395 lines
No EOL
10 KiB
C#
395 lines
No EOL
10 KiB
C#
namespace Oriels;
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public class Mono {
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private static readonly Lazy<Oriels.Mono> lazy = new Lazy<Oriels.Mono>(() => new Oriels.Mono());
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public static Oriels.Mono inst { get { return lazy.Value; } }
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public PullRequest.Noise noise = new PullRequest.Noise(939949595);
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public Material matDev;
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public Material matHoloframe = new Material(Shader.FromFile("shaders/above.hlsl"));
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Material matHoloframeUnder = new Material(Shader.FromFile("shaders/below.hlsl"));
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public Material matHolo = new Material(Shader.FromFile("shaders/above.hlsl"));
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Material matHoloUnder = new Material(Shader.FromFile("shaders/below.hlsl"));
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public Rig rig = new Rig();
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public Space space = new Space();
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public Compositor compositor = new Compositor();
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// -------------------------------------------------
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public dof[] dofs;
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public ColorCube colorCube = new ColorCube();
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public Glove rGlove = new Glove(true), lGlove = new Glove(false);
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public Glove Glove(bool chirality) { return chirality ? rGlove : lGlove; }
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public BlockCon rBlock = new BlockCon(true), lBlock = new BlockCon(false);
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public BlockCon BlockCon(bool chirality) { return chirality ? rBlock : lBlock; }
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public Block[] blocks = new Block[] {
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new Block(), new Block(), new Block(), new Block(), new Block(), new Block()
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};
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public CubicCon cubicCon = new CubicCon();
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public Cubic[] cubics = new Cubic[] {
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new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
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};
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// -------------------------------------------------
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public MonoNet net = new MonoNet();
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public Mono() {
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Renderer.SetClip(0.02f, 1000f);
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dofs = new dof[] {
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new Chiral(new dof[] {
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new WaveCursor() { handed = Handed.Left },
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new WaveCursor() { handed = Handed.Right }
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}),
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new Chiral(new dof[] {
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new Trackballer() { handed = Handed.Left },
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new Trackballer() { handed = Handed.Right }
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}),
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new Chiral(new dof[] {
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new RollsCursor() { handed = Handed.Left },
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new RollsCursor() { handed = Handed.Right }
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}),
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};
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}
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public void Init() {
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compositor.Init();
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for (int i = 0; i < dofs.Length; i++) {
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dofs[i].Init();
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}
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matDev = Material.Default.Copy();
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matDev.SetTexture("diffuse", Tex.DevTex);
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matHolo.SetColor("clearcolor", Renderer.ClearColor);
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matHoloUnder.SetColor("clearcolor", Renderer.ClearColor);
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matHoloUnder.FaceCull = Cull.None;
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matHolo.Chain = matHoloUnder;
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matHoloframe.SetColor("clearcolor", Color.Black);
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matHoloframe.Transparency = Transparency.Add;
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matHoloframe.DepthWrite = false;
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matHoloframe.FaceCull = Cull.None;
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matHoloframe.Wireframe = true;
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matHoloframeUnder.SetColor("clearcolor", Color.Black);
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matHoloframeUnder.Transparency = Transparency.Add;
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matHoloframeUnder.DepthWrite = false;
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matHoloframeUnder.FaceCull = Cull.None;
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matHoloframeUnder.Wireframe = true;
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matHoloframe.Chain = matHoloframeUnder;
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}
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Pose shape = new Pose(new Vec3(0, 1f, -3f), Quat.FromAngles(45, 0, 45));
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bool shapeHeld = false;
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public void Frame() {
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// Input.HandClearOverride(Handed.Left);
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// Input.HandClearOverride(Handed.Right);
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// store hand pre override in rig
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rig.Step();
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// Hand hand = Input.Hand(Handed.Right);
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// Controller con = Input.Controller(Handed.Right);
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// Mesh.Cube.Draw(
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// Material.Default,
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// hand.IsJustPinched
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// )
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// Con -> Hand
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// lGlove.Step();
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// rGlove.Step();
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compositor.Frame();
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// Input.Subscribe(InputSource.Hand, BtnState.Any, Action<Hand, BtnState.Any, Pointer>);
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// -------------------------------------------------
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for (int i = 0; i < dofs.Length; i++) {
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if (dofs[i].Active) {
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dofs[i].Frame();
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}
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}
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// <Heresy>
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WaveCursor lwc = (WaveCursor)((Chiral)dofs[0]).dofs[0];
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WaveCursor rwc = (WaveCursor)((Chiral)dofs[0]).dofs[1];
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Trackballer ltb = (Trackballer)((Chiral)dofs[1]).dofs[0];
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Trackballer rtb = (Trackballer)((Chiral)dofs[1]).dofs[1];
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if (lwc.Active) {
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lwc.Demo(ltb.ori);
