.SetMat(101, Cull.None, true); // greenyardMat.SetMat(101, Cull.None, true);
greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg")); // greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg"));
thing = new Thing[] {
new Thing(
model.GetMesh("Carpet"),
new Material(Shader.FromFile("/shaders/oriel.hlsl")),
"backrooms/Carpet.png"
),
new Thing(
model.GetMesh("Walls"),
new Material(Shader.FromFile("/shaders/oriel.hlsl")),
"backrooms/Walls.png"
),
new Thing(
model.GetMesh("Ceiling"),
new Material(Shader.FromFile("/shaders/oriel.hlsl")),
"backrooms/Ceiling.png"
),
new Thing(
model.GetMesh("Vents"),
new Material(Shader.FromFile("/shaders/oriel.hlsl")),
"backrooms/Vents.png"
),
new Thing(
model.GetMesh("Lights"),
new Material(Shader.FromFile("/shaders/oriel.hlsl")),
"backrooms/Lights.png"
),
};
} }
public void Frame() { public void Frame() {
Oriels.Rig rig = Oriels.Mono.inst.rig; Oriels.Rig rig = Oriels.Mono.inst.rig;
Oriels.Oriel oriel = Oriels.Mono.inst.oriel; Oriels.Oriel oriel = Oriels.Mono.inst.oriel;
// Oriel
float scale = oriel.scale * oriel.multiplier;
if (oriel.scaleHeight) {
scale *= oriel.bounds.dimensions.y;
}
Matrix simMatrix = Matrix.TRS( Matrix simMatrix = Matrix.TRS(
new Vec3(0, -oriel.bounds.dimensions.y / 2.01f, 0), new Vec3(0, -oriel.bounds.dimensions.y / 2.01f, 0),
Quat.Identity, Quat.Identity,
Vec3.One * 0.1f * oriel.bounds.dimensions.y Vec3.One * scale
); );
// Render // Render
greenyardMat.SetVector("_center", oriel.bounds.center); // greenyardMat.SetVector("_center", oriel.bounds.center);
greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions); // greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions);
greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f)); // greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
greenyardMat.SetFloat("_lit", 0); // greenyardMat.SetFloat("_lit", 0);
greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix); // greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
for (int i = 0; i < greenyard.Length; i++) { // for (int i = 0; i < greenyard.Length; i++) {
greenyard[i].Draw(greenyardMat, // greenyard[i].Draw(greenyardMat,
// Matrix.TRS(
// offset,
// Quat.Identity,
// new Vec3(1f, 1f, 1f)
// ) * simMatrix * oriel.matrix,
// Color.White
// );
// }
for (int i = 0; i < thing.Length; i++) {
Thing t = thing[i];
t.mat.SetVector("_center", oriel.bounds.center);
t.mat.SetVector("_dimensions", oriel.bounds.dimensions);
t.mat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
t.mat.SetFloat("_lit", 0);
t.mat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
t.mesh.Draw(t.mat,
Matrix.TRS( Matrix.TRS(
offset, offset,
Quat.Identity, Quat.Identity,
new Vec3(1f, 1f, 1f) new Vec3(1f, 1f, 1f)
) * simMatrix * oriel.matrix.Inverse, ) * simMatrix * oriel.matrix,
Color.White Color.White
); );
} }
} }
}
[Serializable]
public class Thing {
public Mesh mesh;
public Material mat;
public Thing(Mesh mesh, Material mat, string tex) {
this.mesh = mesh;
this.mat = mat;
mat.SetMat(101, Cull.None, true);
mat.SetTexture("diffuse", Tex.FromFile(tex));
}
} }

