790 lines
26 KiB
C#
790 lines
26 KiB
C#
using StereoKit;
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using System;
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using System.Runtime.InteropServices;
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class Program {
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static void Main(string[] args) {
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SKSettings settings = new SKSettings {
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appName = "oriels",
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assetsFolder = "Assets",
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};
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if (!SK.Initialize(settings))
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Environment.Exit(1);
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// TextStyle style = Text.MakeStyle(Font.FromFile("DMMono-Regular.ttf"), 0.1f, Color.White);
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Mono mono = new Mono();
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mono.Run();
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}
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}
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public class Mono {
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public Mic mic;
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public Controller domCon, subCon; public bool lefty;
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public Vec3 domDragStart, subDragStart;
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public float railT;
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Mesh ball = Default.MeshSphere;
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Material mat = Default.Material;
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Mesh cube = Default.MeshCube;
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public void Run() {
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Renderer.SetClip(0f, 200f);
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// mic = new Mic();
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Vec3 pos = new Vec3(0, 0, 0);
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Vec3 vel = new Vec3(0, 0, 0);
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Solid floor = new Solid(Vec3.Up * -1.5f, Quat.Identity, SolidType.Immovable);
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float scale = 64f;
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Vec3 floorScale = new Vec3(scale, 0.1f, scale);
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floor.AddBox(floorScale);
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// box on each side
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floor.AddBox(new Vec3(scale, scale / 2, 0.1f), 1, new Vec3(0, scale / 4, -scale / 2));
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floor.AddBox(new Vec3(scale, scale / 2, 0.1f), 1, new Vec3(0, scale / 4, scale / 2));
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floor.AddBox(new Vec3(0.1f, scale / 2, scale), 1, new Vec3(-scale / 2, scale / 4, 0));
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floor.AddBox(new Vec3(0.1f, scale / 2, scale), 1, new Vec3(scale / 2, scale / 4, 0));
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// and ceiling
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floor.AddBox(new Vec3(scale, 0.1f, scale), 1, new Vec3(0, scale / 2, 0));
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Cursors cursors = new Cursors(this);
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Oriel oriel = new Oriel();
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oriel.Start(3);
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// Oriel otherOriel = new Oriel();
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// otherOriel.Start(4);
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MonoNet net = new MonoNet(this);
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net.Start();
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ColorCube colorCube = new ColorCube();
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Vec3 oldSubPos = Vec3.Zero;
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SpatialCursor cursor = new ReachCursor();
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SpatialCursor subCursor = new ReachCursor();
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bool domPlanted = false;
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bool subPlanted = false;
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SpatialCursor cubicFlow = new CubicFlow();
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Tex camTex = new Tex(TexType.Rendertarget);
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camTex.SetSize(600, 400);
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Material camMat = new Material(Shader.Unlit);
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camMat.SetTexture("diffuse", camTex);
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Mesh quad = Default.MeshQuad;
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bool draggingOriel = false;
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Vec3 orielOffset = Vec3.Zero;
