supinecursor, twistcursor, playing w/structure
This commit is contained in:
parent
f5f63a12ff
commit
99a63e0970
11 changed files with 193 additions and 71 deletions
BIN
Assets/DMMono-Regular.ttf
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BIN
Assets/DMMono-Regular.ttf
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@ -1,13 +1,12 @@
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#include "stereokit.hlsli"
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#include "stereokit.hlsli"
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//--name = sk/unlit
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//--name = dofdev/unlit
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//--color:color = 1, 1, 1, 1
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//--color:color = 1, 1, 1, 1
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//--diffuse = white
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//--diffuse = white
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float4 color;
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float4 color;
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Texture2D diffuse : register(t0);
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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SamplerState diffuse_s : register(s0);
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struct vsIn {
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struct vsIn {
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float4 pos : SV_Position;
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float3 norm : NORMAL0;
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@ -31,9 +30,11 @@ psIn vs(vsIn input, uint id : SV_InstanceID) {
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o.uv = input.uv;
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o.uv = input.uv;
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o.color = input.col * color * sk_inst[id].color;
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o.color = input.col * color * sk_inst[id].color;
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o.color = float4(0, 1, 1, 1);
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return o;
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return o;
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}
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}
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float4 ps(psIn input) : SV_TARGET {
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float4 ps(psIn input) : SV_TARGET {
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float4 col = diffuse.Sample(diffuse_s, input.uv);
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float4 col = diffuse.Sample(diffuse_s, input.uv);
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col = col * input.color;
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col = col * input.color;
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BIN
Assets/oriel.glb
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BIN
Assets/oriel.glb
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41
Assets/oriel.hlsl
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41
Assets/oriel.hlsl
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@ -0,0 +1,41 @@
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#include "stereokit.hlsli"
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//--name = dofdev/oriel
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// float4 color;
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// Texture2D diffuse : register(t0);
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// SamplerState diffuse_s : register(s0);
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struct vsIn {
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float4 pos : SV_POSITION;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct psIn {
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float4 pos : SV_POSITION;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float1 depth : TEXCOORD1;
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float4 color : COLOR0;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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float3 world = mul(input.pos, sk_inst[id].world).xyz;
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o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
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o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.uv = input.uv;
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o.color = input.col;
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o.depth = dot(float4(o.norm, 1), normalize(float4(world,1) - sk_camera_pos[o.view_id]));
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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clip(input.depth);
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return input.color;
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}
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11
Oriel.cs
11
Oriel.cs
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@ -1,11 +0,0 @@
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using StereoKit;
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class Oriel {
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RenderLayer renderLayer;
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public Oriel(RenderLayer layer) {
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this.renderLayer = layer;
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}
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}
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51
Program.cs
51
Program.cs
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@ -3,34 +3,73 @@ using StereoKit;
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class Program {
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class Program {
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static void Main(string[] args) {
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static void Main(string[] args) {
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SKSettings settings = new SKSettings
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SKSettings settings = new SKSettings {
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{
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appName = "oriels",
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appName = "oriels",
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assetsFolder = "Assets",
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assetsFolder = "Assets",
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};
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};
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if (!SK.Initialize(settings))
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if (!SK.Initialize(settings))
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Environment.Exit(1);
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Environment.Exit(1);
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Model cursor = Model.FromFile("cursor.glb");
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// TextStyle style = Text.MakeStyle(Font.FromFile("DMMono-Regular.ttf"), 0.1f, Color.White);
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Mono.Run();
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}
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}
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public static class Mono {
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public static Controller offHand, mainHand;
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public static void Run() {
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ColorCube cube = new ColorCube();
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ColorCube cube = new ColorCube();
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OrbitalView.strength = 4;
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OrbitalView.strength = 4;
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OrbitalView.distance = 0.4f;
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OrbitalView.distance = 0.4f;
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cube.thickness = 0.01f;
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cube.thickness = 0.01f;
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ReachCursor reachCursor = new ReachCursor();
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Material addMat = new Material(Shader.FromFile("example.hlsl"));
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ReachCursor reachCursor = new ReachCursor();
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SupineCursor supineCursor = new SupineCursor();
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Oriel oriel = new Oriel();
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oriel.Start();
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while (SK.Step(() => {
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while (SK.Step(() => {
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offHand = Input.Controller(Handed.Left);
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mainHand = Input.Controller(Handed.Right);
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// Matrix orbitMatrix = OrbitalView.transform;
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// Matrix orbitMatrix = OrbitalView.transform;
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// cube.Step(Matrix.S(Vec3.One * 0.2f) * orbitMatrix);
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// cube.Step(Matrix.S(Vec3.One * 0.2f) * orbitMatrix);
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// Default.MaterialHand["color"] = cube.color;
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// Default.MaterialHand["color"] = cube.color;
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reachCursor.Step();
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// reachCursor.Step();
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supineCursor.Step();
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// oriel.Step();
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// cursor.Draw(Matrix.S(0.1f));
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// cursor.Draw(Matrix.S(0.1f));
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})) ;
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})) ;
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SK.Shutdown();
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SK.Shutdown();
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}
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}
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}
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}
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public class Oriel {
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public Bounds bounds;
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// render
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Material mat = new Material(Shader.FromFile("oriel.hlsl"));
