oriels/app/dofs/oriel/Oriel.cs
2023-02-15 23:20:38 -05:00

349 lines
No EOL
11 KiB
C#

namespace Oriels;
public class Oriel {
Material matClear = new Material(Shader.Default);
public Material matOriel = new Material(Shader.FromFile("shaders/oriel.hlsl"));
Material matFrame = new Material(Shader.FromFile("shaders/frame.hlsl"));
Material matPanes = new Material(Shader.FromFile("shaders/panes.hlsl"));
public Matrix matrix, matrixInv;
public Bounds bounds;
public Quat ori = Quat.Identity;
public Color color = new Color(0.5f, 0.5f, 0.5f);
public Oriel(Vec3 pos, Quat ori, Vec3 dimensions) {
matClear.Transparency = Transparency.Add;
matFrame.SetMat(102, Cull.Back, true);
// matFrame.Transparency = Transparency.Add;
matFrame.SetTexture("dither", Tex.FromFile("dither.png"));
matPanes.SetMat(100, Cull.Front, false); // true?
// matPanes.Transparency = Transparency.Add;
// matPanes.DepthTest = DepthTest.Always;
matOriel.SetMat(101, Cull.None, true);
// matOriel.Transparency = Transparency.Add;
// matOriel.DepthTest = DepthTest.Always;
bounds = new Bounds(pos, dimensions);
this.ori = ori;
matrix = Matrix.TR(bounds.center, this.ori);
matrixInv = matrix.Inverse;
cursor = bounds.center;
cornerRadius = cursorRadius / 2;
}
public bool interacting;
public bool scaling;
public Vec3 cursor = Vec3.Zero;
public Vec3 localCursor = Vec3.Zero;
public Quat cursorOri = Quat.Identity;
public Color cursorColor = new Color(0.2f, 0.2f, 0.2f);
public float cursorRadius = 0.04f;
public float cornerRadius;
Vec3 detect = Vec3.Zero;
int detectCount = 0;
public Vec3 LocalAnchor { get { return detect * bounds.dimensions / 2; } }
public Vec3 Anchor { get { return matrix.Transform(LocalAnchor); } }
Quat qOffset = Quat.Identity;
Vec3 vOffset = Vec3.Zero;
Vec3 lOffset = Vec3.Zero;
Vec3 dirOrigin = Vec3.Zero;
Matrix mOffset = Matrix.Identity;
Vec3 cornerDetect = Vec3.Zero;
public Vec3 XAnchor { get {
float x = PullRequest.Clamp(localCursor.x,
LocalAnchor.x - cornerRadius,
LocalAnchor.x + cornerRadius
);
return new Vec3(x, LocalAnchor.y, LocalAnchor.z);
} }
public Vec3 YAnchor { get {
float y = PullRequest.Clamp(localCursor.y,
LocalAnchor.y - cornerRadius,
LocalAnchor.y + cornerRadius
);
return new Vec3(LocalAnchor.x, y, LocalAnchor.z);
} }
public Vec3 ZAnchor { get {
float z = PullRequest.Clamp(localCursor.z,
LocalAnchor.z - cornerRadius,
LocalAnchor.z + cornerRadius
);
return new Vec3(LocalAnchor.x, LocalAnchor.y, z);
} }
Vec3 anchorOffset = Vec3.Zero;
public void Frame() {
// input
Rig rig = Mono.inst.rig;
Glove rGlove = Mono.inst.rGlove;
// Vec3 lGlovePos = rig.lGlove.virtualGlove.position;
// glove
Hand rHand = Input.Hand(Handed.Right);
// why do I have to do this?
