Ian
This commit is contained in:
parent
709981ef8d
commit
fbd7ce3a4a
16 changed files with 389 additions and 59 deletions
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@ -1,5 +0,0 @@
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interface IApp { // <T> ?
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void Initialize();
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void Update();
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void Shutdown();
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}
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@ -10,7 +10,7 @@ public class Glove {
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this.chirality = chirality;
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}
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public Pose virtualGlove;
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public Pose virtualGlove = Pose.Identity;
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Quat projection = Quat.Identity;
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Vec3 direction {
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get { return projection * new Vec3(0, 0, -1); }
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@ -125,7 +125,7 @@ public class Glove {
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Vec3 thumb = hand.Get(FingerId.Thumb, JointId.Tip).position - con.pos;
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virtualGlove.position += Vec3.Lerp(index, thumb, 0.5f);
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Render(con.Pose(), virtualGlove, wrist, stretch, twist, chirality);
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Render(con.pose, virtualGlove, wrist, stretch, twist, chirality);
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}
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// decouple the rendering
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68
app/Mono.cs
68
app/Mono.cs
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@ -10,6 +10,11 @@ public class Mono {
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public Scene scene = new Scene();
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// -------------------------------------------------
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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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@ -27,6 +32,7 @@ public class Mono {
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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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public MonoNet net = new MonoNet();
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@ -34,14 +40,26 @@ public class Mono {
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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 Trackballer(rGlove.virtualGlove, anchor),
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new StretchCursor() { handId = 0, deadzone = 0.01f, strength = 3f }, // can override design variables
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new StretchCursor() { handId = 1, deadzone = 0.01f, strength = 3f }, // can override design variables
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};
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}
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Pose anchor = Pose.Identity;
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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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// spaceMono.Init();
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greenyard.Init();
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}
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// -------------------------------------------------
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// Space.Mono spaceMono = new Space.Mono();
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@ -53,13 +71,18 @@ public class Mono {
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// -------------------------------------------------
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public void Step() {
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public void Frame() {
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rig.Step();
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// -------------------------------------------------
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rGlove.Step(); lGlove.Step();
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// dof.Frame();
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dofs[0].Frame();
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dofs[1].Frame();
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// rGlove.Step(); lGlove.Step();
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// rBlock.Step(); lBlock.Step();
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@ -67,19 +90,19 @@ public class Mono {
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// colorCube.Palm(lCon.device);
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oriel.Frame();
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// oriel.Frame();
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scene.Step(); // after! (render scene after oriel)
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// -------------------------------------------------
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// spaceMono.Frame();
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greenyard.Frame();
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// greenyard.Frame();
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// board.Frame();
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// -------------------------------------------------
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oriel.Render();
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// oriel.Render();
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net.me.Step();
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net.send = true;
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@ -91,17 +114,38 @@ public class Mono {
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void ShowWindowButton() {
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UI.WindowBegin("Window Button", ref windowPoseButton);
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if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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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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// 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("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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// flipIndex
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// flipGrip
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UI.WindowEnd();
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}
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public float trailLen = 0.333f;
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public float trailScl = 1f;
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public float stretchStr = 0.333f;
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}
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@ -228,8 +228,8 @@ public class Peer {
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Mono mono = Mono.inst;
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color = mono.colorCube.color;
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headset = Input.Head;
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rHand = mono.rig.rCon.Pose();
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lHand = mono.rig.lCon.Pose();
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rHand = mono.rig.rCon.pose;
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lHand = mono.rig.lCon.pose;
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rCursor = mono.rGlove.virtualGlove;
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lCursor = mono.lGlove.virtualGlove;
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@ -13,20 +13,32 @@ public static class PullRequest {
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}
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}
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public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
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float dot = Vec3.Dot(a, b);
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dot = Clamp(dot, -1f, 1f);
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float theta = MathF.Acos(dot) * t;
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Vec3 relativeVec = b - a * dot;
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relativeVec.Normalize();
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return (a * MathF.Cos(theta)) + (relativeVec * MathF.Sin(theta));
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}
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// amplify quaternions (q * q * lerp(q.i, q, %))
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public static Vec3 AngularDisplacement(Quat q) {
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float angle; Vec3 axis;
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ToAngleAxis(q, out angle, out axis);
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ToAxisAngle(q, out axis, out angle);
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return axis * angle;
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// * (float)(Math.PI / 180); // radians -> degrees
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// / Time.Elapsedf; // delta -> velocity
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}
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public static void ToAngleAxis(Quat q, out float angle, out Vec3 axis) {
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q = q.Normalized;
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angle = 2 * (float)Math.Acos(q.w);
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float s = (float)Math.Sqrt(1 - q.w * q.w);
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public static void ToAxisAngle(this Quat q, out Vec3 axis, out float angle) {
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q = q.Normalized; // q.Normalize(); ?