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Vec3 gripPos = Vec3.Zero;
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bool domGripping = false, subGripping = false;
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bool gripLeft = false;
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float grindDir = 1f;
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bool grinding = false;
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bool grinded = false;
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Vec3 grindVel = Vec3.Forward;
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Vec3[] grindRail = new Vec3[4];
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Input.HandSolid(Handed.Right, false);
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Input.HandSolid(Handed.Left, false);
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Input.HandVisible(Handed.Right, false);
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Input.HandVisible(Handed.Left, false);
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while (SK.Step(() => {
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Renderer.CameraRoot = Matrix.T(pos);
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cube.Draw(mat, floor.GetPose().ToMatrix(floorScale), Color.White * 0.666f);
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if (lefty) { domCon = Input.Controller(Handed.Left); subCon = Input.Controller(Handed.Right); }
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else { domCon = Input.Controller(Handed.Right); subCon = Input.Controller(Handed.Left); }
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// if (subCon.IsX2JustPressed) { lefty = !lefty; }
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// ball.Draw(ballMat, Matrix.TS(pos, 0.1f));
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// SpatialCursor cursor = cursors.Step(domCon.aim, subCon.aim);
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// Shoulders
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Vec3 headPos = Input.Head.position + Input.Head.Forward * -0.15f;
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Vec3 toSub = (subCon.pose.position.X0Z - headPos.X0Z).Normalized;
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Vec3 toDom = (domCon.pose.position.X0Z - headPos.X0Z).Normalized;
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Vec3 middl = (toSub + toDom).Normalized;
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if (Vec3.Dot(middl, Input.Head.Forward) < 0) {
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middl = -middl;
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}
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// Lines.Add(headPos.X0Z, headPos.X0Z + toSub.X0Z, Color.White, 0.005f);
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// Lines.Add(headPos.X0Z, headPos.X0Z + toDom.X0Z, Color.White, 0.005f);
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// Lines.Add(headPos.X0Z, headPos.X0Z + middl.X0Z, Color.White, 0.005f);
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// cube.Draw(mat, Matrix.TRS(headPos, Input.Head.orientation, new Vec3(0.3f, 0.3f, 0.3f)));
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Vec3 rShoulder = headPos + Quat.LookDir(middl) * new Vec3(0.2f, -0.2f, 0);
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Vec3 lShoulder = headPos + Quat.LookDir(middl) * new Vec3(-0.2f, -0.2f, 0);
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// cube.Draw(mat, Matrix.TRS(headPos, Input.Head.orientation, new Vec3(0.25f, 0.3f, 0.3f)), new Color(1,0,0));
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// Lines.Add(headPos + Vec3.Up * -0.2f, rShoulder, new Color(1, 0, 0), 0.01f);
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// Lines.Add(headPos + Vec3.Up * -0.2f, lShoulder, new Color(1, 0, 0), 0.01f);
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if (domCon.IsX1JustPressed) {
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domPlanted = !domPlanted;
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}
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if (subCon.IsX1JustPressed) {
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subPlanted = !subPlanted;
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}
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cursor.Step(new Pose[] { domCon.pose, new Pose(rShoulder, Quat.LookDir(middl)) }, 1);
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if (!domPlanted) {
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cursor.Calibrate();
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cursor.p0 = domCon.pose.position;
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}
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subCursor.Step(new Pose[] { subCon.pose, new Pose(lShoulder, Quat.LookDir(middl)) }, 1); // ((Input.Controller(Handed.Left).stick.y + 1) / 2)
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if (!subPlanted) {
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subCursor.Calibrate();
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subCursor.p0 = subCon.pose.position;
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}
