^SK preview 5
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2 changed files with 118 additions and 125 deletions
241
app/Mono.cs
241
app/Mono.cs
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@ -1,189 +1,182 @@
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namespace Oriels;
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public class Mono {
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private static readonly Lazy<Oriels.Mono> lazy = new Lazy<Oriels.Mono>(() => new Oriels.Mono());
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public static Oriels.Mono inst { get { return lazy.Value; } }
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private static readonly Lazy<Oriels.Mono> lazy = new Lazy<Oriels.Mono>(() => new Oriels.Mono());
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public static Oriels.Mono inst { get { return lazy.Value; } }
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public PullRequest.Noise noise = new PullRequest.Noise(939949595);
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public PullRequest.Noise noise = new PullRequest.Noise(939949595);
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public Material matDev;
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public Material matHolo;
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public Material matDev;
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public Material matHolo;
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public Rig rig = new Rig();
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public Scene scene = new Scene();
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public Rig rig = new Rig();
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public Space space = new Space();
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public Compositor compositor = new Compositor();
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// -------------------------------------------------
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// -------------------------------------------------
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public dof[] dofs;
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int dofIndex = 0;
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dof dof => dofs[dofIndex];
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public dof[] dofs;
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int dofIndex = 0;
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dof dof => dofs[dofIndex];
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public Oriel oriel = new Oriel(); // -> array ?
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public ColorCube colorCube = new ColorCube();
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public ColorCube colorCube = new ColorCube();
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public Glove rGlove = new Glove(true), lGlove = new Glove(false);
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public Glove Glove(bool chirality) { return chirality ? rGlove : lGlove; }
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public Glove rGlove = new Glove(true), lGlove = new Glove(false);
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public Glove Glove(bool chirality) { return chirality ? rGlove : lGlove; }
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public BlockCon rBlock = new BlockCon(true), lBlock = new BlockCon(false);
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public BlockCon BlockCon(bool chirality) { return chirality ? rBlock : lBlock; }
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public Block[] blocks = new Block[] {
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new Block(), new Block(), new Block(), new Block(), new Block(), new Block()
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};
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public BlockCon rBlock = new BlockCon(true), lBlock = new BlockCon(false);
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public BlockCon BlockCon(bool chirality) { return chirality ? rBlock : lBlock; }
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public Block[] blocks = new Block[] {
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new Block(), new Block(), new Block(), new Block(), new Block(), new Block()
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};
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public CubicCon cubicCon = new CubicCon();
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public Cubic[] cubics = new Cubic[] {
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new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
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};
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public CubicCon cubicCon = new CubicCon();
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public Cubic[] cubics = new Cubic[] {
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new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
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};
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// -------------------------------------------------
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// -------------------------------------------------
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public MonoNet net = new MonoNet();
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public MonoNet net = new MonoNet();
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public Mono() {
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Renderer.SetClip(0.02f, 1000f);
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public Mono() {
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Renderer.SetClip(0.02f, 1000f);
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dofs = new dof[] {
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// new StretchFinger(),
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new WaveCursor() { handed = Handed.Left },
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new WaveCursor() { handed = Handed.Right },
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new Trackballer() { handed = Handed.Left },
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new Trackballer() { handed = Handed.Right },
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// new StretchCursor() { },
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// new StretchCursor() { },
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};
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}
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dofs = new dof[] {
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// new StretchFinger(),
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new WaveCursor() { handed = Handed.Left },
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new WaveCursor() { handed = Handed.Right },
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new Trackballer() { handed = Handed.Left },
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new Trackballer() { handed = Handed.Right },
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// new StretchCursor() { },
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// new StretchCursor() { },
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};
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}
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public void Init() {
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compositor.Init();
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public void Init() {
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dofs[0].Init();
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dofs[1].Init();
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dofs[2].Init();
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dofs[3].Init();
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// dofs[0].Init();
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// dofs[1].Init();
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// spaceMono.Init();
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greenyard.Init();
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matDev = Material.Default.Copy();
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matDev.SetTexture("diffuse", Tex.DevTex);
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matDev = Material.Default.Copy();
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matDev.SetTexture("diffuse", Tex.DevTex);
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matHolo = Material.Default.Copy();
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matHolo.Transparency = Transparency.Add;
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matHolo.Transparency = Transparency.Add;
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matHolo.DepthWrite = false;
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matHolo.DepthTest = DepthTest.Less;
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matHolo.DepthTest = DepthTest.Always;
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matHolo.SetTexture("diffuse", Tex.DevTex);
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}
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}
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// -------------------------------------------------
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public void Frame() {
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// Space.Mono spaceMono = new Space.Mono();
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Greenyard.Mono greenyard = new Greenyard.Mono();
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// Input.HandClearOverride(Handed.Left);
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Input.HandClearOverride(Handed.Right);
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// store hand pre override in rig
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rig.Step();
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// -------------------------------------------------
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// Hand hand = Input.Hand(Handed.Right);
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// Controller con = Input.Controller(Handed.Right);
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// Mesh.Cube.Draw(
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// Material.Default,
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// hand.IsJustPinched
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// )
