using System; using StereoKit; public class Rig { public Mic mic; public Rig() { mic = new Mic(); } public Con rCon = new Con(), lCon = new Con(); public Con Con(bool chirality) { return chirality ? rCon : lCon; } public Pose rShoulder, lShoulder; public Pose Shoulder(bool chirality) { return chirality ? rShoulder : lShoulder; } public Pose rWrist, lWrist; public Pose Wrist(bool chirality) { return chirality ? rWrist : lWrist; } public void Step() { // Controllers rCon.Step(true); lCon.Step(false); // Shoulders Vec3 headPos = Input.Head.position + Input.Head.Forward * -0.15f; Vec3 shoulderDir = ( (lCon.pos.X0Z - headPos.X0Z).Normalized + (rCon.pos.X0Z - headPos.X0Z).Normalized ).Normalized; if (Vec3.Dot(shoulderDir, Input.Head.Forward) < 0) { shoulderDir = -shoulderDir; } rShoulder = new Pose(headPos + Quat.LookDir(shoulderDir) * new Vec3(0.2f, -0.2f, 0), Quat.LookDir(shoulderDir)); lShoulder = new Pose(headPos + Quat.LookDir(shoulderDir) * new Vec3(-0.2f, -0.2f, 0), Quat.LookDir(shoulderDir)); // Wrists rWrist = new Pose(rCon.pos + rCon.ori * new Vec3(0, 0, 0.052f), rCon.ori); lWrist = new Pose(lCon.pos + lCon.ori * new Vec3(0, 0, 0.052f), lCon.ori); } public Vec3 Fullstick(bool chirality) { Controller con = Con(chirality).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; } } public class Con { public Controller device; public Vec3 pos; public Quat ori; 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; gripBtn.Step(device.grip > 0.5f); triggerBtn.Step(device.trigger > 0.5f); } public Pose Pose() { return new Pose(pos, ori); } } public struct Btn { public bool frameDown, held, frameUp; public void Step(bool down) { frameDown = down && !held; frameUp = !down && held; held = down; } }