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// cursor.p1 = subCursor.p0; // override *later change all one handed cursors to be dual wielded by default*
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cubicFlow.Step(new Pose[] { new Pose(cursor.p0, domCon.aim.orientation), new Pose(subCursor.p0, subCon.aim.orientation) }, 1);
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if (domCon.stick.Magnitude > 0.1f || subCon.stick.Magnitude > 0.1f) {
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Bezier.Draw(cubicFlow.p0, cubicFlow.p1, cubicFlow.p2, cubicFlow.p3, Color.White);
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net.me.cursor0 = cubicFlow.p0; net.me.cursor1 = cubicFlow.p1; net.me.cursor2 = cubicFlow.p2; net.me.cursor3 = cubicFlow.p3;
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} else {
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net.me.cursor0 = cursor.p0; net.me.cursor1 = cursor.p0; net.me.cursor2 = subCursor.p0; net.me.cursor3 = subCursor.p0;
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}
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// throw yourself (delta -> vel -> momentum)
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// bring rails back
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// boolean over network to determine if a peers cubic flow should be drawn
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for (int i = 0; i < net.me.blocks.Length; i++) {
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Pose blockPose = net.me.blocks[i].solid.GetPose();
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Bounds bounds = new Bounds(Vec3.Zero, Vec3.One * net.me.blocks[i].size);
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if (net.me.blocks[i].active && (
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bounds.Contains(blockPose.orientation.Inverse * (net.me.cursor0 - blockPose.position)) ||
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bounds.Contains(blockPose.orientation.Inverse * (net.me.cursor3 - blockPose.position))
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)) {
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net.me.blocks[i].color = new Color(0.8f, 1, 1);
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} else {
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net.me.blocks[i].color = new Color(1, 1, 1);
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}
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}
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// FULLSTICK
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// Quat rot = Quat.FromAngles(subCon.stick.y * -90, 0, subCon.stick.x * 90);
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// Vec3 dir = Vec3.Up * (subCon.IsStickClicked ? -1 : 1);
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// Vec3 fullstick = subCon.aim.orientation * rot * dir;
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// pos += fullstick * subCon.trigger * Time.Elapsedf;
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// DRAG DRIFT
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Vec3 domPos = net.me.cursor0;
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// if (domCon.grip) {
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// // movePress = Time.Totalf;
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// domDragStart = domPos;
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// }
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// vel += -(domPos - domDragStart) * 24 * domCon.grip;
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// domDragStart = domPos;
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Vec3 subPos = net.me.cursor3;
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// if (subCon.grip) {
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// // movePress = Time.Totalf;
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// subDragStart = subPos;
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// }
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// if (subCon.IsX1Pressed) {
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// }
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// vel += -(subPos - subDragStart) * 24 * subCon.grip;
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// subDragStart = subPos;
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if (domCon.grip > 0.5f) {
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if (!domGripping) {
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gripPos = domPos;
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gripLeft = false;
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domGripping = true;
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}
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} else {
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domGripping = false;
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}
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if (subCon.grip > 0.5f) {
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if (!subGripping) {
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gripPos = subPos;
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gripLeft = true;
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subGripping = true;
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}