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angle = 2 * MathF.Acos(q.w);
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float s = MathF.Sqrt(1 - q.w * q.w);
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// float s = 2 * MathF.Asin(angle * 0.5f);
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axis = Vec3.Right;
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// avoid divide by zero
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// + if s is close to zero then direction of axis not important
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@ -37,6 +49,22 @@ public static class PullRequest {
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}
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}
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public static void LookDirection(this ref Quat q, Vec3 dir) {
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Vec3 up = Vec3.Up;
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// using AxisAngle
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Vec3 axis = Vec3.Cross(up, dir);
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float angle = MathF.Atan2(Vec3.Dot(up, dir), axis.Length);
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q = FromAxisAngle(axis.Normalized, angle);
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}
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public static Quat FromAxisAngle(Vec3 axis, float angle) {
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float halfAngle = angle * 0.5f;
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float sin = (float)Math.Sin(halfAngle);
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float cos = (float)Math.Cos(halfAngle);
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return new Quat(axis.x * sin, axis.y * sin, axis.z * sin, cos).Normalized;
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}
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static Random r = new Random();
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public static int RandomRange(int min, int max) {
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return r.Next(min, max);
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return a + (b - a) * t;
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}
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public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
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// spherical linear interpolation
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float dot = Vec3.Dot(a, b);
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if (dot > 0.9995f) {
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return Vec3.Lerp(a, b, t);
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}
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float theta = (float)Math.Acos(dot);
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float sinTheta = (float)Math.Sin(theta);
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return Vec3.Lerp(a * (float)Math.Sin(theta - theta * t) / sinTheta, b * (float)Math.Sin(theta * t) / sinTheta, t);
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}
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// public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
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// // spherical linear interpolation
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// float dot = Vec3.Dot(a, b);
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// if (dot > 0.9995f) {
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// return Vec3.Lerp(a, b, t);
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// }
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// float theta = (float)Math.Acos(dot);
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// float sinTheta = (float)Math.Sin(theta);
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// return Vec3.Lerp(a * (float)Math.Sin(theta - theta * t) / sinTheta, b * (float)Math.Sin(theta * t) / sinTheta, t);
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// }
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[Serializable]
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public class Noise {
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@ -83,22 +83,19 @@ public class Con {
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public Controller device;
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public Vec3 pos;
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public Quat ori;
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public Pose pose;
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public Vec3 backhandDir;
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public Btn gripBtn;
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public Btn triggerBtn;
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public void Step(bool chirality) {
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device = Input.Controller(chirality ? Handed.Right : Handed.Left);
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pos = device.pose.position;
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ori = device.aim.orientation;
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pose.position = pos = device.pose.position;
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pose.orientation = ori = device.aim.orientation;
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backhandDir = ori * (chirality ? Vec3.Right : -Vec3.Right);
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gripBtn.Step(device.grip > 0.5f);
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triggerBtn.Step(device.trigger > 0.5f);
