refactored mononet
This commit is contained in:
parent
3f3426f54f
commit
802451bafa
4 changed files with 279 additions and 280 deletions
163
app/Blocks.cs
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163
app/Blocks.cs
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@ -0,0 +1,163 @@
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using System;
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using StereoKit;
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class Block {
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public static Mesh mesh = Default.MeshCube;
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public static Material mat = Default.Material;
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public bool active = false;
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public Solid solid;
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public Color color;
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public float size = 0.5f;
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// if you grab someone else's it becomes your own
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// how to communicate to the other peer that you have grabbed it?
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// public int request; // request ownership
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// public int owner; // then if owner continue as usual
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// public bool busy; // marked as held so no fighting
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public Block(SolidType type, Color color) {
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this.solid = new Solid(Vec3.Zero, Quat.Identity, type);
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this.size = 0.5f;
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this.solid.AddBox(Vec3.One * size, 3);
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this.color = color;
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Disable();
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}
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// public Block(Vec3 pos, Quat rot, SolidType type, Color color) {
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// this.solid = new Solid(pos, rot, type);
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// this.solid.AddBox(Vec3.One, 1);
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// this.color = color;
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// }
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public void Enable(Vec3 pos, Quat rot) {
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solid.SetAngularVelocity(Vec3.Zero);
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solid.SetVelocity(Vec3.Zero);
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solid.Teleport(pos, rot);
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solid.Enabled = active = true;
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}
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public void Disable() {
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solid.Enabled = active = false;
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}
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public void Draw() {
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if (active) {
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mesh.Draw(mat, solid.GetPose().ToMatrix(Vec3.One * size), color);
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}
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}
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}
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class BlockCon {
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public int index = -1;
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public Vec3 offset = Vec3.Zero;
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public Quat heldRot = Quat.Identity, spinRot = Quat.Identity, spinDelta = Quat.Identity;
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public Quat oldConRot = Quat.Identity, oldHeldRot = Quat.Identity;
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public Vec3 delta = Vec3.Zero, momentum = Vec3.Zero, angularMomentum = Vec3.Zero;
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float lastPressed = 0;
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bool pressed = false;
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public void Step(Controller con, Controller otherCon, Vec3 cursor, ref BlockCon otherBlockCon, ref Block[] blocks) {
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bool doublePressed = false;
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if (con.trigger > 0.5f) {
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if (!pressed) {
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if (lastPressed > Time.Totalf - 0.5f) {
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doublePressed = true;
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}
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lastPressed = Time.Totalf;
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pressed = true;
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}
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} else {
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pressed = false;
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}
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if (doublePressed) {
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if (index < 0) {
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bool bFound = false;
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for (int i = 0; i < blocks.Length; i++) {
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if (!blocks[i].active) {
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blocks[i].Enable(cursor, Quat.Identity);
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bFound = true;
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break;
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}
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}
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if (!bFound) {
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blocks[PullRequest.RandomRange(0, blocks.Length)].Enable(cursor, Quat.Identity);
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}
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} else {
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blocks[index].Disable();
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index = -1;
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}
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}
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Quat conRotDelta = (con.aim.orientation * oldConRot.Inverse).Normalized;
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if (con.trigger > 0.1f) {
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if (index < 0) {
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// BLOCK EXCHANGE
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// loop over peer blocks as well
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// disable theirs ? (id of the peer, index of block)
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// wait for their block to be disabled
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// recycle one of yours to replace it
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for (int i = 0; i < blocks.Length; i++) {
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Pose blockPose = blocks[i].solid.GetPose();
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Bounds bounds = new Bounds(Vec3.Zero, Vec3.One * blocks[i].size);
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if (blocks[i].active && bounds.Contains(blockPose.orientation.Inverse * (cursor - blockPose.position))) {
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index = i;
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if (otherBlockCon.index == i) {
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otherBlockCon.index = -1;
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}