// rHand.IsJustPinched ||
bool frameDown = Input.Key(Key.MouseLeft).IsJustActive() || rig.rCon.triggerBtn.frameDown;
bool held = Input.Key(Key.MouseLeft).IsActive() || rig.rCon.triggerBtn.held;
bool frameUp = Input.Key(Key.MouseLeft).IsJustInactive() || rig.rCon.triggerBtn.frameUp;
cursor = rGlove.virtualGlove.position;
cursorOri = rGlove.virtualGlove.orientation;
// hand
// Trackballer tb = (Trackballer)Mono.inst.dofs[3];
// bool frameDown = tb.btnOut.frameDown;
// bool held = tb.btnOut.held;
// bool frameUp = tb.btnOut.frameUp;
// WaveCursor wc = (WaveCursor)Mono.inst.dofs[1];
// cursor = wc.cursor.position;
// cursorOri = Quat.Identity; // wc.cursor.orientation;
// debug
// bool frameDown = Input.Key(Key.Space).IsJustActive();
// bool held = Input.Key(Key.Space).IsActive();
// bool frameUp = Input.Key(Key.Space).IsJustInactive();
// if (!Input.Key(Key.Shift).IsActive()) {
// Vec3 input = new Vec3(
// (Input.Key(Key.S).IsActive() ? 1 : 0) - (Input.Key(Key.A).IsActive() ? 1 : 0),
// (Input.Key(Key.F).IsActive() ? 1 : 0) - (Input.Key(Key.Q).IsActive() ? 1 : 0),
// (Input.Key(Key.R).IsActive() ? 1 : 0) - (Input.Key(Key.W).IsActive() ? 1 : 0)
// );
// if (input.Length > 0) {
// cursor += input.Normalized * Time.Stepf * 0.4f;
// }
// }
// cursorOri = Quat.FromAngles(MathF.Sin(Time.Totalf) * 15, 0, 0);
localCursor = matrixInv.Transform(cursor);
if (!interacting) {
// generate all the potential anchors
// pick the closest one
Vec3 v = Vec3.Zero;
float minDist = float.MaxValue;
for (int i = 0; i < anchors.Length; i++) {
Vec3 a = matrix.Transform(anchors[i] * bounds.dimensions / 2);
float dist = (a - cursor).Length;
// Vec3.Dot((bounds.center - rig.Head.position).Normalized, (matrix.Transform(anchors[i]) - bounds.center).Normalized) > 0 &&
if (dist < minDist) {
minDist = dist;
v = anchors[i];
}
}
detect = v; // rename this
detectCount = (int)(MathF.Abs(v.x) + MathF.Abs(v.y) + MathF.Abs(v.z));
vOffset = cursor - bounds.center;
lOffset = ori.Inverse * vOffset;
dirOrigin = (localCursor * detect.Abs()).Normalized;
qOffset = (ori.Inverse * cursorOri).Normalized;
mOffset = matrix;
interacting = frameDown && minDist < cursorRadius;
scaling = false;
cornerDetect = Vec3.Zero;
}
if (interacting) {
if (detectCount == 1) { // Grab (face -> crown *face)
Quat newOri = (cursorOri * qOffset.Inverse).Normalized;
ori = Quat.Slerp(ori, newOri, Time.Stepf * 9f);
// gravity snapping (within 6 degrees) *horizontal
// always? *here **tilt = nosnap
if (Vec3.Dot(-Vec3.Up, ori * -Vec3.Up) > 0.9998f) {
Vec3 fwd = ori * Vec3.Forward;
ori = Quat.LookDir(fwd.X0Z.Normalized);
}
bounds.center = cursor - ori * lOffset;
interacting = held;
}
else if (detectCount == 2) { // Tilt (edge -> edge)
// local quaternion delta
Vec3 dir = (localCursor * detect.Abs()).Normalized;
Quat delta = (Quat.LookDir(dir) * Quat.LookDir(dirOrigin).Inverse).Normalized;
ori = (ori * delta).Normalized;
interacting = held;
}
else if (detectCount == 3) { // Scale (corner -> corner)
if (!scaling) {
cornerDetect = new Vec3(
MathF.Max(cursorRadius - Vec3.Distance(XAnchor, localCursor), 0),
MathF.Max(cursorRadius - Vec3.Distance(YAnchor, localCursor), 0),
MathF.Max(cursorRadius - Vec3.Distance(ZAnchor, localCursor), 0)
);
anchorOffset = localCursor - LocalAnchor;
scaling = frameUp;
}
if (scaling) {
Vec3 oldAnchor = Anchor;
Vec3 delta = ((localCursor - anchorOffset) + LocalAnchor);
delta = delta * LocalAnchor.Sign(); // instead of delta.Abs();
bounds.dimensions = bounds.dimensions.Splice(delta, cornerDetect, true);