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} else {
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subGripping = false;
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}
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if (domGripping || subGripping) {
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Vec3 gripTo = gripLeft ? subPos : domPos;
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pos = -(gripTo - Input.Head.position) + gripPos - (Input.Head.position - pos);
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vel = Vec3.Zero;
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}
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// CUBIC BEZIER RAIL
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// Vec3[] rail = new Vec3[] {
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// new Vec3(0, 0, -1),
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// new Vec3(0, 0, -2),
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// new Vec3(1, 2, -3),
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// new Vec3(0, 1, -4),
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// };
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// Bezier.Draw(rail);
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if (domCon.grip > 0.5f) {
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if (!grinded) {
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if (!grinding) {
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int closest = 0;
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float closestDist = float.MaxValue;
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Vec3 closestPoint = Vec3.Zero;
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int closestRail = 0;
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for (int i = 0; i < net.me.cubics.Length; i++) {
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if (net.me.cubics[i].active) {
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Vec3[] rail = new Vec3[] {
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net.me.cubics[i].p0,
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net.me.cubics[i].p1,
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net.me.cubics[i].p2,
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net.me.cubics[i].p3,
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};
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for (int j = 0; j < rail.Length; j++) {
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Vec3 point = Bezier.Sample(rail, (float)j / (rail.Length - 1f));
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float dist = Vec3.Distance(point, domCon.pose.position + vel.Normalized * 0.25f);
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if (dist < closestDist && dist < 0.5f) {
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closest = j;
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closestRail = i;
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closestDist = dist;
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closestPoint = point;
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railT = (float)j / (rail.Length - 1f);
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grinding = true;
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}
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}
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}
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}
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if (grinding) {
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grindRail = new Vec3[] {
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net.me.cubics[closestRail].p0,
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net.me.cubics[closestRail].p1,
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net.me.cubics[closestRail].p2,
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net.me.cubics[closestRail].p3,
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};
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// pos = closestPoint - (subCon.pose.position - pos);
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grindVel = vel;
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Vec3 fromPos = Bezier.Sample(grindRail[0], grindRail[1], grindRail[2], grindRail[3], railT);
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Vec3 toPos = Bezier.Sample(grindRail[0], grindRail[1], grindRail[2], grindRail[3], railT + 0.1f);
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grindDir = Vec3.Dot((fromPos - toPos).Normalized, grindVel) < 0f ? 1 : -1;
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}
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}
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if (grinding) {
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Vec3 grindPos = Bezier.Sample(grindRail[0], grindRail[1], grindRail[2], grindRail[3], railT);
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Vec3 nextPos = Bezier.Sample(grindRail[0], grindRail[1], grindRail[2], grindRail[3], railT + 0.1f * grindDir);
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// vel += (toPos - fromPos);
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pos = -(domCon.pose.position - Input.Head.position) + grindPos - (Input.Head.position - pos);