View file

@ -46,6 +46,7 @@ public class Mono {
// Space.Mono spaceMono = new Space.Mono(); // Space.Mono spaceMono = new Space.Mono();
Greenyard.Mono greenyard = new Greenyard.Mono(); Greenyard.Mono greenyard = new Greenyard.Mono();
Board board = new Board();
PullRequest.PID pid = new PullRequest.PID(8, 0.8f); PullRequest.PID pid = new PullRequest.PID(8, 0.8f);
@ -55,7 +56,6 @@ public class Mono {
public void Step() { public void Step() {
rig.Step(); rig.Step();
scene.Step();
// ------------------------------------------------- // -------------------------------------------------
@ -67,28 +67,154 @@ public class Mono {
// colorCube.Palm(lCon.device); // colorCube.Palm(lCon.device);
oriel.Step(); oriel.Frame();
scene.Step(); // after! (render scene after oriel)
// ------------------------------------------------- // -------------------------------------------------
// spaceMono.Frame(); // spaceMono.Frame();
greenyard.Frame(); greenyard.Frame();
// board.Frame();
// ------------------------------------------------- // -------------------------------------------------
oriel.Render();
net.me.Step(); net.me.Step();
net.send = true; net.send = true;
ShowWindowButton(); ShowWindowButton();
} }
Pose windowPoseButton = new Pose(0, 0, -1, Quat.Identity); Pose windowPoseButton = new Pose(0, 0, -0.5f, Quat.Identity);
void ShowWindowButton() { void ShowWindowButton() {
UI.WindowBegin("Window Button", ref windowPoseButton); UI.WindowBegin("Window Button", ref windowPoseButton);
if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; } if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; } // if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
if (UI.Button("Scale w/Height")) { oriel.scaleHeight = !oriel.scaleHeight; }
UI.HSlider("Scale", ref oriel.scale, 0.1f, 1f, 0.1f);
UI.HSlider("Multiplier", ref oriel.multiplier, 0.1f, 1f, 0.1f);
UI.WindowEnd(); UI.WindowEnd();
} }
} }
[Serializable]
public class Board {
// velocity button controls
// "center off mass" thrust vector steering
Mesh meshCube = Mesh.Cube;
public bool goofy = false;
public Vec3 front, back, pos, dir, vector;
public float vel;
float length = 1.5f;
public Board() {
front = new Vec3(0, 0, -1) * length / 2;
back = new Vec3(0, 0, 1) * length / 2;
dir = new Vec3(0, 0, -1);
vel = 0;
}
public void Frame() {
// tilt steer ("back wheel" turns *rudder)
// button velocity controls
Con con = goofy ? Mono.inst.rig.rCon : Mono.inst.rig.lCon;
float accel = con.device.trigger;
float deccel = con.device.grip;
float lean = Mono.inst.rig.LocalPos(Mono.inst.rig.Head.position).x;
// float length = 1.5f;
float drag = 0.1f;
float speed = 4f;
float brake = 12f;
float tight = 60f;
// velocity
vel *= 1f - (drag * Time.Elapsedf);
vel += accel * speed * Time.Elapsedf;
vel = MathF.Max(vel - deccel * brake * Time.Elapsedf, 0);
// steering
vector = Quat.LookDir(dir) * Quat.FromAngles(0, lean * tight, 0) * Vec3.Forward;
back += vector * vel * Time.Elapsedf;
dir = (front - back).Normalized;
front = back + dir * length;
pos = Vec3.Lerp(front, back, 0.5f);
Mono.inst.rig.pos = pos;
Mono.inst.rig.ori = Quat.LookDir(dir);
// hover
// if (rig.lCon.gripBtn.held) {
// rig.pos.y = pid.Update(rig.LocalPos(rig.Head.position).y);
// }
meshCube.Draw(Material.Default,
Matrix.TRS(
Mono.inst.rig.FloorCenter,
Quat.LookDir(dir),
new Vec3(0.05f, 0.2f, 0.2f)
)
);
// mini board in hand for debugging
// meshCube.Draw(Material.Default,
// Matrix.TRS(
// rig.rCon.pos,
// board.ori,
// new Vec3(0.4f, 0.1f, reach * 2) * 0.1f
// )
// );
// // front wheel
// meshCube.Draw(Material.Default,
// Matrix.TRS(
// rig.rCon.pos + board.dir * reach * 0.1f,
// Quat.LookDir(frontDir),
// new Vec3(0.05f, 0.2f, 0.2f) * 0.1f
// )
// );
// pillars to hover through
// spawn in front every 1m away from last
if (Vec3.Distance(pos, lastSpawnPos) > 1f) {
// odd or even
float chirality = pillarIndex % 2 == 0 ? 1f : -1f;
pillars[pillarIndex] = pos + Quat.LookDir(dir) * new Vec3(chirality * 8 * Mono.inst.noise.uvalue, 0, -24);
lastSpawnPos = pos;
pillarIndex++;
if (pillarIndex >= pillars.Length) { pillarIndex = 0; }
}
for (int i = 0; i < pillars.Length; i++) {
meshCube.Draw(Material.Default,
Matrix.TRS(
pillars[i],
Quat.Identity,
new Vec3(0.1f, 20f, 0.1f)
)
);
}
}
Vec3[] pillars = new Vec3[64];
int pillarIndex = 0;
Vec3 lastSpawnPos = Vec3.Zero;
}

