298 lines
No EOL
9.1 KiB
C#
298 lines
No EOL
9.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using StereoKit;
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public class Oriel {
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static Material matFrame = new Material(Shader.FromFile("wireframe.hlsl"));
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static Material matPanes = new Material(Shader.FromFile("panes.hlsl"));
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static Material matOriel = new Material(Shader.FromFile("oriel.hlsl"));
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static Model model = Model.FromFile("colorball.glb");
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Mesh meshCube, meshFrame;
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public Bounds bounds;
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public Quat ori;
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public Matrix matrix;
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public float crown = 0.0666f;
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public bool drawAxis = false;
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bool adjusting = false;
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// bool scalingOriel = false;
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// bool draggingOriel = false;
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// bool rotatingOriel = false;
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Quat qOffset = Quat.Identity;
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Vec3 vOffset = Vec3.Zero;
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Vec3 lOffset = Vec3.Zero;
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Vec3 anchor = Vec3.Zero;
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Matrix mOffset = Matrix.Identity;
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public Oriel() {
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bounds = new Bounds(
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Input.Head.position + new Vec3(-0.5f, 0, -1f),
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new Vec3(0.8f, 0.5f, 0.5f)
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);
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ori = Quat.Identity;
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matFrame.SetMat(102, Cull.None, true);
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matPanes.SetMat(100, Cull.Front, false);
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matOriel.SetMat(101, Cull.None, true);
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meshFrame = model.GetMesh("Wireframe");
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meshCube = Mesh.Cube;
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Gen();
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}
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Vec3 detect = Vec3.Zero;
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int detectCount = 0;
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public void Step() {
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matrix = Matrix.TR(bounds.center, ori).Inverse;
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Rig rig = Mono.inst.rig;
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Glove rGlove = Mono.inst.rGlove;
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Vec3 rGlovePos = rGlove.virtualGlove.position;
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Quat rGloveRot = rGlove.virtualGlove.orientation;
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// Vec3 lGlovePos = rig.lGlove.virtualGlove.position;
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// face detection = (1 axis)
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// edge detection = (2 axis)
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// corner detection = (3 axis)
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// Pose pose = new Pose();
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Vec3 localPos = ori.Inverse * (rGlovePos - bounds.center);
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if (!rig.rCon.triggerBtn.held) {
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float margin = PullRequest.Lerp(0.03f, 0.5f, bounds.dimensions.y / 2);
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Vec3 newDetect = Vec3.Zero;
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if ((bounds.dimensions.x / 2) - MathF.Abs(localPos.x) < 0) newDetect.x = 1 * MathF.Sign(localPos.x);
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if ((bounds.dimensions.y / 2) - MathF.Abs(localPos.y) < 0) newDetect.y = 1 * MathF.Sign(localPos.y);
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if ((bounds.dimensions.z / 2) - MathF.Abs(localPos.z) < 0) newDetect.z = 1 * MathF.Sign(localPos.z);
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if (newDetect.x != detect.x || newDetect.y != detect.y || newDetect.z != detect.z) {
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detect = newDetect;
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detectCount = (int)(MathF.Abs(detect.x) + MathF.Abs(detect.y) + MathF.Abs(detect.z));
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// Console.WriteLine(detectCount + ": " + detect);
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}
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Vec3 dim = new Vec3(
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bounds.dimensions.x + 0.1f,
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bounds.dimensions.y + 0.1f,
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bounds.dimensions.z + 0.1f
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);
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Bounds arounds = new Bounds(Vec3.Zero, dim);
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if (!arounds.Contains(localPos) || bounds.Contains(bounds.center + localPos)) {
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detect = Vec3.Zero;
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detectCount = 0;
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}
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vOffset = rGlovePos - bounds.center;
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lOffset = ori.Inverse * vOffset;
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qOffset = (ori.Inverse * rGloveRot).Normalized;
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mOffset = matrix;
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anchor = bounds.center + ori * -(detect * bounds.dimensions / 2);
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adjusting = false;
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} else {
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if (detectCount == 1) { // Move
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ori = (rGloveRot * qOffset.Inverse).Normalized;
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bounds.center = rGlovePos - ori * lOffset;
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} else if (detectCount == 2) { // Rotate
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localPos = mOffset.Transform(rGlovePos);
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Vec3 dir = new Vec3(
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detect.x == 0 ? 0 : localPos.x,
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detect.y == 0 ? 0 : localPos.y,
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detect.z == 0 ? 0 : localPos.z
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);
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Vec3 up = new Vec3(
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detect.x == 0 ? 1 : 0,
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detect.y == 0 ? 1 : 0,
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detect.z == 0 ? 1 : 0
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);
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// Quat q = Quat.FromAngles(up * Vec2.AngleBetween(dir.XZ, detect.XZ));
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// a quick reset function, as the rotation gets fucked
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Quat q = Quat.LookAt(Vec3.Zero, dir, up);
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if (!adjusting) {
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qOffset = (q.Inverse * ori).Normalized;
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adjusting = true;
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} else {
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ori = (q * qOffset).Normalized;
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}
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} else if (detectCount == 3) { // Scale
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Vec3 localAnchor = matrix.Transform(anchor);
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float distX = Math.Abs(localAnchor.x - localPos.x);
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float distY = Math.Abs(localAnchor.y - localPos.y);
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float distZ = Math.Abs(localAnchor.z - localPos.z);
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bounds.dimensions = new Vec3(distX, distY, distZ);
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bounds.center = Vec3.Lerp(anchor, rGlovePos, 0.5f);
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}
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}
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// meet the user halfway, as there is a lot of context provided with where they grab the oriel
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// instead of a discrete handle and interaction
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// circle around center
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// bounds.center = Vec3.Forward * 3 + Quat.FromAngles(0, 0, Time.Totalf * 60) * Vec3.Up * 0.3f;
