This commit is contained in:
spatialfree 2022-09-28 13:03:07 -04:00
parent 709981ef8d
commit fbd7ce3a4a
16 changed files with 389 additions and 59 deletions

View file

@ -1,5 +0,0 @@
interface IApp { // <T> ?
void Initialize();
void Update();
void Shutdown();
}

View file

@ -10,7 +10,7 @@ public class Glove {
this.chirality = chirality;
}
public Pose virtualGlove;
public Pose virtualGlove = Pose.Identity;
Quat projection = Quat.Identity;
Vec3 direction {
get { return projection * new Vec3(0, 0, -1); }
@ -125,7 +125,7 @@ public class Glove {
Vec3 thumb = hand.Get(FingerId.Thumb, JointId.Tip).position - con.pos;
virtualGlove.position += Vec3.Lerp(index, thumb, 0.5f);
Render(con.Pose(), virtualGlove, wrist, stretch, twist, chirality);
Render(con.pose, virtualGlove, wrist, stretch, twist, chirality);
}
// decouple the rendering

View file

@ -10,6 +10,11 @@ public class Mono {
public Scene scene = new Scene();
// -------------------------------------------------
dof[] dofs;
int dofIndex = 0;
dof dof => dofs[dofIndex];
public Oriel oriel = new Oriel(); // -> array ?
public ColorCube colorCube = new ColorCube();
@ -27,6 +32,7 @@ public class Mono {
public Cubic[] cubics = new Cubic[] {
new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
};
// -------------------------------------------------
public MonoNet net = new MonoNet();
@ -34,14 +40,26 @@ public class Mono {
public Mono() {
Renderer.SetClip(0.02f, 1000f);
dofs = new dof[] {
// new StretchFinger(),
// new Trackballer(rGlove.virtualGlove, anchor),
new StretchCursor() { handId = 0, deadzone = 0.01f, strength = 3f }, // can override design variables
new StretchCursor() { handId = 1, deadzone = 0.01f, strength = 3f }, // can override design variables
};
}
Pose anchor = Pose.Identity;
public void Init() {
dofs[0].Init();
dofs[1].Init();
// spaceMono.Init();
greenyard.Init();
}
// -------------------------------------------------
// Space.Mono spaceMono = new Space.Mono();
@ -53,13 +71,18 @@ public class Mono {
// -------------------------------------------------
public void Step() {
public void Frame() {
rig.Step();
// -------------------------------------------------
rGlove.Step(); lGlove.Step();
// dof.Frame();
dofs[0].Frame();
dofs[1].Frame();
// rGlove.Step(); lGlove.Step();
// rBlock.Step(); lBlock.Step();
@ -67,19 +90,19 @@ public class Mono {
// colorCube.Palm(lCon.device);
oriel.Frame();
// oriel.Frame();
scene.Step(); // after! (render scene after oriel)
// -------------------------------------------------
// spaceMono.Frame();
greenyard.Frame();
// greenyard.Frame();
// board.Frame();
// -------------------------------------------------
oriel.Render();
// oriel.Render();
net.me.Step();
net.send = true;
@ -91,17 +114,38 @@ public class Mono {
void ShowWindowButton() {
UI.WindowBegin("Window Button", ref windowPoseButton);
if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
if (UI.Button("Scale w/Height")) { oriel.scaleWithHeight = !oriel.scaleWithHeight; }
UI.HSlider("Scale", ref oriel.scale, 0.1f, 1f, 0.1f);
UI.HSlider("Multiplier", ref oriel.multiplier, 0.1f, 1f, 0.1f);
UI.Label("Player.y");
UI.HSlider("Player.y", ref greenyard.height, 0.1f, 1.5f, 0.1f);
// if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
// if (UI.Button("Scale w/Height")) { oriel.scaleWithHeight = !oriel.scaleWithHeight; }
// UI.HSlider("Scale", ref oriel.scale, 0.1f, 1f, 0.1f);
// UI.HSlider("Multiplier", ref oriel.multiplier, 0.1f, 1f, 0.1f);
// UI.Label("Player.y");
// UI.HSlider("Player.y", ref greenyard.height, 0.1f, 1.5f, 0.1f);
UI.Label("trail.length");
UI.HSlider("trail.length", ref trailLen, 0.1f, 1f, 0.1f);
UI.Label("trail.scale");
UI.HSlider("trail.str", ref trailScl, 0.1f, 2f, 0.1f);
UI.Label("str");
UI.HSlider("str", ref stretchStr, 0.1f, 1f, 0.1f);
// flipIndex
// flipGrip
UI.WindowEnd();
}
public float trailLen = 0.333f;
public float trailScl = 1f;
public float stretchStr = 0.333f;
}