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}
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public Pose Pose() {
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return new Pose(pos, ori);
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}
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}
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public struct Btn {
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@ -10,23 +10,23 @@ public abstract class SpatialCursor {
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public abstract void Calibrate();
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}
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public class StretchCursor : SpatialCursor {
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public StretchCursor() {
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this.min = 1f;
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this.str = 3f;
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this.max = 10f;
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}
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public override void Step(Pose[] poses, float scalar) {
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Pose dom = poses[0];
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Pose sub = poses[1];
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float stretch = (sub.position - dom.position).Magnitude;
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stretch = Math.Max(stretch - 0.1f, 0);
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p0 = dom.position + dom.Forward * stretch * 3;
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// public class StretchCursor : SpatialCursor {
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// public StretchCursor() {
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// this.min = 1f;
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// this.str = 3f;
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// this.max = 10f;
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// }
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// public override void Step(Pose[] poses, float scalar) {
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// Pose dom = poses[0];
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// Pose sub = poses[1];
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// float stretch = (sub.position - dom.position).Magnitude;
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// stretch = Math.Max(stretch - 0.1f, 0);
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// p0 = dom.position + dom.Forward * stretch * 3;
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model.Draw(Matrix.TS(p0, 0.06f));
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}
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public override void Calibrate() { }
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}
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// model.Draw(Matrix.TS(p0, 0.06f));
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// }
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// public override void Calibrate() { }
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// }
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public class ReachCursor : SpatialCursor {
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bool chirality;
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@ -8,6 +8,7 @@ SKSettings settings = new SKSettings {
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depthMode = DepthMode.D32,
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disableUnfocusedSleep = true,
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// displayPreference = DisplayMode.Flatscreen,
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// disableFlatscreenMRSim = true,
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};
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if (!SK.Initialize(settings))
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Environment.Exit(1);
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@ -18,6 +19,6 @@ Input.HandVisible(Handed.Max, true);
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Oriels.Mono mono = Oriels.Mono.inst;
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mono.Init();
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while (SK.Step(() => {
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mono.Step();
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mono.Frame();
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}));
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SK.Shutdown();
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5
app/dofs/dof.cs
Normal file
5
app/dofs/dof.cs
Normal file
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interface dof { // <T> ?
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void Init();
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void Frame();
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// void Drop();
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}
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12
app/dofs/stretch-cursor/finger/StretchFinger.cs
Normal file
12
app/dofs/stretch-cursor/finger/StretchFinger.cs
Normal file
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namespace Oriels;
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class StretchFinger : dof {
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// Pose p0, p1
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public void Init() {
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}
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public void Frame() {
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}