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vel = Vec3.Zero;
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railT += Time.Elapsedf * grindVel.Magnitude * grindDir; // scale based on length of rail * calculate and cache on place
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// bool clamped = false;
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// float railTpreClamp = railT;
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// if
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railT = Math.Clamp(railT, 0, 1);
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grindVel = (nextPos - grindPos).Normalized * grindVel.Magnitude;
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if (railT == 1 || railT == 0) {
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vel = grindVel;
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grinding = false;
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grinded = true;
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railT = 0f;
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}
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cube.Draw(mat, Matrix.TS(grindPos, new Vec3(0.1f, 0.1f, 0.1f)));
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// cube.Draw(mat, Matrix.TS(toPos, new Vec3(0.1f, 0.1f, 0.1f) * 0.333f));
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// pos = Vec3.Lerp(pos, Bezier.Sample(net.me.cubics[0].p0, net.me.cubics[0].p1, net.me.cubics[0].p2, net.me.cubics[0].p3, railT) - (subCon.aim.position - pos), Time.Elapsedf * 6f);
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// how to reliably determine and control which direction to go? (velocity)
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}
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}
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} else {
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grinded = false;
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if (grinding) {
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vel = grindVel;
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grinding = false;
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}
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}
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// Console.WriteLine(World.RefreshInterval.ToString());
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// if (domCon.IsX1JustUnPressed && Time.Totalf - movePress < 0.2f) {
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// pos = p00 - (Input.Head.position - pos);
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// }
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// just push off of the air lol better than teleporting
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// not cursor dependent
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// pos.x = (float)Math.Sin(Time.Total * 0.1f) * 0.5f;
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if (!grinding) {
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pos += vel * Time.Elapsedf;
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}
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float preX = pos.x; pos.x = Math.Clamp(pos.x, -scale / 2, scale / 2); if (pos.x != preX) { vel.x = 0; }
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float preY = pos.y; pos.y = Math.Clamp(pos.y, 0f, scale / 2); if (pos.y != preY) { vel.y = 0; }
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float preZ = pos.z; pos.z = Math.Clamp(pos.z, -scale / 2, scale / 2); if (pos.z != preZ) { vel.z = 0; }
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vel *= 1 - Time.Elapsedf * 0.2f;
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// COLOR CUBE
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// reveal when palm up
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float reveal = subCon.pose.Right.y * 1.666f;
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float look = 1 - Math.Clamp((1 - Math.Clamp(Vec3.Dot((subCon.pose.position - Input.Head.position).Normalized, Input.Head.Forward), 0f, 1f)) * 6f, 0f, 1f);
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reveal *= look;
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colorCube.size = colorCube.ogSize * Math.Clamp(reveal, 0, 1);
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colorCube.center = subCon.pose.position + subCon.pose.Right * 0.0666f;
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// move with grip
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if (reveal > colorCube.thicc && !subPlanted) {
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if (reveal > 1f && subCon.trigger > 0.5f) {
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colorCube.p0 -= (subCon.pose.position - oldSubPos) / colorCube.ogSize * 2;
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} else {
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// clamp 0 - 1
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colorCube.p0.x = Math.Clamp(colorCube.p0.x, -1, 1);
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colorCube.p0.y = Math.Clamp(colorCube.p0.y, -1, 1);
