oriels/ColorCube.cs
2021-10-29 00:44:50 -04:00

64 lines
2.1 KiB
C#

using System;
using StereoKit;
class ColorCube {
static Material orbMat = Default.MaterialUnlit.Copy();
static Model orb = new Model(Default.MeshSphere, orbMat);
static Model colorCube = Model.FromFile("colorcube.glb", Shader.UIBox);
Bounds bounds = new Bounds(Vec3.Zero, Vec3.One * 1.25f);
public Color color = Color.White * 0.5f;
public float thickness {
set {
_thickness = value;
colorCube.RootNode.Material["border_size"] = value;
}
}
float _thickness = 0.01f;
public ColorCube() {
SetColor(Vec3.Zero);
}
void SetColor(Vec3 axes) {
Color col = Vec2Col(axes);
orbMat["color"] = col;
color = col;
}
Color Vec2Col(Vec3 vec) {
Vec3 normalVec = vec;
normalVec += Vec3.One * 0.5f;
return new Color(normalVec.x, normalVec.y, normalVec.z);
}
Vec3 Col2Vec(Color color) {
Vec3 colVec = new Vec3(color.r, color.g, color.b);
colVec -= (Vec3.One * 0.5f);
return colVec;
}
public void Step(Matrix matrix) {
colorCube.Draw(matrix);
for (int h = 0; h < (int)Handed.Max; h++) {
// Get the pose for the index fingertip
Hand hand = Input.Hand((Handed)h);
Pose fingertip = hand[FingerId.Index, JointId.Tip].Pose;
Vec3 localFingerPos = matrix.Inverse * fingertip.position;
if(hand.IsPinched && bounds.Contains(localFingerPos)) {
localFingerPos.x = Math.Clamp(localFingerPos.x, -0.5f, 0.5f);
localFingerPos.y = Math.Clamp(localFingerPos.y, -0.5f, 0.5f);
localFingerPos.z = Math.Clamp(localFingerPos.z, -0.5f, 0.5f);
SetColor(localFingerPos);
}
}
Vec3 orbPos = Col2Vec(color);
Lines.Add(matrix * new Vec3(-0.5f, orbPos.y, orbPos.z), matrix * new Vec3(0.5f, orbPos.y, orbPos.z), new Color(0, color.g, color.b), new Color(1, color.g, color.b), _thickness);
Lines.Add(matrix * new Vec3(orbPos.x, -0.5f, orbPos.z), matrix * new Vec3(orbPos.x, 0.5f, orbPos.z), new Color(color.r, 0, color.b), new Color(color.r, 1, color.b), _thickness);
Lines.Add(matrix * new Vec3(orbPos.x, orbPos.y, -0.5f), matrix * new Vec3(orbPos.x, orbPos.y, 0.5f), new Color(color.r, color.g, 0), new Color(color.r, color.g, 1), _thickness);
orb.Draw(Matrix.TS(matrix * orbPos, _thickness * 2));
}
}