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}
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0
app/dofs/stretch-cursor/finger/⧉
Normal file
0
app/dofs/stretch-cursor/finger/⧉
Normal file
118
app/dofs/stretch-cursor/og/StretchCursor.cs
Normal file
118
app/dofs/stretch-cursor/og/StretchCursor.cs
Normal file
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namespace Oriels;
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class StretchCursor : dof {
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Pose p0, p1;
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public StretchCursor() {
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}
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public Pose cursor;
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public void Init() {
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}
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bool isTracking = false;
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public void Frame() {
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Hand hand = Input.Hand(handId);
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if (hand.tracked.IsActive() && !hand.tracked.IsJustActive()) {
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p0.position = hand.Get(FingerId.Index, JointId.KnuckleMajor).position;
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p1.position = hand.Get(FingerId.Index, JointId.Tip).position;
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isTracking = true;
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}
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// Vec3 vec = p0.position - p1.position;
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// float len = vec.Length;
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// float stretch = Math.Max(len - deadzone, 0f);
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// Vec3 dir = backhand ? vec / len : p0.orientation * Vec3.Forward;
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float fI = Flexion(hand, FingerId.Index);
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float fM = Flexion(hand, FingerId.Middle);
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float fR = Flexion(hand, FingerId.Ring);
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float fL = Flexion(hand, FingerId.Little);
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float stretch = (fI + fI + fM + fM + fM + fR + fR + fL) / 8f; // based on finger length
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Vec3 dir = PullRequest.Direction(
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hand.Get(FingerId.Index, JointId.Tip).position,
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hand.Get(FingerId.Index, JointId.KnuckleMajor).position
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);
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cursor.position = hand.Get(FingerId.Index, JointId.Tip).position + dir * stretch * strength * Mono.inst.stretchStr;
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Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
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if (isTracking) { Demo(); }
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}
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public bool backhand = true;
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public float deadzone = 0.1f;
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public float strength = 3f;
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public int handId = 0;
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float Flexion(Hand hand, FingerId finger) {
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float flexion = (Vec3.Dot(
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PullRequest.Direction(
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hand.Get(finger, JointId.Tip).position,
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hand.Get(finger, JointId.KnuckleMinor).position
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),
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PullRequest.Direction(
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hand.Get(finger, JointId.KnuckleMid).position,
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hand.Get(finger, JointId.KnuckleMajor).position
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)
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) + 1f) / 2;
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return Math.Max(flexion - deadzone, 0f) / (1 - deadzone);
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}
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Vec3 smoothPos;
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Vec3[] points = new Vec3[64];
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void Demo() {
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smoothPos = Vec3.Lerp(smoothPos, cursor.position, Time.Elapsedf * 6f);
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// while (Vec3.Distance(points[0], smoothPos) > 0.03f) {
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// for (int i = points.Length - 1; i > 0; i--) {
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// points[i] = points[i - 1];
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// }
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// points[0] += PullRequest.Direction(smoothPos, points[0]) * 0.02f;
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// }
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points[0] = smoothPos;
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int len = (int)(points.Length * Mono.inst.trailLen);
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for (int i = 0; i < len; i++) {