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colorCube.p0.z = Math.Clamp(colorCube.p0.z, -1, 1);
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}
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colorCube.Step();
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}
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oldSubPos = subCon.pose.position;
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// net.me.cursorA = Vec3.Up * (float)Math.Sin(Time.Total);
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net.me.color = colorCube.color;
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// net.me.cursor0 = cubicFlow.p0; net.me.cursor1 = cubicFlow.p1;
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// net.me.cursor2 = cubicFlow.p2; net.me.cursor3 = cubicFlow.p3;
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net.me.headset = Input.Head;
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net.me.mainHand = domCon.aim; net.me.offHand = subCon.aim;
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for (int i = 0; i < net.peers.Length; i++) {
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MonoNet.Peer peer = net.peers[i];
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if (peer != null) {
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peer.Draw(true);
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}
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}
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net.me.Step(domCon, subCon);
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if (domCon.trigger > 0.5f && subCon.trigger > 0.5f) {
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if (!draggingOriel) {
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if (oriel.bounds.Contains(net.me.cursor0) || oriel.bounds.Contains(net.me.cursor3)) {
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draggingOriel = true;
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}
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} else {
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oriel.bounds.center = Vec3.Lerp(net.me.cursor0, net.me.cursor3, 0.5f);
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//
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float distX = Math.Abs(net.me.cursor0.x - net.me.cursor3.x);
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float distY = Math.Abs(net.me.cursor0.y - net.me.cursor3.y);
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float distZ = Math.Abs(net.me.cursor0.z - net.me.cursor3.z);
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oriel.bounds.dimensions = new Vec3(distX, distY, distZ);
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}
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} else {
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draggingOriel = false;
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}
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oriel.Step();
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// otherOriel.bounds.center = Vec3.Forward * -2;
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// otherOriel.Step();
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// Matrix orbitMatrix = OrbitalView.transform;
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// cube.Step(Matrix.S(Vec3.One * 0.2f) * orbitMatrix);
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// Default.MaterialHand["color"] = cube.color;
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// cursor.Draw(Matrix.S(0.1f));
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// Renderer.RenderTo(camTex, Matrix.TR(Input.Head.position + Vec3.Up * 10, Quat.FromAngles(-90f, 0, 0)), Matrix.Orthographic(2f, 2f, 0.1f, 100f), RenderLayer.All, RenderClear.All);
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// quad.Draw(camMat, Matrix.TR(Input.Head.Forward, Quat.FromAngles(0, 180, 0)));
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})) ;
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SK.Shutdown();
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}
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}
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public class Mic {
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public float[] bufferRaw = new float[0];
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public int bufferRawSize = 0;
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public int comp = 8;
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public float[] buffer = new float[0];
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public int bufferSize = 0;
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FilterButterworth filter;
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public void Step() {
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if (Microphone.IsRecording) {
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// Ensure our buffer of samples is large enough to contain all the
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// data the mic has ready for us this frame
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if (Microphone.Sound.UnreadSamples > bufferRaw.Length) {
|
|
bufferRaw = new float[Microphone.Sound.UnreadSamples];
|
|
buffer = new float[Microphone.Sound.UnreadSamples / comp];
