using StereoKit; using System; using System.Net; using System.Net.Sockets; using System.Threading; using System.Threading.Tasks; using System.Speech.Synthesis; using System.Speech.Recognition; using System.Speech.AudioFormat; public class MonoNet { public Mono mono; public MonoNet(Mono mono) { this.mono = mono; Random rnd = new Random(); me = new Peer(rnd.Next(1, 1024 * 8), SolidType.Normal, Color.White); // let the server determine the id // me.block = new Block(new Vec3((float)rnd.NextDouble() * 0.5f, 10, -4), Quat.Identity, SolidType.Normal, Color.White); } public Socket socket; int bufferSize = 1024; byte[] rData; int rHead; byte[] wData; int wHead; public Peer me; public Peer[] peers; public void Start() { socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); string ip = "192.168.1.70"; ip = "139.177.201.219"; EndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse(ip), 1234); socket.Connect(serverEndPoint); rData = new byte[bufferSize]; wData = new byte[bufferSize]; peers = new Peer[64]; // SpeechSynthesizer synth = new SpeechSynthesizer(); // synth.Speak("oriels!"); // SpeechRecognitionEngine reco = new SpeechRecognitionEngine(); // System.IO.Stream s; // // s.Write(); // SpeechAudioFormatInfo info = new SpeechAudioFormatInfo(EncodingFormat.Pcm, 16000, 16, 1, WaveFormatTag.Pcm, 1, 1); // reco.SetInputToAudioStream(s, info); Thread.Sleep(1000); // useful? Thread readThread = new Thread(Read); readThread.Start(); Thread writeThread = new Thread(Write); writeThread.Start(); // socket.Close(); } void Read() { bool running = true; while (running) { while (socket.Available > 0) { try { socket.Receive(rData, 0, bufferSize, SocketFlags.None); } catch (Exception e) { Console.WriteLine($"can't connect to the server: {e}"); return; } rHead = 0; int id = ReadInt(); if (id != 0 && id != me.id) { int index = -1; for (int i = 0; i < peers.Length; i++) { if (peers[i] != null) { if (peers[i].id == id) { index = i; break; } } else { peers[i] = new Peer(id, SolidType.Immovable, Color.White * 0.5f); index = i; break; } } if (index == -1) { Console.WriteLine("too many peers"); return; } peers[index].cursorA = ReadVec3(); peers[index].cursorB = ReadVec3(); peers[index].cursorC = ReadVec3(); peers[index].cursorD = ReadVec3(); peers[index].headset = ReadPose(); peers[index].offHand = ReadPose(); peers[index].mainHand = ReadPose(); ReadBlock(ref peers[index].blocks); } } } } void Write() { bool running = true; while (running) { wHead = 0; WriteInt(me.id); WriteVec3(me.cursorA); WriteVec3(me.cursorB); WriteVec3(me.cursorC); WriteVec3(me.cursorD); WritePose(me.headset); WritePose(me.offHand); WritePose(me.mainHand); WriteBlock(me.blocks); socket.Send(wData); Thread.Sleep(60); } } bool ReadBool() { bool result = rData[rHead] == 1; rHead++; return result; } void WriteBool(bool value) { wData[wHead] = (byte)(value ? 1 : 0); wHead++; } int ReadInt() { int value = BitConverter.ToInt32(rData, rHead); rHead += 4; return value; } void WriteInt(int value) { BitConverter.GetBytes(value).CopyTo(wData, wHead); wHead += 4; } float ReadFloat() { float value = BitConverter.ToSingle(rData, rHead); rHead += 4; return value; } void WriteFloat(float value) { BitConverter.GetBytes(value).CopyTo(wData, wHead); wHead += 4; } Vec3 ReadVec3() { Vec3 value = new Vec3( BitConverter.ToSingle(rData, rHead), BitConverter.ToSingle(rData, rHead + 4), BitConverter.ToSingle(rData, rHead + 8) ); rHead += 12; return value; } void WriteVec3(Vec3 vec) { BitConverter.GetBytes(vec.x).CopyTo(wData, wHead); BitConverter.GetBytes(vec.y).CopyTo(wData, wHead + 4); BitConverter.GetBytes(vec.z).CopyTo(wData, wHead + 8); wHead += 12; } Quat ReadQuat() { Quat value = new Quat( BitConverter.ToSingle(rData, rHead), BitConverter.ToSingle(rData, rHead + 4), BitConverter.ToSingle(rData, rHead + 