102 lines
2.8 KiB
C#
102 lines
2.8 KiB
C#
using System;
|
|
using StereoKit;
|
|
|
|
public enum Pull {
|
|
Stretch, Backhanded
|
|
}
|
|
|
|
public class Glove {
|
|
Monolith mono;
|
|
bool chirality;
|
|
public Glove(Monolith mono, bool chirality) {
|
|
this.mono = mono;
|
|
this.chirality = chirality;
|
|
}
|
|
|
|
public Pose virtualGlove;
|
|
Vec3 direction;
|
|
|
|
public Pull? pulling = null;
|
|
float stretchDeadzone = 0;
|
|
Vec3 pullPoint;
|
|
|
|
bool planted = false;
|
|
|
|
public void Step() {
|
|
Pose shoulder = mono.Shoulder(chirality);
|
|
Con con = mono.Con(chirality), otherCon = mono.Con(!chirality);
|
|
bool pull = otherCon.gripBtn.frameDown;
|
|
|
|
if (!planted) {
|
|
pullPoint = con.pos;
|
|
} else {
|
|
// reach cursor
|
|
// shoulder stuff
|
|
// pullPoint = (shoulder.orientation * origin) + shoulder.position;
|
|
// shoulder.orientation.Inverse * (con.pose.position - shoulder.position)
|
|
direction = PullRequest.Direction(con.pos, pullPoint);
|
|
}
|
|
|
|
switch (pulling) {
|
|
default:
|
|
if (con.device.stick.Magnitude > 0.1f) {
|
|
if (con.device.stick.y < 0f) {
|
|
planted = true;
|
|
}
|
|
} else {
|
|
planted = false;
|
|
}
|
|
|
|
if (pull) {
|
|
// need the rotation of the wrist rather than the hand for this to be reliable
|
|
Vec3 localPos = con.ori.Inverse * (otherCon.pos - con.pos);
|
|
if (chirality ? localPos.x < 0 : localPos.x > 0) {
|
|
pulling = Pull.Stretch;
|
|
} else {
|
|
pulling = Pull.Backhanded;
|
|
}
|
|
|
|
stretchDeadzone = Vec3.Distance(con.pos, otherCon.pos);
|
|
} else {
|
|
stretchDeadzone = 0;
|
|
}
|
|
virtualGlove.orientation = con.ori;
|
|
break;
|
|
|
|
case Pull.Stretch:
|
|
pullPoint = otherCon.pos;
|
|
direction = con.ori * Vec3.Forward;
|
|
virtualGlove.orientation = otherCon.ori;
|
|
break;
|
|
|
|
case Pull.Backhanded:
|
|
pullPoint = otherCon.pos;
|
|
direction = PullRequest.Direction(con.pos, otherCon.pos);
|
|
virtualGlove.orientation = con.ori;
|
|
break;
|
|
}
|
|
|
|
if (!otherCon.gripBtn.held) {
|
|
pulling = null;
|
|
}
|
|
|
|
float stretch = Vec3.Distance(pullPoint, con.pos);
|
|
stretch = Math.Max(stretch - stretchDeadzone, 0);
|
|
virtualGlove.position = con.pos + direction * stretch * 3;
|
|
|
|
Render(con.Pose(), virtualGlove);
|
|
}
|
|
|
|
// decouple the rendering
|
|
// the render-relevent DATA that gets streamed over the network
|
|
// that way we can render the same way for all peers
|
|
static Mesh mesh = Default.MeshCube;
|
|
static Material mat = Default.Material;
|
|
public void Render(Pose glove, Pose virtualGlove) {
|
|
Lines.Add(pullPoint, glove.position, new Color(1, 0, 1), 0.005f);
|
|
Lines.Add(glove.position, virtualGlove.position, new Color(0, 1, 1), 0.005f);
|
|
|
|
mesh.Draw(mat, glove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) / 3));
|
|
mesh.Draw(mat, virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f)));
|
|
}
|
|
}
|