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if (i > 0) {
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Vec3 dir = Vec3.Forward;
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if (points[i].v != points[i - 1].v) {
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dir = PullRequest.Direction(points[i], points[i - 1]);
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}
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points[i] = points[i - 1] + dir * 0.02f * Mono.inst.trailScl;
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}
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||||
|
||||
Vec3 from = i > 0 ? points[i - 1] : smoothPos;
|
||||
|
||||
Mesh.Cube.Draw(
|
||||
Material.Default,
|
||||
Matrix.TRS(points[i], Quat.LookDir(PullRequest.Direction(points[i], from)), 0.01f * Mono.inst.trailScl),
|
||||
Color.HSV(i / (float)len, 1, 1)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
0
app/dofs/stretch-cursor/og/⧉
Normal file
0
app/dofs/stretch-cursor/og/⧉
Normal file
0
app/dofs/stretch-cursor/reach/ReachCursor.cs
Normal file
0
app/dofs/stretch-cursor/reach/ReachCursor.cs
Normal file
0
app/dofs/stretch-cursor/reach/⧉
Normal file
0
app/dofs/stretch-cursor/reach/⧉
Normal file
130
app/dofs/trackballer/Trackballer.cs
Normal file
130
app/dofs/trackballer/Trackballer.cs
Normal file
|
@ -0,0 +1,130 @@
|
|||
namespace Oriels;
|
||||
|
||||
class Trackballer : dof {
|
||||
public Pose p0, anchor = Pose.Identity;
|
||||
public Trackballer(Pose p0, Pose anchor) {
|
||||
this.p0 = p0;
|
||||
this.anchor = anchor;
|
||||
}
|
||||
|
||||
|
||||
Vec3 pos = new Vec3(0, 0, -1);
|
||||
Vec3 vel = new Vec3(0, 0, 0);
|
||||
|
||||
|
||||
public Quat ori = Quat.Identity;
|
||||
public void Init() {
|
||||
|
||||
}
|
||||
|
||||
// Vec3 pos, oldPos;
|
||||
Quat qDelta = Quat.Identity;
|
||||
public void Frame() {
|
||||
p0 = Mono.inst.rGlove.virtualGlove;
|
||||
|
||||
// Vec3 vA = PullRequest.Direction(oldPos, anchor.position);
|
||||
// Vec3 vB = PullRequest.Direction(p0.position, anchor.position);
|
||||
|
||||
// if (Vec3.Distance(p0.position, oldPos) > 0.2f) { // (p0.position.v != oldPos.v) {
|
||||
// // Vec3 delta = (p0.position - oldPos);
|
||||
// float angle = Vec3.AngleBetween(vA, vB);
|
||||
// Console.WriteLine("angle: " + angle);
|
||||
// if (angle > 1f) {
|
||||
// Vec3 v = PullRequest.Slerp(vA, vB, 1 / angle).Normalized;
|
||||
// // Vec3 delta -> Quat delta
|
||||
// Quat a = Quat.LookDir(vA).Normalized;
|
||||
// Quat b = Quat.LookDir(v).Normalized;
|
||||
// // when converting from vec to quat, the up axis can get flipped causing issues with reliably scaling the qDelta by vector angle
|
||||
|
||||
|
||||
// qDelta = Quat.Difference(a, b).Normalized;
|
||||
|
||||
// // qDelta scaled to one degree
|
||||
// // qDelta = Quat.Slerp(Quat.Identity, qDelta, 1 / angle).Normalized;
|
||||
|
||||
// // ori = Quat.Slerp(Quat.Identity, Quat.FromAngles(1, 0, 0), 6 * Time.Elapsedf) * ori;
|
||||
|
||||
// // and use the velocity magnitude
|
||||
// float test = MathF.Tau * 0.05f;
|
||||
// }
|
||||
|
||||
// oldPos = p0.position;
|
||||
// }
|
||||
// ori = Quat.Slerp(Quat.Identity, qDelta, 60 * Time.Elapsedf).Normalized * ori;
|
||||
// ori.Normalize();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Vec3 newPos = pos + vel * Time.Elapsedf;
|
||||
// if (newPos.v != pos) {
|
||||
// newPos = PullRequest.Direction(newPos, anchor.position).Normalized * 1f;
|
||||
// vel = PullRequest.Direction(newPos, pos) * vel.Length;
|
||||
// pos = newPos;
|
||||
// }
|
||||
|
||||
if (Input.Key(Key.Space).IsJustActive()) {
|
||||
fromMouse = Input.Mouse.pos;
|
||||
}
|
||||
|
||||
if (Input.Key(Key.Space).IsJustInactive()) {
|
||||
Vec2 delta = (Input.Mouse.pos - fromMouse) / 32f;
|
||||
vel = new Vec3(delta.x, -delta.y, 0);
|
||||
|
||||
pos = new Vec3(0, 0, 1);
|
||||
// ori = (Quat.LookDir(pos).Normalized * ori).Normalized;
|
||||
}
|
||||
|
||||
// ori.LookDirection(pos);
|
||||
|
||||
// ori = Quat.FromAngles(0, MathF.Sin(Time.Totalf) * 180, 0);
|
||||
// float angle; Vec3 axis;
|
||||
// ori.ToAxisAngle(out axis, out angle);
|
||||
// ori = PullRequest.FromAxisAngle(axis, angle);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// pivot to just Quat.FromAngles(x, 0, 0) * Quat.FromAngles(0, y, 0) for the delta
|
||||
Quat qDelta = (
|
||||
Quat.FromAngles(-vel.y * 60 * Time.Elapsedf, 0, 0)
|
||||
* Quat.FromAngles(0, vel.x * 60 * Time.Elapsedf, 0)
|
||||
// * Quat.FromAngles(0, 0, -vel.z * 60 * Time.Elapsedf)
|
||||
);
|
||||
// apply the qDelta to the current orientation relative to the head orientation
|
||||
Quat headOri = Input.Head.orientation;
|
||||
ori = (headOri * qDelta * headOri.Inverse * ori).Normalized;
|
||||
// ori = qDelta * ori;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Lines.Add(anchor.position, pos, new Color(1, 0, 0), 0.01f);
|
||||
|
||||
Lines.Add(
|
||||
anchor.position - ori * new Vec3(-1, 0, 0) * 0.1f,
|
||||
anchor.position - ori * new Vec3( 1, 0, 0) * 0.1f,
|
||||
new Color(1, 0, 0), 0.002f
|
||||
);
|
||||
Lines.Add(
|
||||
anchor.position - ori * new Vec3( 0,-1, 0) * 0.1f,
|
||||
anchor.position - ori * new Vec3( 0, 1, 0) * 0.1f,
|
||||
new Color(0, 1, 0), 0.002f
|
||||
);
|
||||
Lines.Add(
|
||||
anchor.position - ori * new Vec3( 0, 0,-1) * 0.1f,
|
||||
anchor.position - ori * new Vec3( 0, 0, 1) * 0.1f,
|
||||
new Color(0, 0, 1), 0.002f
|
||||
);
|
||||
Mesh.Cube.Draw(Material.Default, Matrix.TRS(anchor.position, ori, 0.04f));
|
||||
// Mesh.Cube.Draw(Material.Default, Matrix.TS(p0.position, new Vec3(0.04f, 0.01f, 0.04f)));
|
||||
}
|
||||
|
||||
Vec2 fromMouse = new Vec2(0, 0);
|
||||
|
||||
public float deadzone = 0.1f;
|
||||
}
|
Loading…
Add table
Reference in a new issue