8), BitConverter.ToSingle(rData, rHead + 12) ); rHead += 16; return value; } void WriteQuat(Quat quat) { BitConverter.GetBytes(quat.x).CopyTo(wData, wHead); BitConverter.GetBytes(quat.y).CopyTo(wData, wHead + 4); BitConverter.GetBytes(quat.z).CopyTo(wData, wHead + 8); BitConverter.GetBytes(quat.w).CopyTo(wData, wHead + 12); wHead += 16; } Pose ReadPose() { return new Pose( ReadVec3(), ReadQuat() ); } void WritePose(Pose pose) { WriteVec3(pose.position); WriteQuat(pose.orientation); } void ReadBlock(ref Block[] blocks) { for (int i = 0; i < blocks.Length; i++) { bool bActive = ReadBool(); Pose pose = ReadPose(); if (bActive) { blocks[i].Enable(pose.position, pose.orientation); } else { blocks[i].Disable(); } } } void WriteBlock(Block[] blocks) { for (int i = 0; i < blocks.Length; i++) { WriteBool(blocks[i].active); WritePose(blocks[i].solid.GetPose()); } } string localIP, publicIP; void GetIPs() { using (Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, 0)) { socket.Connect("8.8.8.8", 65530); IPEndPoint endPoint = socket.LocalEndPoint as IPEndPoint; localIP = endPoint.Address.ToString(); } publicIP = new WebClient().DownloadString("https://ipv4.icanhazip.com/").TrimEnd(); } public class Block { public static Mesh mesh = Default.MeshCube; public static Material mat = Default.Material; public bool active = false; public Solid solid; public Color color; // if you grab someone else's it becomes your own // how to communicate to the other peer that you have grabbed it? // public int request; // request ownership // public int owner; // then if owner continue as usual // public bool busy; // marked as held so no fighting public Block(SolidType type, Color color) { this.solid = new Solid(Vec3.Zero, Quat.Identity, type); this.solid.AddBox(Vec3.One, 1); this.color = color; Disable(); } // public Block(Vec3 pos, Quat rot, SolidType type, Color color) { // this.solid = new Solid(pos, rot, type); // this.solid.AddBox(Vec3.One, 1); // this.color = color; // } public void Enable(Vec3 pos, Quat rot) { solid.SetAngularVelocity(Vec3.Zero); solid.SetVelocity(Vec3.Zero); solid.Teleport(pos, rot); solid.Enabled = active = true; } public void Disable() { solid.Enabled = active = false; } public void Draw() { if (active) { mesh.Draw(mat, solid.GetPose().ToMatrix(), color); } } } public class Peer { // to do this we need to assign fixed id's to each peer from the server // ++ make a peer timeout on the client side as well public int id; public Vec3 cursorA, cursorB, cursorC, cursorD; public Pose headset; public Pose offHand; public Pose mainHand; public Block[] blocks; // public Sound voice; // public SoundInst voiceInst; // update position public Peer(int id, SolidType type, Color color) { this.id = id; blocks = new Block[] { new Block(type, color), new Block(type, color), new Block(type, color), new Block(type, color), new Block(type, color) }; // voice = Sound.CreateStream(0.5f); // voiceInst = voice.Play(Vec3.Zero, 0.5f); } BlockCon dBlock = new BlockCon(); BlockCon sBlock = new BlockCon(); public void Step(Controller domCon, Controller subCon) { Blocks(domCon, cursorA, ref dBlock, ref sBlock); Blocks(subCon, cursorB, ref sBlock, ref dBlock); Draw(false); } class BlockCon { public int index = -1; public Vec3 offset = Vec3.Zero; public Quat heldRot = Quat.Identity, spinRot = Quat.Identity, spinDelta = Quat.Identity; public Quat oldConRot = Quat.Identity, oldHeldRot = Quat.Identity; public Vec3 delta = Vec3.Zero, momentum = Vec3.Zero, angularMomentum = Vec3.Zero; } void Blocks(Controller con, Vec3 cursor, ref BlockCon blockCon, ref BlockCon otherBlockCon) { if (con.IsX2JustPressed) { if (blockCon.index < 0) { for (int i = 0; i < blocks.Length; i++) { if (!blocks[i].active) { blocks[i].Enable(cursor, Quat.Identity); break; } } } else { blocks[blockCon.index].Disable(); blockCon.index = -1; } } Quat conRotDelta = (con.aim.orientation * blockCon.oldConRot.Inverse).Normalized; if (con.grip > 0.5f) { if (blockCon.index < 0) { // loop over peer blocks as well // disable theirs ? (id of the peer, index of block) // wait for their block to be disabled // recycle one of yours to replace it for (int i = 0; i < blocks.Length; i++) { Pose blockPose = blocks[i].solid.GetPose(); Bounds bounds = new Bounds(Vec3.Zero, Vec3.One); if (blocks[i].active && bounds.Contains(blockPose.orientation.Inverse * (cursor - blockPose.position))) { blockCon.index = i; if (otherBlockCon.index == i) { otherBlockCon.index = -1; } // block.color = colorCube.color; // clear blockCon.spinRot = blockCon.spinDelta = Quat.Identity; blocks[i].solid.SetAngularVelocity(Vec3.Zero); blocks[i].solid.SetVelocity(Vec3.Zero); // set blockCon.heldRot = (con.aim.orientation.Inverse * blockPose.orientation).Normalized; blockCon.offset = blockPose.orientation.Inverse * (blockPose.position - cursor); // break; } } } if (blockCon.index >= 0) { Quat newRot = (con.aim.orientation * blockCon.heldRot * blockCon.spinRot).Normalized; // trackballer if (con.trigger > 0.75f) { blockCon.spinDelta = Quat.Slerp( blockCon.spinDelta.Normalized, (newRot.Inverse * conRotDelta * newRot).Normalized, Time.Elapsedf / 0.1f ); } blockCon.spinRot *= blockCon.spinDelta; Quat toRot = (con.aim.orientation * blockCon.heldRot * blockCon.spinRot).Normalized; Vec3 toPos = cursor + (con.aim.orientation * blockCon.heldRot * blockCon.spinRot).Normalized * blockCon.offset; // cursor - blockCon.offset; blocks[blockCon.index].solid.Move(toPos, toRot); Quat newHeldRot = blocks[blockCon.index].solid.GetPose().orientation; blockCon.angularMomentum = Vec3.Lerp(blockCon.angularMomentum, AngularDisplacement((newHeldRot * blockCon.oldHeldRot.Inverse).Normalized), Time.Elapsedf / 0.1f); blockCon.oldHeldRot = newHeldRot; blockCon.delta = (cursor + (con.aim.orientation * blockCon.heldRot * blockCon.spinRot).Normalized * blockCon.offset) - blocks[blockCon.index].solid.GetPose().position; blockCon.momentum = Vec3.Lerp(blockCon.momentum, blockCon.delta, Time.Elapsedf / 0.1f); } } else { if (blockCon.index >= 0) { blocks[blockCon.index].solid.SetAngularVelocity(blockCon.angularMomentum / Time.Elapsedf); blocks[blockCon.index].solid.SetVelocity(blockCon.momentum / Time.Elapsedf); } blockCon.index = -1; } blockCon.oldConRot = con.aim.orientation; } Vec3 AngularDisplacement(Quat rotDelta) { float angleInDegrees; Vec3 rotationAxis; ToAngleAxis(rotDelta, out angleInDegrees, out rotationAxis); return rotationAxis * angleInDegrees; // (float)(Math.PI / 180); } public void ToAngleAxis(Quat q1, out float angle, out Vec3 axis) { if (q1.w > 1) q1.Normalize(); // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised angle = 2 * (float)Math.Acos(q1.w); float s = (float)Math.Sqrt(1 - q1.w * q1.w); // assuming quaternion normalised then w is less than 1, so term always positive. axis = Vec3.Zero; if (s < 0.001) { // test to avoid divide by zero, s is always positive due to sqrt // if s close to zero then direction of axis not important axis.x = q1.x; // if it is important that axis is normalised then replace with x=1; y=z=0; axis.y = q1.y; axis.z = q1.z; } else { axis.x = q1.x / s; // normalise axis axis.y = q1.y / s; axis.z = q1.z / s; } } public void Draw(bool body) { if (body){ Cube(Matrix.TRS(cursorA, Quat.Identity, Vec3.One * 0.05f)); Cube(headset.ToMatrix(Vec3.One * 0.3f)); Cube(offHand.ToMatrix(Vec3.One * 0.1f)); Cube(mainHand.ToMatrix(Vec3.One * 0.1f)); } // cubicFlow.Draw(peer.cursorA, peer.cursorB, peer.cursorC, peer.cursorD); for (int i = 0; i < blocks.Length; i++) { blocks[i].Draw(); } } static Mesh meshCube = Default.MeshCube; static Material matCube = Default.Material; public void Cube(Matrix m) { meshCube.Draw(matCube, m); } } }