View file

@ -1,32 +1,29 @@
namespace Oriels; namespace Oriels;
public class Oriel { public class Oriel {
Model model = Model.FromFile("oriel.glb");
Mesh meshCube, meshSphere;
Material matClear = new Material(Shader.Default);
public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl"));
Material matFrame = new Material(Shader.FromFile("shaders/frame.hlsl")); Material matFrame = new Material(Shader.FromFile("shaders/frame.hlsl"));
Material matPanes = new Material(Shader.FromFile("shaders/panes.hlsl")); Material matPanes = new Material(Shader.FromFile("shaders/panes.hlsl"));
public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl"));
Model model = Model.FromFile("oriel.glb");
Mesh meshCube;
public Matrix matrix, matrixInv;
public Bounds bounds; public Bounds bounds;
public Quat ori; public Quat ori = Quat.Identity;
public Matrix matrix;
public float crown = 0.0666f;
bool adjusting = false; // inner matrix
Quat qOffset = Quat.Identity; public bool scaleHeight = true;
Vec3 vOffset = Vec3.Zero; public float scale = 0.1f;
Vec3 lOffset = Vec3.Zero; public float multiplier = 1f;
Vec3 anchor = Vec3.Zero;
Matrix mOffset = Matrix.Identity;
public Oriel() { public Oriel() {
bounds = new Bounds( // meshCube = model.GetMesh("oriel");
new Vec3(-1.0f, -0.5f, 0.0f), meshCube = Mesh.Cube;
new Vec3(0.8f, 0.5f, 0.5f) meshSphere = Mesh.Sphere;
); matClear.Transparency = Transparency.Add;
ori = Quat.Identity;
matrix = Matrix.TR(bounds.center, ori).Inverse;
matFrame.SetMat(102, Cull.Back, true); matFrame.SetMat(102, Cull.Back, true);
matFrame.Transparency = Transparency.Blend; matFrame.Transparency = Transparency.Blend;
@ -34,128 +31,214 @@ public class Oriel {
matPanes.SetMat(100, Cull.Front, false); matPanes.SetMat(100, Cull.Front, false);
matOriel.SetMat(101, Cull.None, true); matOriel.SetMat(101, Cull.None, true);
meshCube = Mesh.Cube; bounds = new Bounds(
// meshCube = model.GetMesh("oriel"); new Vec3(-1.0f, -0.5f, 0.5f),
new Vec3(0.8f, 0.5f, 0.5f)
);
matrix = Matrix.TR(bounds.center, ori);
matrixInv = matrix.Inverse;
cursor = bounds.center;
cornerRadius = cursorRadius / 2;
} }
public Vec3 cursor = Vec3.Zero;
public float cursorRadius = 0.1f;
public float cornerRadius;
Vec3 detect = Vec3.Zero; Vec3 detect = Vec3.Zero;
int detectCount = 0; int detectCount = 0;
public void Step() { public Vec3 LocalAnchor { get { return detect * bounds.dimensions / 2; } }
matrix = Matrix.TR(bounds.center, ori).Inverse; public Vec3 Anchor { get { return matrix.Transform(LocalAnchor); } }
Quat qOffset = Quat.Identity;
Vec3 vOffset = Vec3.Zero;
Vec3 lOffset = Vec3.Zero;
Matrix mOffset = Matrix.Identity;
public void Frame() {
// input
Rig rig = Mono.inst.rig; Rig rig = Mono.inst.rig;
Glove rGlove = Mono.inst.rGlove; Glove rGlove = Mono.inst.rGlove;
Vec3 rGlovePos = rGlove.virtualGlove.position; // cursor = rGlove.virtualGlove.position;
Quat rGloveRot = rGlove.virtualGlove.orientation; Quat rGloveRot = rGlove.virtualGlove.orientation;
// Vec3 lGlovePos = rig.lGlove.virtualGlove.position; // Vec3 lGlovePos = rig.lGlove.virtualGlove.position;
bool grab = !Input.Key(Key.Space).IsActive(); // !rig.rCon.triggerBtn.held
// face detection = (1 axis) if (!Input.Key(Key.Shift).IsActive()) {
// edge detection = (2 axis) Vec3 input = new Vec3(
// corner detection = (3 axis) (Input.Key(Key.S).IsActive() ? 1 : 0) - (Input.Key(Key.A).IsActive() ? 1 : 0),
// Pose pose = new Pose(); (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)
Vec3 localPos = ori.Inverse * (rGlovePos - bounds.center);
if (!rig.rCon.triggerBtn.held) {
float margin = PullRequest.Lerp(0.03f, 0.5f, bounds.dimensions.y / 2);
Vec3 newDetect = Vec3.Zero;