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}
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if (rwc.Active) {
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rwc.Demo(rtb.ori);
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}
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if (rtb.Active) {
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rtb.Demo();
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}
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if (!shapeHeld) {
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shapeHeld = rtb.btnPush.frameDown;
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}
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if (shapeHeld) {
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shape.position = rwc.cursor.smooth;
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shape.orientation = rtb.ori;
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shapeHeld = !rtb.btnPull.frameDown;
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}
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// I'd rather have it be pose.pos & pose.ori
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// as it's a bit of space hog
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Mesh.Cube.Draw(
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Mono.inst.matHoloframe,
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shape.ToMatrix(0.5f),
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new Color(0.5f, 0.55f, 0.75f) * 0.3f
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);
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// </Heresy>
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// rBlock.Step(); lBlock.Step();
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// cubicCon.Step();
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// colorCube.Palm(lCon.device);
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// -------------------------------------------------
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net.me.Step();
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net.send = true;
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ShowWindowButton();
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}
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int dofIndex = 0;
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Pose windowPoseButton = new Pose(-0.5f, 1.3f, 0, Quat.FromAngles(0, -90f, 0));
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TextStyle style = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, Color.White);
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TextStyle style2 = Text.MakeStyle(Font.FromFile("add/fonts/DM-Mono.ttf"), 1f * U.cm, new Color(0.5f, 0.5f, 0.5f));
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Vec2 fieldSize = new Vec2(6f * U.cm, 3f * U.cm);
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void ShowWindowButton() {
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UI.WindowBegin("design vars", ref windowPoseButton);
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UI.SetThemeColor(UIColor.Background, new Color(0f, 0f, 0f));
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UI.SetThemeColor(UIColor.Primary, new Color(0.5f, 0.5f, 0.5f));
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UI.PushTextStyle(style);
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// if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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// if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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// if (UI.Button("Scale w/Height")) { oriel.scaleWithHeight = !oriel.scaleWithHeight; }
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// UI.HSlider("Scale", ref oriel.scale, 0.1f, 1f, 0.1f);
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// UI.HSlider("Multiplier", ref oriel.multiplier, 0.1f, 1f, 0.1f);
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// // UI.Label("Player.y");
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// UI.HSlider("Player.y", ref greenyard.height, 1f, 6f, 0.2f);
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// UI.Label("pos.y");
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// UI.HSlider("pos.y", ref playerY, -1f, 1f, 0.1f);
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if (UI.Button("prev") && dofIndex > 0) {
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dofIndex--;
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}
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UI.SameLine();
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if (UI.Button("next") && dofIndex < dofs.Length - 1) {
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dofIndex++;
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}
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dof dof = dofs[dofIndex];
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Type type = dof.GetType();
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// active toggle
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Color tint = dof.Active ? new Color(0, 1, 0) : new Color(1, 0, 0);
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UI.PushTint(tint);
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if (UI.Button(dof.Active ? "on" : "off")) {
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dof.Active = !dof.Active;
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}
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UI.PopTint();
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if (type == typeof(Chiral)) {
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Chiral chiral = (Chiral)dof;
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System.Reflection.FieldInfo[] fields = typeof(Chiral).GetFields();
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foreach (System.Reflection.FieldInfo field in fields) {
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if (field.FieldType == typeof(Handed)) {
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Handed handed = (Handed)field.GetValue(chiral);
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if (UI.Button("<") && (int)handed > 0) {
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handed = (Handed)((int)handed - 1);
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field.SetValue(chiral, handed);
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}
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UI.SameLine();
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if (UI.Button(">") && (int)handed < 2) {
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handed = (Handed)((int)handed + 1);
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field.SetValue(chiral, handed);
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}
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UI.SameLine(); UI.Label(handed.ToString());
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}
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}
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RenderDof(chiral.dofs[0]);
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} else {
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RenderDof(dof);
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}
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UI.WindowEnd();
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}
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void RenderDof(dof dof) {
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Type type = dof.GetType();
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UI.Label("°" + type.Name);
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System.Reflection.FieldInfo[] fields = type.GetFields();
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for (int j = 0; j < fields.Length; j++) {
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System.Reflection.FieldInfo field = fields[j];
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if (field.FieldType == typeof(Design)) {
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Design design = (Design)field.GetValue(dof);
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UI.Input(field.Name, ref design.str, fieldSize, TextContext.Number);
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UI.SameLine();
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UI.PushTextStyle(style2);
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UI.Label(design.term, new Vec2(4f * U.cm, 3f * U.cm));
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UI.PopTextStyle();
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UI.SameLine(); UI.Label(field.Name);
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}
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}
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}