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// block.color = colorCube.color;
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// clear
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spinRot = spinDelta = Quat.Identity;
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blocks[i].solid.SetAngularVelocity(Vec3.Zero);
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blocks[i].solid.SetVelocity(Vec3.Zero);
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// set
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heldRot = (con.aim.orientation.Inverse * blockPose.orientation).Normalized;
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offset = blockPose.orientation.Inverse * (blockPose.position - cursor);
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//
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break;
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}
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}
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}
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if (index >= 0) {
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Quat newRot = (con.aim.orientation * heldRot * spinRot).Normalized;
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// trackballer
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if (con.trigger > 0.99f) {
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spinDelta = Quat.Slerp(
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spinDelta.Normalized,
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(newRot.Inverse * conRotDelta * newRot).Normalized,
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Time.Elapsedf / 0.1f
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);
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}
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spinRot *= spinDelta * spinDelta;
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Quat toRot = (con.aim.orientation * heldRot * spinRot).Normalized;
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Vec3 toPos = cursor + (con.aim.orientation * heldRot * spinRot).Normalized * offset;
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// cursor - offset;
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if (con.stick.y > 0.1f) {
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toRot = blocks[index].solid.GetPose().orientation;
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}
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blocks[index].solid.Move(toPos, toRot);
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Quat newHeldRot = blocks[index].solid.GetPose().orientation;
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angularMomentum = Vec3.Lerp(angularMomentum, PullRequest.AngularDisplacement((newHeldRot * oldHeldRot.Inverse).Normalized), Time.Elapsedf / 0.1f);
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oldHeldRot = newHeldRot;
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delta = (cursor + (con.aim.orientation * heldRot * spinRot).Normalized * offset) - blocks[index].solid.GetPose().position;
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momentum = Vec3.Lerp(momentum, delta, Time.Elapsedf / 0.1f);
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}
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} else {
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if (index >= 0) {
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blocks[index].solid.SetAngularVelocity(angularMomentum / Time.Elapsedf);
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blocks[index].solid.SetVelocity(momentum / Time.Elapsedf);
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}
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index = -1;
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}
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oldConRot = con.aim.orientation;
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}
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}
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47
app/Cubics.cs
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47
app/Cubics.cs
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@ -0,0 +1,47 @@
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using System;
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using StereoKit;
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class Cubic {
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public bool active;
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public Vec3 p0, p1, p2, p3;
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public Color color;
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public Cubic() {
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color = Color.White;
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active = false;
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}
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public void Enable(Vec3 p0, Vec3 p1, Vec3 p2, Vec3 p3, Color c) {
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this.p0 = p0;
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this.p1 = p1;
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this.p2 = p2;
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this.p3 = p3;
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color = c;
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active = true;
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}
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public void Disable() {
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active = false;
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}
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public void Draw() {
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if (active) {
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Bezier.Draw(p0, p1, p2, p3, color);
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}
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}
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}
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class CubicCon {
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public void Step(Controller domCon, Controller subCon, Peer peer, ref Cubic[] cubics) {
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bool place = domCon.IsStickJustClicked || subCon.IsStickJustClicked;
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if (place) {
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for (int i = 0; i < cubics.Length; i++) {
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if (!cubics[i].active) {
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cubics[i].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color);
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break;
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}
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}
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cubics[PullRequest.RandomRange(0, cubics.Length)].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color);
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}
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}
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}
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347
app/MonoNet.cs
347
app/MonoNet.cs
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@ -6,7 +6,7 @@ using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using StereoKit;
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using StereoKit;
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public class MonoNet {
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class MonoNet {
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public Monolith mono;
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public Monolith mono;
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public MonoNet(Monolith mono) {
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public MonoNet(Monolith mono) {
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this.mono = mono;
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this.mono = mono;