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// bounds.dimensions.y = _dimensions.y * (1f + (MathF.Sin(Time.Totalf * 3) * 0.6f));
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matrix = Matrix.TR(bounds.center, ori).Inverse;
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matFrame.Wireframe = true;
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matFrame.DepthTest = DepthTest.Always;
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matFrame.SetVector("_rGlovePos", rGlovePos);
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meshFrame.Draw(matFrame,
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Matrix.TRS(bounds.center, ori, bounds.dimensions),
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new Color(0.1f, 0.1f, 0.1f)
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);
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if (detectCount > 0) {
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meshCube.Draw(Material.Default,
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Matrix.TS(detect * (bounds.dimensions / 2), Vec3.One * 0.01f) * matrix.Inverse
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);
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}
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// matPanes.DepthTest = DepthTest.Greater;
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matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
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meshCube.Draw(matPanes,
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Matrix.TRS(bounds.center, ori, bounds.dimensions),
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new Color(0.0f, 0.0f, 0.5f)
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);
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matOriel.SetVector("_center", bounds.center);
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matOriel.SetVector("_dimensions", bounds.dimensions);
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matOriel.SetVector("_light", ori * new Vec3(0.6f, -0.9f, 0.3f));
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matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
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// APP
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Vec3 playerWorldPos = playerPos * 0.5f * bounds.dimensions.y;
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Matrix orielSimMatrix = Matrix.TRS(
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new Vec3(0, -bounds.dimensions.y / 2, -playerWorldPos.z),
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Quat.Identity,
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Vec3.One * 0.5f * bounds.dimensions.y
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);
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if (drawAxis) {
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meshAxis.Draw(matOriel,
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Matrix.TRS(Vec3.Zero, Quat.Identity, Vec3.One * 1f) * orielSimMatrix * matrix.Inverse,
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Color.White
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);
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}
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Mesh.Quad.Draw(matOriel,
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Matrix.TRS(Vec3.Zero, Quat.FromAngles(90, 0, 0), Vec3.One * 100f) * orielSimMatrix * matrix.Inverse,
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new Color(1.0f, 1.0f, 1.0f) * 0.3f
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);
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meshCube.Draw(matOriel,
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rGlove.virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) / 3 * 1.05f),
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new Color(0.3f, 0.3f, 0.6f)
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);
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float fwd = Input.Key(Key.W).IsActive() ? 1 : 0;
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playerPos += new Vec3(-rig.lCon.device.stick.x, 0, -rig.lCon.device.stick.y + fwd) * Time.Elapsedf;
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meshCube.Draw(matOriel,
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Matrix.TRS(playerPos, Quat.Identity, new Vec3(0.4f, 1f, 0.2f)) * orielSimMatrix * matrix.Inverse,
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new Color(1.0f, 0.0f, 0.05f)
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);
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// destroy enemies that are too close to the playerPos
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for (int i = 0; i < enemies.Count; i++) {
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if (Vec3.Distance(enemies[i], playerPos) < 0.5f) {
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enemies.RemoveAt(i);
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i--;
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}
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}
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// FULLSTICK
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// Vec3 Fullstick() {
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// Controller con = rig.lCon.device;
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// Quat rot = Quat.FromAngles(con.stick.y * -90, 0, con.stick.x * 90);
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// Vec3 dir = Vec3.Up * (con.IsStickClicked ? -1 : 1);
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// return con.aim.orientation * rot * dir;
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// }
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// Vec3 fullstick = Fullstick();
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// sword.Move(playerPos + simOffset + fullstick, Quat.LookAt(Vec3.Zero, fullstick, Vec3.Up));
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// meshCube.Draw(matOriel,
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// Matrix.TRS(sword.GetPose().position + (Vec3.Up * 0.7f) + (sword.GetPose().orientation * Vec3.Forward * -0.5f) - simOffset, sword.GetPose().orientation, new Vec3(0.1f, 0.03f, 1f)) * orielSimMatrix * matrix.Inverse,
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// new Color(0.9f, 0.5f, 0.5f)
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// );
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if (Time.Totalf > spawnTime) {
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enemies.Add(playerPos + Quat.FromAngles(0, Mono.inst.noise.value * 360f, 0) * Vec3.Forward * 8);
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spawnTime = Time.Totalf + 1;
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}
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for (int i = 0; i < enemies.Count; i++) {
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// move towards player
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Vec3 toPlayer = (playerPos - enemies[i]).Normalized;
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Vec3 newPos = enemies[i] + toPlayer * Time.Elapsedf * 0.5f;
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// if far enough away from other enemies than set new pos
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bool setNewPos = true;
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for (int j = 0; j < enemies.Count; j++) {
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if (i == j) continue;
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if ((newPos - enemies[j]).Length < 0.5f) {
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setNewPos = false;
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break;
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}
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}
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if (setNewPos) {
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enemies[i] = newPos;
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}
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meshCube.Draw(matOriel,
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Matrix.TRS(enemies[i],
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Quat.LookAt(enemies[i], playerPos, Vec3.Up),
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new Vec3(0.4f, 1f, 0.2f)
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) * orielSimMatrix * matrix.Inverse,
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Color.White * 0.62f
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);
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}
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}
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// Custom > Physics
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// issue that we are having is we don't have enough access to the physics sim
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// and because of that we run into issues where solutions we've learned of in Unity
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// will not carry over simply due to what we have current access to.
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// getting over these physics hurdles is worthwhile, but not when we have a viable alternate solution
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Vec3 playerPos;
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List<Vec3> enemies = new List<Vec3>();
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float spawnTime;
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Mesh meshAxis;
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void Gen() {
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meshAxis = model.GetMesh("Axis");
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}
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} |