using System; using System.Collections; using System.Collections.Generic; using StereoKit; public class Oriel { static Material matFrame = new Material(Shader.FromFile("wireframe.hlsl")); static Material matPanes = new Material(Shader.FromFile("panes.hlsl")); static Material matOriel = new Material(Shader.FromFile("oriel.hlsl")); static Model model = Model.FromFile("colorball.glb"); Mesh meshCube, meshFrame; public Bounds bounds; public Quat ori; public Matrix matrix; public float crown = 0.0666f; public bool drawAxis = false; bool adjusting = false; // bool scalingOriel = false; // bool draggingOriel = false; // bool rotatingOriel = 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( Input.Head.position + new Vec3(-0.5f, 0, -1f), new Vec3(0.8f, 0.5f, 0.5f) ); ori = Quat.Identity; matFrame.SetMat(102, Cull.None, true); matPanes.SetMat(100, Cull.Front, false); matOriel.SetMat(101, Cull.None, true); meshFrame = model.GetMesh("Wireframe"); meshCube = Mesh.Cube; Gen(); } public class Transform { public string name; public Pose pose; public float scale; public Transform() { } public Vec3 LocalPos() { return pose.position; } } Vec3 detect = Vec3.Zero; int detectCount = 0; public void Step(Monolith mono) { matrix = Matrix.TR(bounds.center, ori).Inverse; Vec3 rGlovePos = mono.rGlove.virtualGlove.position; Quat rGloveRot = mono.rGlove.virtualGlove.orientation; // Vec3 lGlovePos = mono.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 (!mono.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.FromAngles(up * Vec2.AngleBetween(dir.XZ, detect.XZ)); // a quick reset function, as the rotation gets fucked 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); } } // meet the user halfway, as there is a lot of context provided with where they grab the oriel // instead of a discrete handle and interaction // circle around center // bounds.center = Vec3.Forward * 3 + Quat.FromAngles(0, 0, Time.Totalf * 60) * Vec3.Up * 0.3f; // bounds.dimensions.y = _dimensions.y * (1f + (MathF.Sin(Time.Totalf * 3) * 0.6f)); matrix = Matrix.TR(bounds.center, ori).Inverse; matFrame.Wireframe = true; matFrame.DepthTest = DepthTest.Always; matFrame.SetVector("_rGlovePos", rGlovePos); meshFrame.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); // APP Vec3 playerWorldPos = playerPos * 0.5f * bounds.dimensions.y; Matrix orielSimMatrix = Matrix.TRS( new Vec3(0, -bounds.dimensions.y / 2, -playerWorldPos.z), Quat.Identity, Vec3.One * 0.5f * bounds.dimensions.y ); if (drawAxis) { meshAxis.Draw(matOriel, Matrix.TRS(Vec3.Zero, Quat.Identity, Vec3.One * 1f) * orielSimMatrix * matrix.Inverse, Color.White ); } Mesh.Quad.Draw(matOriel, Matrix.TRS(Vec3.Zero, Quat.FromAngles(90, 0, 0), Vec3.One * 100f) * orielSimMatrix * matrix.Inverse, new Color(1.0f, 1.0f, 1.0f) * 0.3f ); meshCube.Draw(matOriel, mono.rGlove.virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) / 3 * 1.05f), new Color(0.3f, 0.3f, 0.6f) ); float fwd = Input.Key(Key.W).IsActive() ? 1 : 0; playerPos += new Vec3(-mono.lCon.device.stick.x, 0, -mono.lCon.device.stick.y + fwd) * Time.Elapsedf; meshCube.Draw(matOriel, Matrix.TRS(playerPos, Quat.Identity, new Vec3(0.4f, 1f, 0.2f)) * orielSimMatrix * matrix.Inverse, new Color(1.0f, 0.0f, 0.05f) ); // destroy enemies that are too close to the playerPos for (int i = 0; i < enemies.Count; i++) { if (Vec3.Distance(enemies[i], playerPos) < 0.5f) { enemies.RemoveAt(i); i--; } } // FULLSTICK // Vec3 Fullstick() { // Controller con = mono.lCon.device; // Quat rot = Quat.FromAngles(con.stick.y * -90, 0, con.stick.x * 90); // Vec3 dir = Vec3.Up * (con.IsStickClicked ? -1 : 1); // return con.aim.orientation * rot * dir; // } // Vec3 fullstick = Fullstick(); // sword.Move(playerPos + simOffset + fullstick, Quat.LookAt(Vec3.Zero, fullstick, Vec3.Up)); // meshCube.Draw(matOriel, // Matrix.TRS(sword.GetPose().position + (Vec3.Up * 0.7f) + (sword.GetPose().orientation * Vec3.Forward * -0.5f) - simOffset, sword.GetPose().orientation, new Vec3(0.1f, 0.03f, 1f)) * orielSimMatrix * matrix.Inverse, // new Color(0.9f, 0.5f, 0.5f) // ); if (Time.Totalf > spawnTime) { enemies.Add(playerPos + Quat.FromAngles(0, mono.noise.value * 360f, 0) * Vec3.Forward * 8); spawnTime = Time.Totalf + 1; } for (int i = 0; i < enemies.Count; i++) { // move towards player Vec3 toPlayer = (playerPos - enemies[i]).Normalized; Vec3 newPos = enemies[i] + toPlayer * Time.Elapsedf * 0.5f; // if far enough away from other enemies than set new pos bool setNewPos = true; for (int j = 0; j < enemies.Count; j++) { if (i == j) continue; if ((newPos - enemies[j]).Length < 0.5f) { setNewPos = false; break; } } if (setNewPos) { enemies[i] = newPos; } meshCube.Draw(matOriel, Matrix.TRS(enemies[i], Quat.LookAt(enemies[i], playerPos, Vec3.Up), new Vec3(0.4f, 1f, 0.2f) ) * orielSimMatrix * matrix.Inverse, Color.White * 0.62f ); } } // Custom > Physics // issue that we are having is we don't have enough access to the physics sim // and because of that we run into issues where solutions we've learned of in Unity // will not carry over simply due to what we have current access to. // getting over these physics hurdles is worthwhile, but not when we have a viable alternate solution Vec3 playerPos; List enemies = new List(); float spawnTime; Mesh meshAxis; void Gen() { meshAxis = model.GetMesh("Axis"); } }