oriels/app/Rig/Rig.cs
2022-05-02 07:49:05 -04:00

77 lines
No EOL
2.1 KiB
C#

using System;
using StereoKit;
public class Rig {
public Mic mic;
public Rig() {
mic = new Mic();
}
public Con rCon = new Con(), lCon = new Con();
public Con Con(bool chirality) { return chirality ? rCon : lCon; }
public Pose rShoulder, lShoulder;
public Pose Shoulder(bool chirality) { return chirality ? rShoulder : lShoulder; }
public Pose rWrist, lWrist;
public Pose Wrist(bool chirality) { return chirality ? rWrist : lWrist; }
public void Step() {
// Controllers
rCon.Step(true);
lCon.Step(false);
// Shoulders
Vec3 headPos = Input.Head.position + Input.Head.Forward * -0.15f;
Vec3 shoulderDir = (
(lCon.pos.X0Z - headPos.X0Z).Normalized +
(rCon.pos.X0Z - headPos.X0Z).Normalized
).Normalized;
if (Vec3.Dot(shoulderDir, Input.Head.Forward) < 0) { shoulderDir = -shoulderDir; }
rShoulder = new Pose(headPos + Quat.LookDir(shoulderDir) * new Vec3(0.2f, -0.2f, 0), Quat.LookDir(shoulderDir));
lShoulder = new Pose(headPos + Quat.LookDir(shoulderDir) * new Vec3(-0.2f, -0.2f, 0), Quat.LookDir(shoulderDir));
// Wrists
rWrist = new Pose(rCon.pos + rCon.ori * new Vec3(0, 0, 0.052f), rCon.ori);
lWrist = new Pose(lCon.pos + lCon.ori * new Vec3(0, 0, 0.052f), lCon.ori);
}
public Vec3 Fullstick(bool chirality) {
Controller con = Con(chirality).device;
Quat rot = Quat.FromAngles(con.stick.y * -90, 0, con.stick.x * 90);
Vec3 dir = Vec3.Up * (con.IsStickClicked ? -1 : 1);
return con.aim.orientation * rot * dir;
}
}
public class Con {
public Controller device;
public Vec3 pos;
public Quat ori;
public Btn gripBtn;
public Btn triggerBtn;
public void Step(bool chirality) {
device = Input.Controller(chirality ? Handed.Right : Handed.Left);
pos = device.pose.position;
ori = device.aim.orientation;
gripBtn.Step(device.grip > 0.5f);
triggerBtn.Step(device.trigger > 0.5f);
}
public Pose Pose() {
return new Pose(pos, ori);
}
}
public struct Btn {
public bool frameDown, held, frameUp;
public void Step(bool down) {
frameDown = down && !held;
frameUp = !down && held;
held = down;
}
}