namespace Oriels; public class Oriel { Material matFrame = new Material(Shader.FromFile("shaders/frame.hlsl")); Material matPanes = new Material(Shader.FromFile("shaders/panes.hlsl")); public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl")); Model model = Model.FromFile("oriel.glb"); Mesh meshCube; public Bounds bounds; public Quat ori; public Matrix matrix; public float crown = 0.0666f; bool adjusting = false; Quat qOffset = Quat.Identity; Vec3 vOffset = Vec3.Zero; Vec3 lOffset = Vec3.Zero; Vec3 anchor = Vec3.Zero; Matrix mOffset = Matrix.Identity; public Oriel() { bounds = new Bounds( new Vec3(-1.0f, -0.5f, 0.0f), new Vec3(0.8f, 0.5f, 0.5f) ); ori = Quat.Identity; matrix = Matrix.TR(bounds.center, ori).Inverse; matFrame.SetMat(102, Cull.Back, true); matFrame.Transparency = Transparency.Blend; matFrame.SetTexture("dither", Tex.FromFile("dither.png")); matPanes.SetMat(100, Cull.Front, false); matOriel.SetMat(101, Cull.None, true); meshCube = model.GetMesh("oriel"); } Vec3 detect = Vec3.Zero; int detectCount = 0; public void Step() { matrix = Matrix.TR(bounds.center, ori).Inverse; Rig rig = Mono.inst.rig; Glove rGlove = Mono.inst.rGlove; Vec3 rGlovePos = rGlove.virtualGlove.position; Quat rGloveRot = rGlove.virtualGlove.orientation; // Vec3 lGlovePos = rig.lGlove.virtualGlove.position; // face detection = (1 axis) // edge detection = (2 axis) // corner detection = (3 axis) // Pose pose = new Pose(); Vec3 localPos = ori.Inverse * (rGlovePos - bounds.center); if (!rig.rCon.triggerBtn.held) { float margin = PullRequest.Lerp(0.03f, 0.5f, bounds.dimensions.y / 2); Vec3 newDetect = Vec3.Zero; if ((bounds.dimensions.x / 2) - MathF.Abs(localPos.x) < 0) newDetect.x = 1 * MathF.Sign(localPos.x); if ((bounds.dimensions.y / 2) - MathF.Abs(localPos.y) < 0) newDetect.y = 1 * MathF.Sign(localPos.y); if ((bounds.dimensions.z / 2) - MathF.Abs(localPos.z) < 0) newDetect.z = 1 * MathF.Sign(localPos.z); if (newDetect.x != detect.x || newDetect.y != detect.y || newDetect.z != detect.z) { detect = newDetect; detectCount = (int)(MathF.Abs(detect.x) + MathF.Abs(detect.y) + MathF.Abs(detect.z)); // Console.WriteLine(detectCount + ": " + detect); } Vec3 dim = new Vec3( bounds.dimensions.x + 0.1f, bounds.dimensions.y + 0.1f, bounds.dimensions.z + 0.1f ); Bounds arounds = new Bounds(Vec3.Zero, dim); if (!arounds.Contains(localPos) || bounds.Contains(bounds.center + localPos)) { detect = Vec3.Zero; detectCount = 0; } vOffset = rGlovePos - bounds.center; lOffset = ori.Inverse * vOffset; qOffset = (ori.Inverse * rGloveRot).Normalized; mOffset = matrix; anchor = bounds.center + ori * -(detect * bounds.dimensions / 2); adjusting = false; } else { if (detectCount == 1) { // Move ori = (rGloveRot * qOffset.Inverse).Normalized; bounds.center = rGlovePos - ori * lOffset; } else if (detectCount == 2) { // Rotate localPos = mOffset.Transform(rGlovePos); Vec3 dir = new Vec3( detect.x == 0 ? 0 : localPos.x, detect.y == 0 ? 0 : localPos.y, detect.z == 0 ? 0 : localPos.z ); Vec3 up = new Vec3( detect.x == 0 ? 1 : 0, detect.y == 0 ? 1 : 0, detect.z == 0 ? 1 : 0 ); Quat q = Quat.LookAt(Vec3.Zero, dir, up); if (!adjusting) { qOffset = (q.Inverse * ori).Normalized; adjusting = true; } else { ori = (q * qOffset).Normalized; } } else if (detectCount == 3) { // Scale Vec3 localAnchor = matrix.Transform(anchor); float distX = Math.Abs(localAnchor.x - localPos.x); float distY = Math.Abs(localAnchor.y - localPos.y); float distZ = Math.Abs(localAnchor.z - localPos.z); bounds.dimensions = new Vec3(distX, distY, distZ); bounds.center = Vec3.Lerp(anchor, rGlovePos, 0.5f); } } matrix = Matrix.TR(bounds.center, ori).Inverse; // matFrame.Wireframe = true; matFrame.DepthTest = DepthTest.Always; matFrame.SetVector("_rGlovePos", rGlovePos); matFrame.SetFloat("_time", Time.Totalf); meshCube.Draw(matFrame, Matrix.TRS(bounds.center, ori, bounds.dimensions), new Color(0.1f, 0.1f, 0.1f) ); if (detectCount > 0) { meshCube.Draw(Material.Default, Matrix.TS(detect * (bounds.dimensions / 2), Vec3.One * 0.01f) * matrix.Inverse ); } // matPanes.DepthTest = DepthTest.Greater; matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix); meshCube.Draw(matPanes, Matrix.TRS(bounds.center, ori, bounds.dimensions), new Color(0.0f, 0.0f, 0.5f) ); matOriel.SetVector("_center", bounds.center); matOriel.SetVector("_dimensions", bounds.dimensions); matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f)); matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix); } }