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public void Frame() {
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// Con -> Hand
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// lGlove.Step();
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// rGlove.Step();
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rig.Step();
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compositor.Frame();
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// -------------------------------------------------
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// dof.Frame();
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dofs[0].Frame();
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dofs[1].Frame();
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dofs[2].Frame();
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dofs[3].Frame();
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// -------------------------------------------------
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WaveCursor lwc = (WaveCursor)dofs[0];
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WaveCursor rwc = (WaveCursor)dofs[1];
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// // dof.Frame();
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dofs[0].Frame();
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dofs[1].Frame();
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dofs[2].Frame();
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dofs[3].Frame();
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WaveCursor lwc = (WaveCursor)dofs[0];
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WaveCursor rwc = (WaveCursor)dofs[1];
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Trackballer ltb = (Trackballer)dofs[2];
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Trackballer rtb = (Trackballer)dofs[3];
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lwc.Demo(ltb.ori);
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lwc.Demo(ltb.ori);
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rwc.Demo(rtb.ori);
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Mesh.Cube.Draw(Mono.inst.matHolo,
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Mesh.Cube.Draw(Mono.inst.matHolo,
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Matrix.TRS(
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lwc.cursor.position,
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ltb.ori,
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0.04f
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Quat.Identity, // ltb.ori,
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0.015f
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),
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new Color(1, 0, 0)
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new Color(0, 1, 1)
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);
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Mesh.Cube.Draw(Mono.inst.matHolo,
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Mesh.Cube.Draw(Mono.inst.matHolo,
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Matrix.TRS(
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rwc.cursor.position,
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rtb.ori,
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0.04f
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rwc.cursor.position,
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Quat.Identity, // rtb.ori,
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0.015f
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),
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new Color(1, 0, 0)
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new Color(0, 1, 1)
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);
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// rBlock.Step(); lBlock.Step();
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// rGlove.Step(); lGlove.Step();
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// cubicCon.Step();
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// rBlock.Step(); lBlock.Step();
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// colorCube.Palm(lCon.device);
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// cubicCon.Step();
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// -------------------------------------------------
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// colorCube.Palm(lCon.device);
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net.me.Step();
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net.send = true;
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oriel.Frame();
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ShowWindowButton();
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}
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scene.Step(); // after! (render scene after oriel)
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Pose windowPoseButton = new Pose(0, 0, 0.75f, Quat.Identity);
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void ShowWindowButton() {
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UI.WindowBegin("Window Button", ref windowPoseButton);
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// -------------------------------------------------
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// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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// spaceMono.Frame();
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greenyard.Frame();
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// if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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// if (UI.Button("Scale w/Height")) { oriel.scaleWithHeight = !oriel.scaleWithHeight; }
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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.Label("Player.y");
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// UI.HSlider("Player.y", ref greenyard.height, 1f, 6f, 0.2f);
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// -------------------------------------------------
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// UI.Label("pos.y");
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// UI.HSlider("pos.y", ref playerY, -1f, 1f, 0.1f);
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oriel.Render();
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// UI.Label("trail.length");
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// UI.HSlider("trail.length", ref trailLen, 0.1f, 1f, 0.1f);
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net.me.Step();
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net.send = true;
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// UI.Label("trail.scale");
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// UI.HSlider("trail.str", ref trailScl, 0.1f, 2f, 0.1f);
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ShowWindowButton();
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}
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Pose windowPoseButton = new Pose(0, 0, 0.75f, 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("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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// if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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// if (UI.Button("Scale w/Height")) { oriel.scaleWithHeight = !oriel.scaleWithHeight; }
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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.Label("Player.y");
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// UI.HSlider("Player.y", ref greenyard.height, 0.1f, 1.5f, 0.1f);
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UI.Label("pos.y");
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UI.HSlider("pos.y", ref playerY, -1f, 1f, 0.1f);
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UI.Label("trail.length");
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UI.HSlider("trail.length", ref trailLen, 0.1f, 1f, 0.1f);
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UI.Label("trail.scale");
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UI.HSlider("trail.str", ref trailScl, 0.1f, 2f, 0.1f);
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UI.Label("str");
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UI.HSlider("str", ref stretchStr, 0.1f, 1f, 0.1f);
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// UI.Label("str");
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// UI.HSlider("str", ref stretchStr, 0.1f, 1f, 0.1f);
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// flipIndex
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// flipGrip
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// flipIndex
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// flipGrip
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UI.WindowEnd();
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}
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public float trailLen = 0.5f;
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public float trailScl = 0.2f;
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public float stretchStr = 0.333f;
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public float playerY = 0;
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UI.WindowEnd();
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}
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public float trailLen = 0.666f;
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public float trailScl = 0.2f;
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public float stretchStr = 0.5f;
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public float playerY = 0;
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}
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@ -15,7 +15,7 @@ class StretchCursor : dof {
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float mag = (vTo - vFrom).Magnitude;
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stretch = MathF.Max(mag - deadzone, 0);
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Vec3 dir = PullRequest.Direction(vTo, vFrom);
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Vec3 dir = Vec3.Direction(vTo, vFrom);
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cursor = vTo + dir * stretch * strength;
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// draw
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