oriels/ReachCursor.cs
2021-10-29 03:54:51 -04:00

36 lines
No EOL
1.1 KiB
C#

using System;
using StereoKit;
public class ReachCursor {
static Material unlitMat = Default.MaterialUnlit.Copy();
static Model modelCursor = Model.FromFile("cursor.glb", Shader.Default);
static Model modelSphere = new Model(Default.MeshSphere, unlitMat);
static Vec3[] pullPoints = new Vec3[2];
public void Step() {
Matrix matrix = new Matrix();
matrix.Translation = new Vec3(0, 0, -1);
for (int h = 0; h < (int)Handed.Max; h++)
{
// Get the pose for the index fingertip
Hand hand = Input.Hand((Handed)h);
Vec3 indexTip = hand[FingerId.Index, JointId.Tip].Pose.position;
Vec3 thumbTip = hand[FingerId.Thumb, JointId.Tip].Pose.position;
Vec3 pinchPos = Vec3.Lerp(indexTip, thumbTip, 0.5f);
if (hand.IsPinched)
{
pullPoints[h] = pinchPos;
}
float stretch = (pullPoints[h] - pinchPos).Length;
Vec3 dir = (pinchPos - pullPoints[h]).Normalized;
Vec3 pos = pinchPos + dir * stretch * 3;
modelCursor.Draw(Matrix.TS(pos, 0.06f));
Lines.Add(pullPoints[h], pos, Color.White, 0.01f);
modelSphere.Draw(Matrix.TS(pullPoints[h], 0.04f));
}
}
}