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@ -100,6 +100,10 @@ public class MonoNet {
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void Write() {
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void Write() {
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bool running = true;
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bool running = true;
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while (running) {
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while (running) {
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Thread.Sleep(60);
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if (Input.Controller(Handed.Right).IsTracked)
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continue;
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wHead = 0;
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wHead = 0;
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WriteInt(me.id);
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WriteInt(me.id);
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WriteColor(me.color);
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WriteColor(me.color);
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@ -113,8 +117,6 @@ public class MonoNet {
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WriteBlock(me.blocks);
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WriteBlock(me.blocks);
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WriteCubic(me.cubics);
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WriteCubic(me.cubics);
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socket.Send(wData);
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socket.Send(wData);
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Thread.Sleep(60);
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}
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}
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}
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}
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@ -265,295 +267,82 @@ public class MonoNet {
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publicIP = new HttpClient().GetStringAsync("https://ipv4.icanhazip.com/").Result.TrimEnd();
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publicIP = new HttpClient().GetStringAsync("https://ipv4.icanhazip.com/").Result.TrimEnd();
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}
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}
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public class Peer {
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public float lastPing;
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public int id; // on connect: wait on server sending your peer id
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public Color color;
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public Vec3 cursor0, cursor1, cursor2, cursor3;
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public Pose headset;
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public Pose offHand;
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public Pose mainHand;
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public Block[] blocks;
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public Cubic[] cubics;
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// public Sound voice;
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// public SoundInst voiceInst; // update position
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public Peer(int id, SolidType type, Color color) {
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this.id = id;
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blocks = new Block[] {
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new Block(type, color),
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new Block(type, color),
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new Block(type, color),
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new Block(type, color),
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new Block(type, color),
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new Block(type, color)
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};
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cubics = new Cubic[] {
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new Cubic(),
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new Cubic(),
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new Cubic(),
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new Cubic(),
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new Cubic(),
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new Cubic()
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};
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// voice = Sound.CreateStream(0.5f);
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// voiceInst = voice.Play(Vec3.Zero, 0.5f);
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}
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BlockCon dBlock = new BlockCon();
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BlockCon sBlock = new BlockCon();
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CubicCon cubicCon = new CubicCon();
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public void Step(Controller domCon, Controller subCon) {
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dBlock.Step(domCon, subCon, cursor0, ref sBlock, ref blocks);
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sBlock.Step(subCon, domCon, cursor3, ref dBlock, ref blocks);
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cubicCon.Step(domCon, subCon, this, ref cubics);
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Draw(false);
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}
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class BlockCon {
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public int index = -1;
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public Vec3 offset = Vec3.Zero;
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public Quat heldRot = Quat.Identity, spinRot = Quat.Identity, spinDelta = Quat.Identity;
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public Quat oldConRot = Quat.Identity, oldHeldRot = Quat.Identity;
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public Vec3 delta = Vec3.Zero, momentum = Vec3.Zero, angularMomentum = Vec3.Zero;
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float lastPressed = 0;
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bool pressed = false;
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public void Step(Controller con, Controller otherCon, Vec3 cursor, ref BlockCon otherBlockCon, ref Block[] blocks) {
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bool doublePressed = false;
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if (con.trigger > 0.5f) {
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if (!pressed) {
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if (lastPressed > Time.Totalf - 0.5f) {
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doublePressed = true;
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}
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lastPressed = Time.Totalf;
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pressed = true;
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}
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} else {
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pressed = false;
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}
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if (doublePressed) {
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if (index < 0) {
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bool bFound = false;
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for (int i = 0; i < blocks.Length; i++) {
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if (!blocks[i].active) {
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blocks[i].Enable(cursor, Quat.Identity);
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bFound = true;
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break;
