namespace Oriels; public class Rig { public Mic mic = new Mic(); public Vec3 pos = new Vec3(0, 0, 0); public Quat ori = Quat.Identity; public Rig() { if (World.HasBounds) { // pos.XZ = World.BoundsPose.position.XZ; // pos.y = World.BoundsPose.position.y; // ori = World.BoundsPose.orientation; } } // public Vec3 center; // public void Recenter() { // center = World.BoundsPose.position.X0Z - Head.position.X0Z; // } public Vec3 FloorCenter { get { if (World.HasBounds) { return World.BoundsPose.position; } return new Vec3(0, 0, 0); } } public Pose Head { get { Pose pose = Input.Head; // between eyes pose pose.position += pose.orientation * Vec3.Forward * -0.1f; return pose; } } 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 Con rCon = new Con(), lCon = new Con(); public Con Con(bool chirality) { return chirality ? rCon : lCon; } public Vec3 LocalPos(Vec3 p) { return ori.Inverse * (p - (pos + Vec3.Up * Mono.inst.playerY)); } public void Step() { Renderer.CameraRoot = Matrix.TR((pos + Vec3.Up * Mono.inst.playerY), ori); // Controllers rCon.Step(true); lCon.Step(false); // Shoulders Vec3 headPos = Input.Head.position + Input.Head.Forward * -0.15f; // Input.Head -> Head() ? 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 = Quat.Identity; public Pose pose; public Vec3 backhandDir; public Btn gripBtn; public Btn triggerBtn; public void Step(bool chirality) { device = Input.Controller(chirality ? Handed.Right : Handed.Left); pose.position = pos = device.pose.position; pose.orientation = ori = Quat.Identity; // device.pose.orientation; backhandDir = ori * (chirality ? Vec3.Right : -Vec3.Right); gripBtn.Step(device.grip > 0.5f); triggerBtn.Step(device.trigger > 0.5f); } } public struct Btn { public bool frameDown, held, frameUp; public void Step(bool down) { frameDown = down && !held; frameUp = !down && held; held = down; } }