using System; using StereoKit; public class Cubic { public bool active; public Vec3 p0, p1, p2, p3; public Color color; public Cubic() { color = Color.White; active = false; } public void Draw() { if (active) { Bezier.Draw(p0, p1, p2, p3, color); } } } public class CubicCon { Monolith mono; public CubicCon(Monolith mono) { this.mono = mono; } public void Step() { Con rCon = mono.rCon; Con lCon = mono.lCon; Peer peer = mono.net.me; bool place = rCon.device.IsStickJustClicked || lCon.device.IsStickJustClicked; if (place) { for (int i = 0; i < cubics.Length; i++) { if (!cubics[i].active) { cubics[i].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color); break; } } cubics[PullRequest.RandomRange(0, cubics.Length)].Enable(peer.cursor0, peer.cursor1, peer.cursor2, peer.cursor3, peer.color); } } } public static class Bezier { static int detail = 64; public static void Draw(Vec3 p0, Vec3 p1, Vec3 p2, Vec3 p3, Color color) { LinePoint[] bezier = new LinePoint[detail]; for (int i = 0; i < bezier.Length; i++) { float t = i / ((float)bezier.Length - 1); Vec3 a = Vec3.Lerp(p0, p1, t); Vec3 b = Vec3.Lerp(p1, p2, t); Vec3 c = Vec3.Lerp(p2, p3, t); Vec3 pos = Vec3.Lerp(Vec3.Lerp(a, b, t), Vec3.Lerp(b, c, t), t); bezier[i] = new LinePoint(pos, color, 0.01f); } Lines.Add(bezier); } public static Vec3 Sample(Vec3 p0, Vec3 p1, Vec3 p2, Vec3 p3, float t) { Vec3 a = Vec3.Lerp(p0, p1, t); Vec3 b = Vec3.Lerp(p1, p2, t); Vec3 c = Vec3.Lerp(p2, p3, t); Vec3 pos = Vec3.Lerp(Vec3.Lerp(a, b, t), Vec3.Lerp(b, c, t), t); return pos; } public static Vec3 Sample(Vec3[] points, float t) { return Sample(points[0], points[1], points[2], points[3], t); } }