oriels/app/Glove.cs
2022-01-07 10:39:27 -05:00

96 lines
No EOL
2.1 KiB
C#

using System;
using StereoKit;
public enum Grab {
Stretch, Backhanded
}
public class Glove {
Monolith mono;
bool chirality;
public ReachCursor reachCursor;
public Glove(Monolith mono, bool chirality) {
this.mono = mono;
this.chirality = chirality;
this.reachCursor = new ReachCursor(mono, chirality);
}
public Vec3 cursor;
public Grab? grabbed = null;
float stretchDeadzone = 0;
Vec3 pullPoint;
// bool rightPlanted = false;
public void Step() {
Pose shoulder = mono.Shoulder(chirality);
Con con = mono.Con(chirality); // !chirality
pullPoint = con.pos;
switch (grabbed) {
case Grab.Stretch:
break;
case Grab.Backhanded:
break;
default:
if (con.gripBtn.frameDown) {
// comparison evaluation
grabbed = Grab.Stretch;
}
break;
}
if (!con.gripBtn.held) {
// null
grabbed = null;
}
// Vec3 from = (shoulder.orientation * origin) + shoulder.position;
float stretch = Vec3.Distance(pullPoint, con.pos);
stretch = Math.Max(stretch - stretchDeadzone, 0);
cursor = con.pos + (con.pos - pullPoint).Normalized * stretch * 3;
Lines.Add(pullPoint, con.pos, new Color(1, 0, 1), 0.005f);
Lines.Add(con.pos, cursor, new Color(0, 1, 1), 0.005f);
// if (con.stick.Magnitude > 0.1f) {
// if (con.stick.y < 0f) {
// rightPlanted = true;
// }
// } else {
// rightPlanted = false;
// }
// if (!rightPlanted) {
// reachCursor.p0 = con.pose.position;
// reachCursor.Calibrate();
// }
// if (con.grip > 0.5f) {
// Vec3 toPos = shoulder.orientation.Inverse * (con.pose.position - shoulder.position);
// if (!rightGripDown) {
// float deadzone = Vec3.Distance(leftReachCursor.origin, toPos);
// if (deadzone < 0.1f) {
// leftReachCursor.deadzone = deadzone;
// rightGripDown = true;
// }
// }
// if (rightGripDown) {
// leftReachCursor.origin = toPos;
// }
// } else {
// leftReachCursor.deadzone = 0;
// rightGripDown = false;
// }
}
}