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Mesh mesh = Mesh.GenerateCube(new Vec3(1, 1, 1));
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public void Start() {
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bounds = new Bounds(Vec3.Zero, new Vec3(1f, 0.5f, 0.5f));
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// Vertex[] verts = mesh.GetVerts();
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// for (int i = 0; i < verts.Length; i++) {
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// verts[i].norm *= -1f;
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// }
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// mesh.SetVerts(verts);
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}
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public void Step() {
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mesh.Draw(mat, Matrix.TRS(bounds.center, Quat.Identity, bounds.dimensions));
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}
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}
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@ -1,36 +0,0 @@
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using System;
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using StereoKit;
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public class ReachCursor {
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static Material unlitMat = Default.MaterialUnlit.Copy();
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static Model modelCursor = Model.FromFile("cursor.glb", Shader.Default);
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static Model modelSphere = new Model(Default.MeshSphere, unlitMat);
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static Vec3[] pullPoints = new Vec3[2];
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public void Step() {
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Matrix matrix = new Matrix();
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matrix.Translation = new Vec3(0, 0, -1);
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for (int h = 0; h < (int)Handed.Max; h++)
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{
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// Get the pose for the index fingertip
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Hand hand = Input.Hand((Handed)h);
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Vec3 indexTip = hand[FingerId.Index, JointId.Tip].Pose.position;
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Vec3 thumbTip = hand[FingerId.Thumb, JointId.Tip].Pose.position;
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Vec3 pinchPos = Vec3.Lerp(indexTip, thumbTip, 0.5f);
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if (hand.IsPinched)
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{
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pullPoints[h] = pinchPos;
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}
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float stretch = (pullPoints[h] - pinchPos).Length;
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Vec3 dir = (pinchPos - pullPoints[h]).Normalized;
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Vec3 pos = pinchPos + dir * stretch * 3;
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modelCursor.Draw(Matrix.TS(pos, 0.06f));
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Lines.Add(pullPoints[h], pos, Color.White, 0.01f);
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modelSphere.Draw(Matrix.TS(pullPoints[h], 0.04f));
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}
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}
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}
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BIN
Resources/oriel.blend
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BIN
Resources/oriel.blend
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82
SpatialCursor.cs
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82
SpatialCursor.cs
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using System;
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using StereoKit;
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// build this out tentatively
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public abstract class SpatialCursor {
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public Vec3 pos;
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public Quat rot;
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public static Model model = Model.FromFile("cursor.glb", Shader.Default);
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}
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// : SpatialCursor
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public class ReachCursor {
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static Material unlitMat = Default.MaterialUnlit.Copy();
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static Model modelCursor = Model.FromFile("cursor.glb", Shader.Default);
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static Model modelSphere = new Model(Default.MeshSphere, unlitMat);
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static Vec3[] pullPoints = new Vec3[2];
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public void Step() {
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for (int h = 0; h < (int)Handed.Max; h++) {
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// Get the pose for the index fingertip
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Hand hand = Input.Hand((Handed)h);
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Vec3 indexTip = hand[FingerId.Index, JointId.Tip].Pose.position;
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Vec3 thumbTip = hand[FingerId.Thumb, JointId.Tip].Pose.position;
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Vec3 pinchPos = Vec3.Lerp(indexTip, thumbTip, 0.5f);
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if (hand.IsPinched) {
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pullPoints[h] = pinchPos;
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}
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float stretch = (pullPoints[h] - pinchPos).Length;
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Vec3 dir = (pinchPos - pullPoints[h]).Normalized;
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Vec3 pos = pinchPos + dir * stretch * 3;
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modelCursor.Draw(Matrix.TS(pos, 0.06f));
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Lines.Add(pullPoints[h], pos, Color.White, 0.01f);
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modelSphere.Draw(Matrix.TS(pullPoints[h], 0.04f));
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}
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}
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}
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public class TwistCursor : SpatialCursor {
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public void Step() {
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Quat rel = Quat.LookAt(Vec3.Zero, Mono.mainHand.aim.orientation * Vec3.Forward);
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float twist = Vec3.Dot(rel * Vec3.Up, Mono.mainHand.aim.orientation * Vec3.Up);
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twist = MathF.Max(twist - 0.05f, 0);
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pos = Mono.mainHand.aim.position + Mono.mainHand.aim.orientation * Vec3.Forward * twist;
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model.Draw(Matrix.TS(pos, 0.06f));
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}
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}
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public class SupineCursor : SpatialCursor {
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float calibStr;
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Quat calibQuat;
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public void Step() {
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// calibration
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if (Mono.mainHand.IsStickClicked) {
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Vec3 target = Input.Head.position + Input.Head.Forward;
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calibStr = Vec3.Distance(Mono.mainHand.aim.position, target) * 2;
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Quat calibAlign = Quat.LookAt(Mono.mainHand.aim.position, target);
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calibQuat = Mono.mainHand.aim.orientation.Inverse * calibAlign;
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}
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Quat rel = Quat.LookAt(Vec3.Zero, Mono.offHand.aim.orientation * Vec3.Forward);
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float twist = (Vec3.Dot(rel * -Vec3.Right, Mono.offHand.aim.orientation * Vec3.Up) + 1) / 2;
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pos = Mono.mainHand.aim.position + Mono.mainHand.aim.orientation * calibQuat * Vec3.Forward * calibStr * twist;
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model.Draw(Matrix.TS(pos, 0.06f));
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}
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}
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public class TankCursor : SpatialCursor {
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public void Step() {
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pos = Vec3.Zero;
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rot = Quat.Identity;
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model.Draw(Matrix.TS(pos, 0.06f));
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}
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}
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4
oriels.bat
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4
oriels.bat
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dotnet build
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pause
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cd bin/Debug/netcoreapp3.1/
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oriels.exe
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<ItemGroup>
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<ItemGroup>
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<None Remove="Assets/example.hlsl" />
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<None Remove="Assets/example.hlsl" />
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<None Remove="Assets/oriel.hlsl" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<SKShader Include="Assets/example.hlsl" />
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<SKShader Include="Assets/example.hlsl" />
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<SKShader Include="Assets/oriel.hlsl" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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