if ((bounds.dimensions.x / 2) - MathF.Abs(localPos.x) < 0) newDetect.x = 1 * MathF.Sign(localPos.x);
if ((bounds.dimensions.y / 2) - MathF.Abs(localPos.y) < 0) newDetect.y = 1 * MathF.Sign(localPos.y);
if ((bounds.dimensions.z / 2) - MathF.Abs(localPos.z) < 0) newDetect.z = 1 * MathF.Sign(localPos.z);
if (newDetect.x != detect.x || newDetect.y != detect.y || newDetect.z != detect.z) {
detect = newDetect;
detectCount = (int)(MathF.Abs(detect.x) + MathF.Abs(detect.y) + MathF.Abs(detect.z));
// Console.WriteLine(detectCount + ": " + detect);
}
Vec3 dim = new Vec3(
bounds.dimensions.x + 0.1f,
bounds.dimensions.y + 0.1f,
bounds.dimensions.z + 0.1f
); );
Bounds arounds = new Bounds(Vec3.Zero, dim); if (input.Length > 0) {
if (!arounds.Contains(localPos) || bounds.Contains(bounds.center + localPos)) { cursor += input.Normalized * Time.Elapsedf * 0.4f;
detect = Vec3.Zero; }
detectCount = 0; }
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; lOffset = ori.Inverse * vOffset;
qOffset = (ori.Inverse * rGloveRot).Normalized; qOffset = (ori.Inverse * rGloveRot).Normalized;
mOffset = matrix; mOffset = matrix;
anchor = bounds.center + ori * -(detect * bounds.dimensions / 2); }
else {
adjusting = false; if (detectCount == 1) { // Move (face -> crown *face)
} else {
if (detectCount == 1) { // Move
ori = (rGloveRot * qOffset.Inverse).Normalized; ori = (rGloveRot * qOffset.Inverse).Normalized;
bounds.center = rGlovePos - ori * lOffset; bounds.center = cursor - ori * lOffset;
} else if (detectCount == 2) { // Rotate }
localPos = mOffset.Transform(rGlovePos); else if (detectCount == 2) { // Rotate (edge -> edge)
Vec3 dir = new Vec3( // localPos = mOffset.Inverse.Transform(cursor);
detect.x == 0 ? 0 : localPos.x, // Vec3 dir = new Vec3(
detect.y == 0 ? 0 : localPos.y, // detect.x == 0 ? 0 : localPos.x,
detect.z == 0 ? 0 : localPos.z // 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( // Quat q = Quat.LookAt(Vec3.Zero, dir, up);
detect.x == 0 ? 1 : 0,
detect.y == 0 ? 1 : 0,
detect.z == 0 ? 1 : 0
);
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) { if (stab > 0) {
qOffset = (q.Inverse * ori).Normalized; float distZ = Math.Abs(-LocalAnchor.z - localCursor.z);
adjusting = true; bounds.center.z = PullRequest.Lerp(matrix.Transform(-LocalAnchor).z, cursor.z, 0.5f);
} else { bounds.dimensions.z = distZ;
ori = (q * qOffset).Normalized;
} }
} 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;
public void Render() {
// matFrame.Wireframe = true; // // matFrame.Wireframe = true;
matFrame.DepthTest = DepthTest.Always; // matFrame.DepthTest = DepthTest.Always;
matFrame.SetVector("_rGlovePos", rGlovePos); // matFrame.SetVector("_cursor", cursor);
matFrame.SetFloat("_time", Time.Totalf); // matFrame.SetFloat("_time", Time.Totalf);
meshCube.Draw(matFrame, // meshCube.Draw(matFrame,
Matrix.TRS(bounds.center, ori, bounds.dimensions), // Matrix.TRS(bounds.center, ori, bounds.dimensions),
new Color(0.1f, 0.1f, 0.1f) // 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
);
}
// matPanes.DepthTest = DepthTest.Greater; // matPanes.DepthTest = DepthTest.Greater;
matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix); matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrixInv);
meshCube.Draw(matPanes, meshCube.Draw(matPanes,
Matrix.TRS(bounds.center, ori, bounds.dimensions), 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("_center", bounds.center);
matOriel.SetVector("_dimensions", bounds.dimensions); matOriel.SetVector("_dimensions", bounds.dimensions);
matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f)); matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f));
matOriel.SetFloat("_lit", 1); 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)
};
} }