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}
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}
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if (!bFound) {
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blocks[PullRequest.RandomRange(0, blocks.Length)].Enable(cursor, Quat.Identity);
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}
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} else {
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blocks[index].Disable();
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index = -1;
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}
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}
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Quat conRotDelta = (con.aim.orientation * oldConRot.Inverse).Normalized;
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if (con.trigger > 0.1f) {
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if (index < 0) {
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// BLOCK EXCHANGE
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// loop over peer blocks as well
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// disable theirs ? (id of the peer, index of block)
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// wait for their block to be disabled
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// recycle one of yours to replace it
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for (int i = 0; i < blocks.Length; i++) {
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Pose blockPose = blocks[i].solid.GetPose();
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Bounds bounds = new Bounds(Vec3.Zero, Vec3.One * blocks[i].size);
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if (blocks[i].active && bounds.Contains(blockPose.orientation.Inverse * (cursor - blockPose.position))) {
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index = i;
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if (otherBlockCon.index == i) {
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otherBlockCon.index = -1;
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}
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// block.color = colorCube.color;
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// clear
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spinRot = spinDelta = Quat.Identity;
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blocks[i].solid.SetAngularVelocity(Vec3.Zero);
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blocks[i].solid.SetVelocity(Vec3.Zero);
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// set
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heldRot = (con.aim.orientation.Inverse * blockPose.orientation).Normalized;
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offset = blockPose.orientation.Inverse * (blockPose.position - cursor);
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//
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break;
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}
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}
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}
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if (index >= 0) {
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Quat newRot = (con.aim.orientation * heldRot * spinRot).Normalized;
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// trackballer
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if (con.trigger > 0.99f) {
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spinDelta = Quat.Slerp(
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spinDelta.Normalized,
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(newRot.Inverse * conRotDelta * newRot).Normalized,
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Time.Elapsedf / 0.1f
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);
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}
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spinRot *= spinDelta * spinDelta;
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Quat toRot = (con.aim.orientation * heldRot * spinRot).Normalized;
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|
||||||
Vec3 toPos = cursor + (con.aim.orientation * heldRot * spinRot).Normalized * offset;
|
|
||||||
// cursor - offset;
|
|
||||||
if (con.stick.y > 0.1f) {
|
|
||||||
toRot = blocks[index].solid.GetPose().orientation;
|
|
||||||
}
|
|
||||||
blocks[index].solid.Move(toPos, toRot);
|
|
||||||
|
|
||||||
Quat newHeldRot = blocks[index].solid.GetPose().orientation;
|
|
||||||
angularMomentum = Vec3.Lerp(angularMomentum, PullRequest.AngularDisplacement((newHeldRot * oldHeldRot.Inverse).Normalized), Time.Elapsedf / 0.1f);
|
|
||||||
oldHeldRot = newHeldRot;
|
|
||||||
|
|
||||||
delta = (cursor + (con.aim.orientation * heldRot * spinRot).Normalized * offset) - blocks[index].solid.GetPose().position;
|
|
||||||
momentum = Vec3.Lerp(momentum, delta, Time.Elapsedf / 0.1f);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (index >= 0) {
|
|
||||||
blocks[index].solid.SetAngularVelocity(angularMomentum / Time.Elapsedf);
|
|
||||||
blocks[index].solid.SetVelocity(momentum / Time.Elapsedf);
|
|
||||||
}
|
|
||||||
index = -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
oldConRot = con.aim.orientation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class CubicCon {
|
|
||||||
public void Step(Controller domCon, Controller subCon, Peer peer, ref Cubic[] cubics) {
|
|
||||||
bool place = domCon.IsStickJustClicked || subCon.IsStickJustClicked;
|
|
||||||
if (place) {
|
|
||||||
for (int i = 0; i < cubics.Length; i++) {
|
|
||||||
if (!cubics[i].active) {
|
|
||||||
cubics[i].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
cubics[PullRequest.RandomRange(0, cubics.Length)].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw(bool body) {
|
|
||||||
if (body){
|
|
||||||
// Cube(Matrix.TRS(cursor0, Quat.Identity, Vec3.One * 0.05f), color);
|
|
||||||
Cube(Matrix.TRS(headset.position + Input.Head.Forward * -0.15f, headset.orientation, Vec3.One * 0.3f), color);
|
|
||||||
// Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
|
||||||
// Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
|
||||||
|
|
||||||
Bezier.Draw(cursor0, cursor1, cursor2, cursor3, Color.White);
|
|
||||||
}
|
|
||||||
// Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
|
||||||
// Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
|
||||||
|
|
||||||
Cube(Matrix.TRS(cursor0, mainHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color);
|
|
||||||
Cube(Matrix.TRS(cursor3, offHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color);
|
|
||||||
|
|
||||||
for (int i = 0; i < blocks.Length; i++) {
|
|
||||||
if (blocks[i].solid.GetPose().position.y < -10) {
|
|
||||||
blocks[i].Disable();
|
|
||||||
} else {
|
|
||||||
blocks[i].Draw();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < cubics.Length; i++) {
|
|
||||||
cubics[i].Draw();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static Mesh meshCube = Default.MeshCube;
|
|
||||||
static Material matCube = Default.Material;
|
|
||||||
public void Cube(Matrix m, Color color) {
|
|
||||||
matCube.FaceCull = Cull.None;
|
|
||||||
meshCube.Draw(matCube, m, color);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Block {
|
class Peer {
|
||||||
public static Mesh mesh = Default.MeshCube;
|
public float lastPing;
|
||||||
public static Material mat = Default.Material;
|
|
||||||
|
|
||||||
public bool active = false;
|
|
||||||
public Solid solid;
|
|
||||||
|
|
||||||
|
public int id; // on connect: wait on server sending your peer id
|
||||||
public Color color;
|
public Color color;
|
||||||
public float size = 0.5f;
|
public Vec3 cursor0, cursor1, cursor2, cursor3;
|
||||||
|
public Pose headset;
|
||||||
|
public Pose offHand;
|
||||||
|
public Pose mainHand;
|
||||||
|
public Block[] blocks;
|
||||||
|
public Cubic[] cubics;
|
||||||
|
// public Sound voice;
|
||||||
|
// public SoundInst voiceInst; // update position
|
||||||
|
|
||||||
// if you grab someone else's it becomes your own
|
public Peer(int id, SolidType type, Color color) {
|
||||||
// how to communicate to the other peer that you have grabbed it?