|
|
}
|
|
|
|
// Read data from the microphone stream into our buffer, and track
|
|
// how much was actually read. Since the mic data collection runs in
|
|
// a separate thread, this will often be a little inconsistent. Some
|
|
// frames will have nothing ready, and others may have a lot!
|
|
bufferRawSize = Microphone.Sound.ReadSamples(ref bufferRaw);
|
|
bufferSize = bufferRawSize / comp;
|
|
|
|
if (bufferSize > 0) {
|
|
// LowPassFilter lowpass = new LowPassFilter(48000 / comp / 2, 2, 48000);
|
|
for (int i = 0; i < bufferRawSize; i++) {
|
|
// bufferRaw[i] = (float)lowpass.compute(bufferRaw[i]);
|
|
filter.Update(bufferRaw[i]);
|
|
bufferRaw[i] = filter.Value;
|
|
}
|
|
// voice.WriteSamples(bufferRaw);
|
|
|
|
buffer[0] = bufferRaw[0];
|
|
for (int i = 1; i < bufferSize; i++) {
|
|
buffer[i] = bufferRaw[i * comp - 1];
|
|
}
|
|
|
|
// upsample
|
|
float[] upsampled = new float[bufferSize * comp];
|
|
for (int i = 0; i < bufferSize - 1; i++) {
|
|
upsampled[Math.Max(i * comp - 1, 0)] = buffer[i];
|
|
for (int j = 1; j < comp; j++) {
|
|
upsampled[i * comp - 1 + j] = SKMath.Lerp(buffer[i], buffer[i + 1], (float)j / (float)comp);
|
|
}
|
|
}
|
|
voice.WriteSamples(upsampled);
|
|
}
|
|
} else {
|
|
Microphone.Start();
|
|
voice = Sound.CreateStream(0.5f);
|
|
voiceInst = voice.Play(Vec3.Zero, 0.5f);
|
|
filter = new FilterButterworth(48000 / comp / 2, 48000, FilterButterworth.PassType.Lowpass, (float)Math.Sqrt(2));
|
|
}
|
|
}
|
|
public Sound voice;
|
|
public SoundInst voiceInst; // update position
|
|
|
|
public class FilterButterworth {
|
|
/// <summary>
|
|
/// rez amount, from sqrt(2) to ~ 0.1
|
|
/// </summary>
|
|
private readonly float resonance;
|
|
|
|
private readonly float frequency;
|
|
private readonly int sampleRate;
|
|
private readonly PassType passType;
|
|
|
|
private readonly float c, a1, a2, a3, b1, b2;
|
|
|
|
/// <summary>
|
|
/// Array of input values, latest are in front
|
|
/// </summary>
|
|
private float[] inputHistory = new float[2];
|
|
|
|
/// <summary>
|
|
/// Array of output values, latest are in front
|
|
/// </summary>
|
|
private float[] outputHistory = new float[3];
|
|
|
|
public FilterButterworth(float frequency, int sampleRate, PassType passType, float resonance) {
|
|
this.resonance = resonance;
|
|
this.frequency = frequency;
|
|
this.sampleRate = sampleRate;
|
|
this.passType = passType;
|
|
|
|
switch (passType) {
|
|
case PassType.Lowpass:
|
|
c = 1.0f / (float)Math.Tan(Math.PI * frequency / sampleRate);
|
|
a1 = 1.0f / (1.0f + resonance * c + c * c);
|
|
a2 = 2f * a1;
|
|
a3 = a1;
|
|
b1 = 2.0f * (1.0f - c * c) * a1;
|
|
b2 = (1.0f - resonance * c + c * c) * a1;
|
|
break;
|
|
case PassType.Highpass:
|
|
c = (float)Math.Tan(Math.PI * frequency / sampleRate);
|
|
a1 = 1.0f / (1.0f + resonance * c + c * c);
|
|
a2 = -2f * a1;
|
|
a3 = a1;
|
|
b1 = 2.0f * (c * c - 1.0f) * a1;
|
|
b2 = (1.0f - resonance * c + c * c) * a1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
public enum PassType {
|
|
Highpass,
|
|
Lowpass,
|
|
}
|
|
|
|
public void Update(float newInput) {
|
|
float newOutput = a1 * newInput + a2 * this.inputHistory[0] + a3 * this.inputHistory[1] - b1 * this.outputHistory[0] - b2 * this.outputHistory[1];
|
|
|
|
this.inputHistory[1] = this.inputHistory[0];
|
|
this.inputHistory[0] = newInput;
|
|
|
|
this.outputHistory[2] = this.outputHistory[1];
|
|
this.outputHistory[1] = this.outputHistory[0];
|
|
this.outputHistory[0] = newOutput;
|
|
}
|
|
|
|
public float Value {
|
|
get { return this.outputHistory[0]; }
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public class Lerper {
|
|
public float t = 0;
|
|
public float spring = 1;
|
|
public float dampen = 1;
|
|
float vel;
|
|
|
|
public void Step(float to = 1, bool bounce = false) {
|
|
float dir = to - t;
|
|
vel += dir * spring * Time.Elapsedf;
|
|
|
|
if (Math.Sign(vel) != Math.Sign(dir)) {
|
|
vel *= 1 - (dampen * Time.Elapsedf);
|
|
} else {
|
|
vel *= 1 - (dampen * 0.33f * Time.Elapsedf);
|
|
}
|
|
|
|
float newt = t + vel * Time.Elapsedf;
|
|
if (bounce && (newt < 0 || newt > 1)) {
|
|
vel *= -0.5f;
|
|
newt = Math.Clamp(newt, 0, 1);
|
|
}
|
|
|
|
t = newt;
|
|
}
|
|
|
|
public void Reset() {
|
|
t = vel = 0;
|
|
}
|
|
}
|
|
|
|
[StructLayout(LayoutKind.Sequential)]
|
|
struct BufferData {
|
|
public Vec3 windDirection;
|
|
// public Vec3[] tri;
|
|
public float windStrength;
|
|
}
|
|
public class Oriel {
|
|
public Bounds bounds;
|
|
Material mat = new Material(Shader.FromFile("oriel.hlsl"));
|
|
Material crown = new Material(Shader.FromFile("crown.hlsl"));
|
|
Mesh mesh = Default.MeshCube;
|
|
Mesh quad = Default.MeshQuad;
|
|
Vec3 _dimensions;
|
|
|
|
MaterialBuffer<BufferData> buffer;
|
|
|
|
public void Start(int bufferIndex) {
|
|
bounds = new Bounds(Vec3.Forward * 2, new Vec3(1f, 0.5f, 0.5f));
|
|
_dimensions = bounds.dimensions;
|
|
buffer = new MaterialBuffer<BufferData>(bufferIndex);
|
|
}
|
|
|
|
BufferData data = new BufferData();
|
|
public void Step() {
|
|
data.windDirection = new Vec3(
|
|
(float)Math.Sin(Time.Total * 1) / 6,
|
|
(float)Math.Cos(Time.Total * 2) / 6,
|
|
(float)Math.Sin(Time.Total * 3) / 6
|
|
);
|
|
// data.a = new Color(1.0f, 0.5f, 0.5f);
|
|
// data.b = new Color(0.5f, 1.0f, 0.5f);
|
|
// data.c = new Color(0.5f, 0.5f, 1.0f);