View file

@ -46,6 +46,16 @@ public static class PullRequest {
return (to - from).Normalized; 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 Mesh meshCube = Default.MeshCube;
static Material matCube = Default.Material; static Material matCube = Default.Material;

View file

@ -43,7 +43,7 @@ public class Scene {
public void Step() { public void Step() {
Oriel oriel = Mono.inst.oriel; 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; data.dimensions = oriel.bounds.dimensions;

View file

@ -73,7 +73,7 @@ public class Mono {
float stretch = Vec3.Distance(rig.lCon.pos, rig.rCon.pos); float stretch = Vec3.Distance(rig.lCon.pos, rig.rCon.pos);
stretch = Math.Max(stretch - deadzone, 0); stretch = Math.Max(stretch - deadzone, 0);
Vec3 cursor = rig.rCon.pos + rig.rCon.ori * Vec3.Forward * stretch * 3; 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( localCursor = new Vec3(
MathF.Sin(Time.Totalf * 2f) * 3f, MathF.Sin(Time.Totalf * 2f) * 3f,
@ -97,7 +97,7 @@ public class Mono {
// RENDER // RENDER
for (int i = 0; i < nodes.Length; i++) { for (int i = 0; i < nodes.Length; i++) {
meshCube.Draw(oriel.matOriel, 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) Color.HSV(nodes[i].hue, 1f, 1f)
); );
} }
@ -107,7 +107,7 @@ public class Mono {
new Color(1f, 1f, 1f) new Color(1f, 1f, 1f)
); );
meshCube.Draw(oriel.matOriel, 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) new Color(0f, 0f, 0f)
); );
meshCube.Draw(oriel.matOriel, meshCube.Draw(oriel.matOriel,
@ -115,7 +115,7 @@ public class Mono {
playerPos, playerPos,
Quat.LookDir((localCursor - playerPos).Normalized), Quat.LookDir((localCursor - playerPos).Normalized),
new Vec3(0.4f, 0.2f, 0.4f) new Vec3(0.4f, 0.2f, 0.4f)
) * simMatrix * oriel.matrix.Inverse, ) * simMatrix * oriel.matrix,
new Color(1.0f, 0.0f, 0.05f) new Color(1.0f, 0.0f, 0.05f)
); );
@ -130,7 +130,7 @@ public class Mono {
// playerPos, // playerPos,
// Quat.Identity, // Quat.Identity,
// new Vec3(10f, 10f, 10f) // new Vec3(10f, 10f, 10f)
// ) * simMatrix * oriel.matrix.Inverse, // ) * simMatrix * oriel.matrix,
// Color.White // Color.White
// ); // );
@ -195,7 +195,7 @@ public class Mono {
Matrix.TRS(enemies[i], Matrix.TRS(enemies[i],
Quat.LookAt(enemies[i], playerPos, Vec3.Up), Quat.LookAt(enemies[i], playerPos, Vec3.Up),
new Vec3(0.4f, 1f, 0.2f) new Vec3(0.4f, 1f, 0.2f)
) * simMatrix * oriel.matrix.Inverse, ) * simMatrix * oriel.matrix,
Color.White * 0.62f Color.White * 0.62f
); );
} }

View file

@ -7,7 +7,7 @@ SKSettings settings = new SKSettings {
assetsFolder = "add", assetsFolder = "add",
depthMode = DepthMode.D32, depthMode = DepthMode.D32,
disableUnfocusedSleep = true, disableUnfocusedSleep = true,
// displayPreference = DisplayMode.Flatscreen, displayPreference = DisplayMode.Flatscreen,
}; };
if (!SK.Initialize(settings)) if (!SK.Initialize(settings))
Environment.Exit(1); Environment.Exit(1);