using System; using StereoKit; class Program { static void Main(string[] args) { SKSettings settings = new SKSettings { appName = "oriels", assetsFolder = "Assets", }; if (!SK.Initialize(settings)) Environment.Exit(1); // TextStyle style = Text.MakeStyle(Font.FromFile("DMMono-Regular.ttf"), 0.1f, Color.White); Mono.Run(); } } public static class Mono { public static Controller offHand, mainHand; public static void Run() { ColorCube cube = new ColorCube(); OrbitalView.strength = 4; OrbitalView.distance = 0.4f; cube.thickness = 0.01f; ReachCursor reachCursor = new ReachCursor(); SupineCursor supineCursor = new SupineCursor(); BallsCursor ballsCursor = new BallsCursor(); Oriel oriel = new Oriel(); Pose p = new Pose(Vec3.One, Quat.Identity); // ACTUALLY COOL oriel.Start(); while (SK.Step(() => { offHand = Input.Controller(Handed.Left); mainHand = Input.Controller(Handed.Right); // Matrix orbitMatrix = OrbitalView.transform; // cube.Step(Matrix.S(Vec3.One * 0.2f) * orbitMatrix); // Default.MaterialHand["color"] = cube.color; // reachCursor.Step(); // supineCursor.Step( // offHand.aim.orientation, // mainHand.aim.position, // mainHand.aim.orientation, // Mono.mainHand.IsStickClicked // ); oriel.Step(); // cursor.Draw(Matrix.S(0.1f)); })) ; SK.Shutdown(); } } public class Oriel { public Bounds bounds; // render Model model = Model.FromFile("oriel.glb", Shader.FromFile("oriel.hlsl")); Vec3 _dimensions; public void Start() { bounds = new Bounds(Vec3.Zero, new Vec3(1f, 0.5f, 0.5f)); _dimensions = bounds.dimensions; } public void Step() { // circle around center bounds.center = Quat.FromAngles(0, 0, Time.Totalf * 60) * Vec3.Up * 0.3f; bounds.dimensions = _dimensions * (1f + (MathF.Sin(Time.Totalf * 3) * 0.3f)); model.GetMaterial(0).Transparency = Transparency.Blend; model.GetMaterial(0).SetFloat("_height", bounds.dimensions.y); model.GetMaterial(0).SetFloat("_ypos", bounds.center.y); model.Draw(Matrix.TRS(bounds.center, Quat.Identity, bounds.dimensions)); } } public static class PullRequest { public static Vec3 VecMulti(Vec3 a, Vec3 b) { return new Vec3(a.x * b.x, a.y * b.y, a.z * b.z); } public static void BoundsDraw(Bounds b, Color color) { Vec3 c = Vec3.One / 2; Vec3 ds = b.dimensions; for (int i = 0; i < 4; i++) { Quat q = Quat.FromAngles(i * 90, 0, 0); Lines.Add(q * VecMulti(new Vec3(0, 0, 0) - c, ds), q * VecMulti(new Vec3(0, 1, 0) - c, ds), color, color, 0.01f); Lines.Add(q * VecMulti(new Vec3(0, 1, 0) - c, ds), q * VecMulti(new Vec3(1, 1, 0) - c, ds), color, color, 0.01f); Lines.Add(q * VecMulti(new Vec3(1, 1, 0) - c, ds), q * VecMulti(new Vec3(1, 0, 0) - c, ds), color, color, 0.01f); } } }