namespace Oriels; class Trackballer : dof { // data public Btn btnIn, btnOut; public Quat ori = Quat.Identity; Vec3 oldLocalPad; Quat delta = Quat.Identity; public void Init() {} public void Frame() { Hand hand = Input.Hand(handed); if (hand.tracked.IsActive() && !hand.tracked.IsJustActive()) { Vec3 anchor = hand.Get(FingerId.Index, JointId.KnuckleMajor).position; anchor = anchor + hand.palm.orientation * Vec3.Forward * 0.045f; Matrix mAnchor = Matrix.TR(anchor, hand.palm.orientation); Matrix mAnchorInv = mAnchor.Inverse; Vec3 pad = anchor.SnapToLine( hand.Get(FingerId.Thumb, JointId.Tip).position, hand.Get(FingerId.Thumb, JointId.KnuckleMinor).position, true ); Vec3 localPad = mAnchorInv.Transform(pad); Color color = Color.White; if (btnIn.held) { btnIn.Step(localPad.Length < layer[1]); } else { btnIn.Step(localPad.Length < layer[0]); } color = btnIn.held ? new Color(1, 0, 0) : color; if (btnOut.held) { btnOut.Step(localPad.Length > layer[1]); } else { btnOut.Step(localPad.Length > layer[2]); } color = btnOut.held ? new Color(0, 1, 0) : color; if (btnIn.held) { delta = Quat.Identity; } else { if (localPad.Length < layer[1]) { delta = PullRequest.Relative( hand.palm.orientation, PullRequest.Delta(localPad.Normalized, oldLocalPad.Normalized) ).Normalized; } } oldLocalPad = localPad; // Draw Mesh.Cube.Draw(Mono.inst.matDev, Matrix.TRS(anchor, ori, 0.04f), color); Mesh.Sphere.Draw(Mono.inst.matDev, Matrix.TRS(pad, hand.palm.orientation, 0.015f), new Color(0, 1, 0)); } Quat newOri = delta * ori; if (new Vec3(newOri.x, newOri.y, newOri.z).LengthSq > 0) { ori = newOri; } // show that you are about to boolean in and out // trackballer demo // fly around a "ship" with the cursor // and turn it with the thumb trackballer } // design public Handed handed = Handed.Left; public float[] layer = new float[] { 0.00333f, 0.02f, 0.0666f }; public float scale = 1; }