bounds.dimensions = new Vec3(
MathF.Max(bounds.dimensions.x, 0.02f),
MathF.Max(bounds.dimensions.y, 0.02f),
MathF.Max(bounds.dimensions.z, 0.02f)
);
bounds.center += Anchor - oldAnchor;
scaling = interacting = !held;
if (cornerDetect.MagnitudeSq == 0) {
scaling = interacting = false;
}
}
}
}
matrix = Matrix.TR(bounds.center, ori);
matrixInv = matrix.Inverse;
}
// design vars
public float crown = 0.16f;
public void Render() {
// // matFrame.Wireframe = true;
// matFrame.DepthTest = DepthTest.Always;
// matFrame.SetVector("_cursor", cursor);
// matFrame.SetFloat("_time", Time.Totalf);
// Mesh.Cube.Draw(matFrame,
// Matrix.TRS(bounds.center, ori, bounds.dimensions),
// new Color(0.1f, 0.1f, 0.1f)
// );
// matPanes.DepthTest = DepthTest.Greater;
matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrixInv);
Mesh.Cube.Draw(matPanes,
Matrix.TRS(bounds.center, ori, bounds.dimensions),
color
);
matOriel.SetVector("_center", bounds.center);
matOriel.SetVector("_dimensions", bounds.dimensions);
matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f));
matOriel.SetFloat("_lit", 1);
matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrixInv);
// cursor
Color col = new Color(0.15f, 0.15f, 0.15f);
float thk = 0.002f;
float prx = PullRequest.Clamp(
cursorRadius - (localCursor - LocalAnchor).Magnitude / 3, 0, cursorRadius
) / cursorRadius;
if (detectCount == 1 || detectCount == 2) {
Vec3 edge = Vec3.One - detect.Abs();
Mesh.Cube.Draw(matClear,
Matrix.TS(
LocalAnchor,
(Vec3.One * thk) + (edge * bounds.dimensions / 3f * prx)
) * matrix, col
);
}
if (detectCount == 3) {
Mesh.Cube.Draw(matClear,
Matrix.TS(
Vec3.Lerp(XAnchor, LocalAnchor, 0.5f),
new Vec3(MathF.Abs(XAnchor.x - LocalAnchor.x), thk, thk)
) * matrix, col
);
Mesh.Cube.Draw(matClear,
Matrix.TS(
Vec3.Lerp(YAnchor, LocalAnchor, 0.5f),
new Vec3(thk, MathF.Abs(YAnchor.y - LocalAnchor.y), thk)
) * matrix, col
);
Mesh.Cube.Draw(matClear,
Matrix.TS(
Vec3.Lerp(ZAnchor, LocalAnchor, 0.5f),
new Vec3(thk, thk, MathF.Abs(ZAnchor.z - LocalAnchor.z))
) * matrix, col
);
// draw cube(s) on intersecting corner ends
if (cornerDetect.x > 0) {
Mesh.Cube.Draw(matClear,
Matrix.TS(XAnchor, Vec3.One * thk * 2) * matrix,
new Color(1, 0, 0)
);
}
if (cornerDetect.y > 0) {
Mesh.Cube.Draw(matClear,
Matrix.TS(YAnchor, Vec3.One * thk * 2) * matrix,
new Color(0, 1, 0)
);
}
if (cornerDetect.z > 0) {
Mesh.Cube.Draw(matClear,
Matrix.TS(ZAnchor, Vec3.One * thk * 2) * matrix,
new Color(0, 0, 1)
);
}
}
Mesh.Sphere.Draw(Mono.inst.matHoloframe,
Matrix.TRS(cursor, cursorOri, new Vec3(0.02f, 0.02f, 0.02f)),
cursorColor
);
Mesh.Sphere.Draw(Mono.inst.matHoloframe,
Matrix.TS(cursor, new Vec3(1f, 1f, 1f) * cursorRadius * 2),
new Color(0.1f, 0.1f, 0.1f)
);
}
// faces, edges, corners
Vec3[] anchors = new Vec3[] {
// faces
new Vec3(1, 0, 0), new Vec3(-1, 0, 0),
new Vec3(0, 1, 0), new Vec3( 0, -1, 0),
new Vec3(0, 0, 1), new Vec3( 0, 0, -1),
// edges
new Vec3(1, 1, 0), new Vec3(-1, 1, 0),
new Vec3(1, -1, 0), new Vec3(-1, -1, 0),
new Vec3(1, 0, 1), new Vec3(-1, 0, 1),
new Vec3(1, 0, -1), new Vec3(-1, 0, -1),
new Vec3(0, 1, 1), new Vec3( 0, -1, 1),
new Vec3(0, 1, -1), new Vec3( 0, -1, -1),
// corners
new Vec3(1, 1, 1), new Vec3(-1, 1, 1),
new Vec3(1, -1, 1), new Vec3(-1, -1, 1),
new Vec3(1, 1, -1), new Vec3(-1, 1, -1),
new Vec3(1, -1, -1), new Vec3(-1, -1, -1)
};
}
/*
COMMENTS
try rendering as additive for an AR effect!
compositor
multi-oriel requires a compositor approach
even if you just start with input management
*/