namespace Oriels; class Trackballer : dof { // data public Btn btnIn, btnOut; public Quat ori = Quat.Identity; Quat momentum = Quat.Identity; Quat delta = Quat.Identity; Vec3 oldLocalPad; public void Init() {} public void Frame() { Hand hand = Input.Hand(handed); if (hand.tracked.IsActive() && !hand.tracked.IsJustActive()) { Vec3 anchor = hand.Get(FingerId.Index, JointId.KnuckleMajor).position; anchor = anchor + hand.palm.orientation * new Vec3(-0.015f, 0, -0.045f); Matrix mAnchor = Matrix.TR(anchor, hand.palm.orientation); Matrix mAnchorInv = mAnchor.Inverse; Vec3 thumbTip = hand.Get(FingerId.Thumb, JointId.Tip).position; Vec3 thumbKnuckle = hand.Get(FingerId.Thumb, JointId.KnuckleMinor).position; Vec3 pad = anchor.SnapToLine( thumbKnuckle, thumbTip, true, out float t, 0.666f, 1f ); // t = 1 - t; // scale to 0.666f - 1f t = (t - 0.666f) / 0.334f; t = t * t; t = 1 - t; pad += hand.Get(FingerId.Thumb, JointId.Tip).orientation * -Vec3.Up * 0.00666f * t; Vec3 localPad = mAnchorInv.Transform(pad); // Lines.Add(thumbTip, thumbKnuckle, Color.White, 0.002f); Mesh.Sphere.Draw(Mono.inst.matHolo, Matrix.TRS(pad, hand.palm.orientation, 0.004f), new Color(0, 1, 0)); if (btnIn.held) { btnIn.Step(localPad.Length < layer[1]); } else { btnIn.Step(localPad.Length < layer[0]); } float inT = btnIn.held ? 1 : 0.333f; if (btnOut.held) { btnOut.Step(localPad.Length > layer[1]); } else { btnOut.Step(localPad.Length > layer[2]); } float outT = btnOut.held ? 1 : 0.333f; if (btnIn.held) { delta = momentum = Quat.Identity; } else { if (localPad.Length < layer[1]) { delta = PullRequest.Relative( hand.palm.orientation, PullRequest.Delta(localPad.Normalized, oldLocalPad.Normalized) ).Normalized; momentum = Quat.Slerp(momentum, delta, Time.Elapsedf * 10f); } } oldLocalPad = localPad; // Draw Mesh.Sphere.Draw(Mono.inst.matHolo, Matrix.TRS(anchor, ori, 0.04f), new Color(inT, 0, 0)); Mesh.Cube.Draw(Mono.inst.matHolo, Matrix.TRS(anchor, ori, 0.04f), new Color(0, outT, 0)); } Quat newOri = momentum * ori; if (new Vec3(newOri.x, newOri.y, newOri.z).LengthSq > 0) { ori = newOri; } } // design public Handed handed = Handed.Left; public float[] layer = new float[] { 0.00333f, 0.02f, 0.0666f }; } /* COMMENTS distinct interactions to account for (relative to palm orientation) w/rating assuming perfect tracking y swipe (10/10) z swipe (05/10) x spin (02/10) how reliable is the provided palm orientation? show when you are about to boolean 2d pad? */