|
this.id = id;
|
||||||
// public int request; // request ownership
|
blocks = new Block[] {
|
||||||
// public int owner; // then if owner continue as usual
|
new Block(type, color), new Block(type, color), new Block(type, color),
|
||||||
// public bool busy; // marked as held so no fighting
|
new Block(type, color), new Block(type, color), new Block(type, color)
|
||||||
public Block(SolidType type, Color color) {
|
};
|
||||||
this.solid = new Solid(Vec3.Zero, Quat.Identity, type);
|
cubics = new Cubic[] {
|
||||||
this.size = 0.5f;
|
new Cubic(), new Cubic(), new Cubic(),
|
||||||
this.solid.AddBox(Vec3.One * size, 3);
|
new Cubic(), new Cubic(), new Cubic()
|
||||||
this.color = color;
|
};
|
||||||
Disable();
|
// voice = Sound.CreateStream(0.5f);
|
||||||
|
// voiceInst = voice.Play(Vec3.Zero, 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// public Block(Vec3 pos, Quat rot, SolidType type, Color color) {
|
BlockCon dBlock = new BlockCon();
|
||||||
// this.solid = new Solid(pos, rot, type);
|
BlockCon sBlock = new BlockCon();
|
||||||
// this.solid.AddBox(Vec3.One, 1);
|
|
||||||
// this.color = color;
|
|
||||||
// }
|
|
||||||
|
|
||||||
public void Enable(Vec3 pos, Quat rot) {
|
CubicCon cubicCon = new CubicCon();
|
||||||
solid.SetAngularVelocity(Vec3.Zero);
|
|
||||||
solid.SetVelocity(Vec3.Zero);
|
public void Step(Controller domCon, Controller subCon) {
|
||||||
solid.Teleport(pos, rot);
|
dBlock.Step(domCon, subCon, cursor0, ref sBlock, ref blocks);
|
||||||
solid.Enabled = active = true;
|
sBlock.Step(subCon, domCon, cursor3, ref dBlock, ref blocks);
|
||||||
|
|
||||||
|
cubicCon.Step(domCon, subCon, this, ref cubics);
|
||||||
|
|
||||||
|
Draw(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Disable() {
|
public void Draw(bool body) {
|
||||||
solid.Enabled = active = false;
|
if (body){
|
||||||
}
|
// Cube(Matrix.TRS(cursor0, Quat.Identity, Vec3.One * 0.05f), color);
|
||||||
|
Cube(Matrix.TRS(headset.position + Input.Head.Forward * -0.15f, headset.orientation, Vec3.One * 0.3f), color);
|
||||||
|
// Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
||||||
|
// Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
||||||
|
|
||||||
public void Draw() {
|
Bezier.Draw(cursor0, cursor1, cursor2, cursor3, Color.White);
|
||||||
if (active) {
|
}
|
||||||
mesh.Draw(mat, solid.GetPose().ToMatrix(Vec3.One * size), color);
|
// Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
||||||
|
// Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color);
|
||||||
|
|
||||||
|
Cube(Matrix.TRS(cursor0, mainHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color);
|
||||||
|
Cube(Matrix.TRS(cursor3, offHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color);
|
||||||
|
|
||||||
|
for (int i = 0; i < blocks.Length; i++) {
|
||||||
|
if (blocks[i].solid.GetPose().position.y < -10) {
|
||||||
|
blocks[i].Disable();
|
||||||
|
} else {
|
||||||
|
blocks[i].Draw();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < cubics.Length; i++) {
|
||||||
|
cubics[i].Draw();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public class Cubic {
|
static Mesh meshCube = Default.MeshCube;
|
||||||
public bool active;
|
static Material matCube = Default.Material;
|
||||||
public Vec3 p0, p1, p2, p3;
|
public void Cube(Matrix m, Color color) {
|
||||||
public Color color;
|
matCube.FaceCull = Cull.None;
|
||||||
|
meshCube.Draw(matCube, m, color);
|
||||||
public Cubic() {
|
|
||||||
color = Color.White;
|
|
||||||
active = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Enable(Vec3 p0, Vec3 p1, Vec3 p2, Vec3 p3, Color c) {
|
|
||||||
this.p0 = p0;
|
|
||||||
this.p1 = p1;
|
|
||||||
this.p2 = p2;
|
|
||||||
this.p3 = p3;
|
|
||||||
color = c;
|
|
||||||
active = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disable() {
|
|
||||||
active = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw() {
|
|
||||||
if (active) {
|
|
||||||
Bezier.Draw(p0, p1, p2, p3, color);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -376,7 +376,7 @@ public class Monolith {
|
||||||
net.me.headset = Input.Head;
|
net.me.headset = Input.Head;
|
||||||
net.me.mainHand = rCon.aim; net.me.offHand = lCon.aim;
|
net.me.mainHand = rCon.aim; net.me.offHand = lCon.aim;
|
||||||
for (int i = 0; i < net.peers.Length; i++) {
|
for (int i = 0; i < net.peers.Length; i++) {
|
||||||
MonoNet.Peer peer = net.peers[i];
|
Peer peer = net.peers[i];
|
||||||
if (peer != null) {
|
if (peer != null) {
|
||||||
peer.Draw(true);
|
peer.Draw(true);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Reference in a new issue