pattern revision
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95e7b714c5
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3 changed files with 14 additions and 10 deletions
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@ -5,23 +5,25 @@ class StretchCursor : dof {
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public Pose to, from;
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public Pose to, from;
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// data
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// data
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public Pose cursor;
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public Vec3 cursor;
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public void Init() {}
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public void Init() {
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cursor = to.position;
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}
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public void Frame() {
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public void Frame() {
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Vec3 vec = to.position - from.position;
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Vec3 vec = to.position - from.position;
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float len = vec.Length;
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float len = vec.Length;
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float stretch = Math.Max(len - deadzone, 0f);
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float stretch = Math.Max(len - deadzone, 0f);
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Vec3 dir = backhand ? vec / len : to.orientation * Vec3.Forward;
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Vec3 dir = pointer ? vec / len : to.orientation * Vec3.Forward;
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cursor.position = to.position + dir * stretch * strength; // * Mono.inst.stretchStr;
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cursor = to.position + dir * stretch * strength;
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Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
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Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor, 0.01f));
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}
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}
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// design
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// design
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public bool backhand = true;
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public bool pointer = false;
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public float deadzone = 0.1f;
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public float deadzone = 0.1f;
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public float strength = 3f;
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public float strength = 3f;
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}
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}
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@ -6,13 +6,13 @@ data
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cursor
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cursor
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init
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init
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cursor = to.pos
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# fade in if needed
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frame
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frame
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vec = to.pos - from.pos
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vec = to.pos - from.pos
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len = vec.len
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len = vec.length
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stretch = max(len - deadzone, 0)
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stretch = max(len - deadzone, 0)
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dir = pointer ? to.ori * v3.fwd : vec / len
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dir = pointer ? to.ori * v3.fwd : vec / len
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cursor = to.pos + dir * stretch * strength
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cursor = to.pos + dir * stretch * strength
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@ -86,6 +86,8 @@ class WaveCursor : dof {
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// new Color(1, 1, 1), 0.004f
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// new Color(1, 1, 1), 0.004f
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// );
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// );
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// show that you are about to boolean in and out
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oldLocalPad = localPad;
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oldLocalPad = localPad;
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