View file

@ -228,8 +228,8 @@ public class Peer {
Mono mono = Mono.inst;
color = mono.colorCube.color;
headset = Input.Head;
rHand = mono.rig.rCon.Pose();
lHand = mono.rig.lCon.Pose();
rHand = mono.rig.rCon.pose;
lHand = mono.rig.lCon.pose;
rCursor = mono.rGlove.virtualGlove;
lCursor = mono.lGlove.virtualGlove;

View file

@ -13,20 +13,32 @@ public static class PullRequest {
}
}
public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
float dot = Vec3.Dot(a, b);
dot = Clamp(dot, -1f, 1f);
float theta = MathF.Acos(dot) * t;
Vec3 relativeVec = b - a * dot;
relativeVec.Normalize();
return (a * MathF.Cos(theta)) + (relativeVec * MathF.Sin(theta));
}
// amplify quaternions (q * q * lerp(q.i, q, %))
public static Vec3 AngularDisplacement(Quat q) {
float angle; Vec3 axis;
ToAngleAxis(q, out angle, out axis);
ToAxisAngle(q, out axis, out angle);
return axis * angle;
// * (float)(Math.PI / 180); // radians -> degrees
// / Time.Elapsedf; // delta -> velocity
}
public static void ToAngleAxis(Quat q, out float angle, out Vec3 axis) {
q = q.Normalized;
angle = 2 * (float)Math.Acos(q.w);
float s = (float)Math.Sqrt(1 - q.w * q.w);
public static void ToAxisAngle(this Quat q, out Vec3 axis, out float angle) {
q = q.Normalized; // q.Normalize(); ?
angle = 2 * MathF.Acos(q.w);
float s = MathF.Sqrt(1 - q.w * q.w);
// float s = 2 * MathF.Asin(angle * 0.5f);
axis = Vec3.Right;
// avoid divide by zero
// + if s is close to zero then direction of axis not important
@ -37,6 +49,22 @@ public static class PullRequest {
}
}
public static void LookDirection(this ref Quat q, Vec3 dir) {
Vec3 up = Vec3.Up;
// using AxisAngle
Vec3 axis = Vec3.Cross(up, dir);
float angle = MathF.Atan2(Vec3.Dot(up, dir), axis.Length);
q = FromAxisAngle(axis.Normalized, angle);
}
public static Quat FromAxisAngle(Vec3 axis, float angle) {
float halfAngle = angle * 0.5f;
float sin = (float)Math.Sin(halfAngle);
float cos = (float)Math.Cos(halfAngle);
return new Quat(axis.x * sin, axis.y * sin, axis.z * sin, cos).Normalized;
}
static Random r = new Random();
public static int RandomRange(int min, int max) {
return r.Next(min, max);
@ -127,16 +155,16 @@ public static class PullRequest {
return a + (b - a) * t;
}
public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
// spherical linear interpolation
float dot = Vec3.Dot(a, b);
if (dot > 0.9995f) {
return Vec3.Lerp(a, b, t);
}
float theta = (float)Math.Acos(dot);
float sinTheta = (float)Math.Sin(theta);
return Vec3.Lerp(a * (float)Math.Sin(theta - theta * t) / sinTheta, b * (float)Math.Sin(theta * t) / sinTheta, t);
}
// public static Vec3 Slerp(Vec3 a, Vec3 b, float t) {
// // spherical linear interpolation
// float dot = Vec3.Dot(a, b);
// if (dot > 0.9995f) {
// return Vec3.Lerp(a, b, t);
// }
// float theta = (float)Math.Acos(dot);
// float sinTheta = (float)Math.Sin(theta);
// return Vec3.Lerp(a * (float)Math.Sin(theta - theta * t) / sinTheta, b * (float)Math.Sin(theta * t) / sinTheta, t);
// }
[Serializable]
public class Noise {

View file

@ -83,22 +83,19 @@ public class Con {
public Controller device;
public Vec3 pos;
public Quat ori;
public Pose pose;
public Vec3 backhandDir;
public Btn gripBtn;
public Btn triggerBtn;
public void Step(bool chirality) {
device = Input.Controller(chirality ? Handed.Right : Handed.Left);
pos = device.pose.position;
ori = device.aim.orientation;
pose.position = pos = device.pose.position;
pose.orientation = ori = device.aim.orientation;
backhandDir = ori * (chirality ? Vec3.Right : -Vec3.Right);
gripBtn.Step(device.grip > 0.5f);
triggerBtn.Step(device.trigger > 0.5f);
}
public Pose Pose() {
return new Pose(pos, ori);
}
}
public struct Btn {