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}
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// Chiral : handedness implies symmetry
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public class Chiral : dof {
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public Chiral(dof[] dofs) => this.dofs = dofs;
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private bool active;
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public bool Active {
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get { return this.active; }
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set {
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this.active = value;
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for (int i = 0; i < this.dofs.Length; i++) {
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dof dof = this.dofs[i];
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if ((int)this.handed == 2 || i == (int)this.handed) {
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dof.Active = value;
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} else {
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dof.Active = false;
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}
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}
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}
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}
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public dof[] dofs = new dof[2];
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// public Design handed = new Design { str = "2", min = 0, max = 2};
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public Handed handed = Handed.Max;
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public void Init() {
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dofs[0].Init();
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dofs[1].Init();
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}
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public void Frame() {
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// sync the left design variables to the right
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System.Reflection.FieldInfo[] fields = dofs[0].GetType().GetFields();
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foreach (System.Reflection.FieldInfo field in fields) {
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if (field.FieldType == typeof(Design)) {
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Design design = (Design)field.GetValue(dofs[0]); // define type?
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field.SetValue(dofs[1], design);
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}
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}
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for (int i = 0; i < dofs.Length; i++) {
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dof dof = dofs[i];
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if ((int)handed == 2 || i == (int)handed) {
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dof.Frame();
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dof.Active = true;
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}
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else {
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dof.Active = false;
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}
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}
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}
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}
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public class Design {
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public string str;
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public string term;
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public float min = float.NegativeInfinity;
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public float max = float.PositiveInfinity;
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public float unit = U.m;
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public float value {
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get {
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try {
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float value = PullRequest.Clamp(float.Parse(str), min, max);
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// if clamped, update string
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if (value != float.Parse(str)) {
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if (Input.Key(Key.Return).IsJustActive()) {
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str = value.ToString();
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}
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}
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return value * unit;
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} catch {
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return MathF.Max(0, min) * unit;
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}
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}
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}
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// public int integer {};
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}
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public class Cursor {
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PullRequest.OneEuroFilter xF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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PullRequest.OneEuroFilter yF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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PullRequest.OneEuroFilter zF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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Vec3 _raw;
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public Vec3 raw {
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get => _raw;
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set {
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_raw = value;
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pos = new Vec3(
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(float)xF.Filter(raw.x, (double)Time.Stepf),
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(float)yF.Filter(raw.y, (double)Time.Stepf),
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(float)zF.Filter(raw.z, (double)Time.Stepf)
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);
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smooth = Vec3.Lerp(smooth, pos, Time.Stepf * 6f);
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}
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}
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public Vec3 pos { get; private set; }
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public Vec3 smooth { get; private set; }
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}
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/*
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COMMENTS
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ranges
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0+1
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1-0
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1-0+1
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-0+
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0+&&-
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0+||-
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units
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m
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cm
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mm
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t
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demo
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seperate the demos from the dofs, and make them rebindable (assigning input using reflection?)
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virtual shapes(scalable) -> that can be slotted
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physics boxes
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mirror
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mirroring vectors(line segments) is really easy
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easier than rendering.. actually just render twice with the material chain
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stereonick mentioned
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debug bool
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rendering the raw output
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particularly for hand tracking dofs (so Moses can better test them!)
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raw = 0.333f alpha ~
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*/ |