oriels/app/Mono.cs
spatialfree 8616919cd3 labeled
2022-05-02 21:12:32 -04:00

151 lines
4.5 KiB
C#

using System;
using StereoKit;
SKSettings settings = new SKSettings {
appName = "oriels",
assetsFolder = "add",
depthMode = DepthMode.D32,
disableUnfocusedSleep = true,
};
if (!SK.Initialize(settings))
Environment.Exit(1);
Input.HandSolid(Handed.Max, false);
Input.HandVisible(Handed.Max, true);
// TextStyle style = Text.MakeStyle(Font.FromFile("DMMono-Regular.ttf"), 0.1f, Color.White);
Mono mono = Mono.inst;
while (SK.Step(() => {
mono.Step();
})) ;
SK.Shutdown();
public class Mono {
private static readonly Lazy<Mono> lazy = new Lazy<Mono>(() => new Mono());
public static Mono inst { get { return lazy.Value; } }
public PullRequest.Noise noise = new PullRequest.Noise(939949595);
public Rig rig = new Rig();
public Scene scene = new Scene();
// -------------------------------------------------
public Oriel oriel = new Oriel(); // -> array ?
public ColorCube colorCube = new ColorCube();
public Glove rGlove = new Glove(true), lGlove = new Glove(false);
public Glove Glove(bool chirality) { return chirality ? rGlove : lGlove; }
public BlockCon rBlock = new BlockCon(true), lBlock = new BlockCon(false);
public BlockCon BlockCon(bool chirality) { return chirality ? rBlock : lBlock; }
public Block[] blocks = new Block[] {
new Block(), new Block(), new Block(), new Block(), new Block(), new Block()
};
public CubicCon cubicCon = new CubicCon();
public Cubic[] cubics = new Cubic[] {
new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
};
// -------------------------------------------------
public MonoNet net = new MonoNet();
public Mono() {
Renderer.SetClip(0.02f, 1000f);
}
Vec3 boardDir = Vec3.Forward;
public void Step() {
rig.Step();
scene.Step();
// -------------------------------------------------
// rGlove.Step(); lGlove.Step();
// rBlock.Step(); lBlock.Step();
// cubicCon.Step();
// Vec3 fullstick = rig.Fullstick(false);
// colorCube.Palm(lCon.device);
// oriel.Step();
////
// °board [ pseudo code ]
// handling = 200±
// speed = 10±
// board.dir = Vec3.fwd
// con.grip.frameDown:
// handle = con
// board.pos = FloorCenter
// newDir = handle.pos.X0Z - board.pos.X0Z
// board.dir = newDir.MagSq > 0.001f ? newDir.normalized : board.dir
// board.ori = Quat.LookDir(board.dir)
// twist = handle.grip * -(Quat.LookDir(board.dir).Inverse * handle.backhandDir).x
// rig.ori *= Quat(0, twist * handling * delta, 0)
// accel = handle.trigger
// rig.pos += board.dir * accel * speed * delta
// °board [ implementation ]
float handling = 200;
float speed = 10;
Vec3 boardPos = rig.FloorCenter;
Vec3 newDir = rig.HandleCon.pos.X0Z - boardPos.X0Z;
boardDir = newDir.MagnitudeSq > 0.001f ? newDir.Normalized : boardDir;
Quat boardOri = Quat.LookDir(boardDir);
float twist = rig.HandleCon.device.grip * -(Quat.LookDir(boardDir).Inverse * rig.HandleCon.backhandDir).x;
rig.ori *= Quat.FromAngles(0f, twist * handling * Time.Elapsedf, 0f);
float accel = rig.HandleCon.device.trigger;
rig.pos += boardDir * accel * speed * Time.Elapsedf;
// Lines.Add(rig.HandleCon.pos, rig.HandleCon.pos + rig.HandleCon.backhandDir, Color.White, 0.01f);
Mesh.Cube.Draw(Material.Default, Matrix.TRS(boardPos, boardOri, new Vec3(0.18f, 0.06f, 0.6f)));
// DEPRECATED
// PullRequest.Slerp(boardDir.Normalized, handleDelta.Normalized, handleDelta.Magnitude * handling * Time.Elapsedf) : boardDir;
// Quat from = Quat.LookAt(rig.Head.position, rig.HandleCon.pos);
// Lines.Add(rig.HandleCon.pos, rig.HandleCon.pos + from * Vec3.Up, Color.Black, 0.01f);
// does the FloorCenter move with the CameraRoot?
// having a board underneath my feet and a virtual handlebar in my hand
// did a lot to improve the quality of the experience (+immersion -sickness)
// the ability and quality at which this can be propagated is higher than I first imagined
// next?
// lean turning (head moving in relation to hand, doesn't that happen a little already?)
// -------------------------------------------------
net.me.Step();
net.send = true;
ShowWindowButton();
}
Pose windowPoseButton = new Pose(0, 0, 0, Quat.Identity);
void ShowWindowButton() {
UI.WindowBegin("Window Button", ref windowPoseButton);
if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
UI.WindowEnd();
}
}