View file

@ -10,23 +10,23 @@ public abstract class SpatialCursor {
public abstract void Calibrate();
}
public class StretchCursor : SpatialCursor {
public StretchCursor() {
this.min = 1f;
this.str = 3f;
this.max = 10f;
}
public override void Step(Pose[] poses, float scalar) {
Pose dom = poses[0];
Pose sub = poses[1];
float stretch = (sub.position - dom.position).Magnitude;
stretch = Math.Max(stretch - 0.1f, 0);
p0 = dom.position + dom.Forward * stretch * 3;
// public class StretchCursor : SpatialCursor {
// public StretchCursor() {
// this.min = 1f;
// this.str = 3f;
// this.max = 10f;
// }
// public override void Step(Pose[] poses, float scalar) {
// Pose dom = poses[0];
// Pose sub = poses[1];
// float stretch = (sub.position - dom.position).Magnitude;
// stretch = Math.Max(stretch - 0.1f, 0);
// p0 = dom.position + dom.Forward * stretch * 3;
model.Draw(Matrix.TS(p0, 0.06f));
}
public override void Calibrate() { }
}
// model.Draw(Matrix.TS(p0, 0.06f));
// }
// public override void Calibrate() { }
// }
public class ReachCursor : SpatialCursor {
bool chirality;

View file

@ -8,6 +8,7 @@ SKSettings settings = new SKSettings {
depthMode = DepthMode.D32,
disableUnfocusedSleep = true,
// displayPreference = DisplayMode.Flatscreen,
// disableFlatscreenMRSim = true,
};
if (!SK.Initialize(settings))
Environment.Exit(1);
@ -18,6 +19,6 @@ Input.HandVisible(Handed.Max, true);
Oriels.Mono mono = Oriels.Mono.inst;
mono.Init();
while (SK.Step(() => {
mono.Step();
mono.Frame();
}));
SK.Shutdown();

5
app/dofs/dof.cs Normal file
View file

@ -0,0 +1,5 @@
interface dof { // <T> ?
void Init();
void Frame();
// void Drop();
}

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@ -0,0 +1,12 @@
namespace Oriels;
class StretchFinger : dof {
// Pose p0, p1
public void Init() {
}
public void Frame() {
}
}

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@ -0,0 +1,118 @@
namespace Oriels;
class StretchCursor : dof {
Pose p0, p1;
public StretchCursor() {
}
public Pose cursor;
public void Init() {
}
bool isTracking = false;
public void Frame() {
Hand hand = Input.Hand(handId);
if (hand.tracked.IsActive() && !hand.tracked.IsJustActive()) {
p0.position = hand.Get(FingerId.Index, JointId.KnuckleMajor).position;
p1.position = hand.Get(FingerId.Index, JointId.Tip).position;
isTracking = true;
}
// Vec3 vec = p0.position - p1.position;
// float len = vec.Length;
// float stretch = Math.Max(len - deadzone, 0f);
// Vec3 dir = backhand ? vec / len : p0.orientation * Vec3.Forward;
float fI = Flexion(hand, FingerId.Index);
float fM = Flexion(hand, FingerId.Middle);
float fR = Flexion(hand, FingerId.Ring);
float fL = Flexion(hand, FingerId.Little);
float stretch = (fI + fI + fM + fM + fM + fR + fR + fL) / 8f; // based on finger length
Vec3 dir = PullRequest.Direction(
hand.Get(FingerId.Index, JointId.Tip).position,
hand.Get(FingerId.Index, JointId.KnuckleMajor).position
);
cursor.position = hand.Get(FingerId.Index, JointId.Tip).position + dir * stretch * strength * Mono.inst.stretchStr;
Mesh.Cube.Draw(Material.Default, Matrix.TS(cursor.position, 0.01f));
if (isTracking) { Demo(); }
}
public bool backhand = true;
public float deadzone = 0.1f;
public float strength = 3f;
public int handId = 0;
float Flexion(Hand hand, FingerId finger) {
float flexion = (Vec3.Dot(
PullRequest.Direction(
hand.Get(finger, JointId.Tip).position,
hand.Get(finger, JointId.KnuckleMinor).position
),
PullRequest.Direction(
hand.Get(finger, JointId.KnuckleMid).position,
hand.Get(finger, JointId.KnuckleMajor).position
)
) + 1f) / 2;
return Math.Max(flexion - deadzone, 0f) / (1 - deadzone);
}
Vec3 smoothPos;
Vec3[] points = new Vec3[64];
void Demo() {
smoothPos = Vec3.Lerp(smoothPos, cursor.position, Time.Elapsedf * 6f);
// while (Vec3.Distance(points[0], smoothPos) > 0.03f) {
// for (int i = points.Length - 1; i > 0; i--) {
// points[i] = points[i - 1];
// }
// points[0] += PullRequest.Direction(smoothPos, points[0]) * 0.02f;
// }
points[0] = smoothPos;
int len = (int)(points.Length * Mono.inst.trailLen);
for (int i = 0; i < len; i++) {
if (i > 0) {
Vec3 dir = Vec3.Forward;
if (points[i].v != points[i - 1].v) {
dir = PullRequest.Direction(points[i], points[i - 1]);
}
points[i] = points[i - 1] + dir * 0.02f * Mono.inst.trailScl;
}
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)
);
}
}
}

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@ -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;
}