|
|
// data.tri = new Vec3[] {
|
|
// new Vec3(0, 0, 0),
|
|
// new Vec3(0, 0, 1),
|
|
// new Vec3(1, 0, 0),
|
|
// };
|
|
|
|
data.windStrength = (1 + (float)Math.Sin(Time.Total)) / 2;
|
|
buffer.Set(data);
|
|
|
|
|
|
// 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));
|
|
|
|
|
|
mat.FaceCull = Cull.None;
|
|
mat.SetVector("_dimensions", bounds.dimensions);
|
|
mat.SetVector("_center", bounds.center);
|
|
// mat.Wireframe = true;
|
|
|
|
Matrix m = Matrix.TRS(bounds.center, Quat.Identity, bounds.dimensions);
|
|
Pose head = Input.Head;
|
|
// Vec3 quadPos = head.position + head.Forward * 0.0021f;
|
|
// if (bounds.Contains(head.position, head.position, 0.036f)) {
|
|
// mat.FaceCull = Cull.Front;
|
|
// m = Matrix.TRS(head.position, head.orientation, new Vec3(1.0f, 0.5f, 0.0088f * 2));
|
|
// Renderer.
|
|
// }
|
|
mesh.Draw(mat, m);
|
|
|
|
// if (bounds.Contains(head.position, quadPos)) {
|
|
// quad.Draw(mat, Matrix.TRS(quadPos, Quat.LookAt(quadPos, head.position), Vec3.One * 0.5f));
|
|
// }
|
|
|
|
// instead of a quad, just slap the same mesh to the head
|
|
|
|
|
|
// crown.SetVector("_center", bounds.center);
|
|
crown.SetFloat("_height", bounds.dimensions.y);
|
|
crown.SetFloat("_ypos", bounds.center.y);
|
|
crown.FaceCull = Cull.Front;
|
|
crown.Transparency = Transparency.Add;
|
|
crown.DepthTest = DepthTest.Always;
|
|
// crown.QueueOffset = 0;
|
|
// crown.DepthWrite = false;
|
|
mesh.Draw(crown, Matrix.TRS(bounds.center, Quat.Identity, bounds.dimensions));
|
|
}
|
|
}
|
|
|
|
public class Bitting {
|
|
public class DrawKey {
|
|
public int x, y;
|
|
public Key key;
|
|
public DrawKey(int x, int y, Key key) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.key = key;
|
|
}
|
|
}
|
|
Tex tex = new Tex(TexType.Image, TexFormat.Rgba32);
|
|
Material material = Default.Material;
|
|
Mesh quad = Default.MeshQuad;
|
|
int[,] bitchar = new int[,] {
|
|
{0, 0, 0, 0, 0, 0, 0},
|
|
{0, 0, 0, 0, 0, 0, 0},
|
|
{0, 0, 0, 0, 0, 0, 0},
|
|
};
|
|
DrawKey[] drawKeys = new DrawKey[] {
|
|
new DrawKey(0, 0, Key.F), new DrawKey(0, 2, Key.D), new DrawKey(0, 4, Key.S), new DrawKey(0, 6, Key.A),
|
|
new DrawKey(2, 0, Key.J), new DrawKey(2, 2, Key.K), new DrawKey(2, 4, Key.L), new DrawKey(2, 6, Key.Semicolon),
|
|
}; DrawKey lastKey = null;
|
|
|
|
public void Start() {
|
|
tex.SetSize(128, 128);
|
|
tex.SampleMode = TexSample.Point;
|
|
material.SetTexture("diffuse", tex);
|
|
}
|
|
|
|
public void Step() {
|
|
// clear
|
|
if (Input.Key(Key.Space).IsJustActive()) {
|
|
for (int i = 0; i < bitchar.GetLength(0); i++) {
|
|
for (int j = 0; j < bitchar.GetLength(1); j++) {
|
|
bitchar[i, j] = 0;
|
|
}
|
|
}
|
|
lastKey = null;
|
|
}
|
|
|
|
for (int i = 0; i < drawKeys.Length; i++) {
|
|
DrawKey drawKey = drawKeys[i];
|
|
if (Input.Key(drawKey.key).IsJustActive()) {
|
|
bitchar[drawKey.x, drawKey.y] = 1;
|
|
if (lastKey != null) {
|
|
// draw line between last and current
|
|
int x1 = lastKey.x;
|
|
int y1 = lastKey.y;
|
|
int x2 = drawKey.x;
|
|
int y2 = drawKey.y;
|
|
int dx = Math.Abs(x2 - x1);
|
|
int dy = Math.Abs(y2 - y1);
|
|
int sx = x1 < x2 ? 1 : -1;
|
|
int sy = y1 < y2 ? 1 : -1;
|
|
int err = dx - dy;
|
|
while (true) {
|
|
bitchar[x1, y1] = 1;
|
|
if (x1 == x2 && y1 == y2) break;
|
|
int e2 = 2 * err;
|
|
if (e2 > -dy) { err -= dy; x1 += sx; }
|
|
if (e2 < dx) { err += dx; y1 += sy; }
|
|
}
|
|
}
|
|
lastKey = drawKey;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Color32[] pixels = new Color32[tex.Width * tex.Height];
|
|
tex.GetColors(ref pixels);
|
|
for (int i = 0; i < pixels.Length; i++) {
|
|
pixels[i] = new Color32(0, 0, 0, 0);
|
|
int x = i % tex.Width;
|
|
int y = i / tex.Width;
|
|
if (x < 3 && y < 7 && bitchar[x, y] == 1) {
|
|
pixels[i] = new Color32(0, 255, 255, 0);
|
|
}
|
|
}
|
|
tex.SetColors(tex.Width, tex.Height, pixels);
|
|
|
|
quad.Draw(material, Matrix.TR(Vec3.Zero, Quat.FromAngles(0, 180, 0)));
|
|
}
|
|
}
|
|
|
|
public static class PullRequest {
|
|
public static void BoundsDraw(Bounds b, float thickness, 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 * (new Vec3(0, 0, 0) - c) * ds, q * (new Vec3(0, 1, 0) - c) * ds, color, color, thickness);
|
|
Lines.Add(q * (new Vec3(0, 1, 0) - c) * ds, q * (new Vec3(1, 1, 0) - c) * ds, color, color, thickness);
|
|
Lines.Add(q * (new Vec3(1, 1, 0) - c) * ds, q * (new Vec3(1, 0, 0) - c) * ds, color, color, thickness);
|
|
|
|
// convert to linepoints
|
|
}
|
|
}
|
|
|
|
// amplify quaternions (q * q * lerp(q.i, q, %))
|
|
|
|
public static Vec3 AngularDisplacement(Quat q) {
|
|
float angle; Vec3 axis;
|
|
ToAngleAxis(q, out angle, out axis);
|
|
return axis * angle;
|
|
// * (float)(Math.PI / 180); // radians -> degrees
|
|
// / Time.Elapsedf; // delta -> velocity
|
|
}
|
|
|
|
public static void ToAngleAxis(Quat q, out float angle, out Vec3 axis) {
|
|
q = q.Normalized;
|
|
angle = 2 * (float)Math.Acos(q.w);
|
|
float s = (float)Math.Sqrt(1 - q.w * q.w);
|
|
axis = Vec3.Right;
|
|
// avoid divide by zero
|
|
// + if s is close to zero then direction of axis not important
|
|
if (s > 0.001) {
|
|
axis.x = q.x / s;
|
|
axis.y = q.y / s;
|
|
axis.z = q.z / s;
|
|
}
|
|
}
|
|
|
|
static Random r = new Random();
|
|
public static int RandomRange(int min, int max) {
|
|
return r.Next(min, max);
|
|
}
|
|
}
|