126 lines
No EOL
4 KiB
C#
126 lines
No EOL
4 KiB
C#
namespace Oriels;
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class WaveCursor : dof {
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public class Cursor
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{
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public Vec3 raw;
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public Vec3 pos;
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public Vec3 smooth;
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}
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// data
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public Cursor cursor = new Cursor();
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PullRequest.OneEuroFilter xF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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PullRequest.OneEuroFilter yF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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PullRequest.OneEuroFilter zF = new PullRequest.OneEuroFilter(0.001f, 0.1f);
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public void Init() {}
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public void Frame() {
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Hand hand = Input.Hand(handed);
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if (hand.tracked.IsActive() && !hand.tracked.IsJustActive()) {
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float fI = Flexion(hand, FingerId.Index);
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float fM = Flexion(hand, FingerId.Middle);
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float fR = Flexion(hand, FingerId.Ring);
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float fL = Flexion(hand, FingerId.Little);
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float stretch = (fI + fI + fM + fM + fM + fR + fR + fL) / 8f; // based on finger length
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Vec3 dir = PullRequest.Direction(
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hand.Get(FingerId.Index, JointId.Tip).position,
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hand.Get(FingerId.Index, JointId.KnuckleMajor).position
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);
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cursor.raw = hand.Get(FingerId.Index, JointId.Tip).position + dir * stretch * strength * Mono.inst.stretchStr;
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cursor.pos.x = (float)xF.Filter(cursor.raw.x, (double)Time.Elapsedf);
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cursor.pos.y = (float)yF.Filter(cursor.raw.y, (double)Time.Elapsedf);
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cursor.pos.z = (float)zF.Filter(cursor.raw.z, (double)Time.Elapsedf);
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cursor.smooth = Vec3.Lerp(cursor.smooth, cursor.pos, Time.Elapsedf * 6f);
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Mesh.Sphere.Draw(Mono.inst.matHolo, Matrix.TRS(cursor.raw, Quat.Identity, 0.01f), new Color(1, 0, 0));
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Mesh.Sphere.Draw(Mono.inst.matHolo, Matrix.TRS(cursor.pos, Quat.Identity, 0.01f), new Color(0, 1, 0));
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Mesh.Sphere.Draw(Mono.inst.matHolo, Matrix.TRS(cursor.smooth, Quat.Identity, 0.01f), new Color(0, 0, 1));
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}
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}
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public float deadzone = 0.3f;
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public float strength = 3f;
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public Handed handed = Handed.Left;
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float Flexion(Hand hand, FingerId finger) {
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float flexion = (Vec3.Dot(
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PullRequest.Direction(
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hand.Get(finger, JointId.Tip).position,
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hand.Get(finger, JointId.KnuckleMinor).position
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),
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PullRequest.Direction(
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hand.Get(finger, JointId.KnuckleMid).position,
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hand.Get(finger, JointId.KnuckleMajor).position
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)
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) + 1f) / 2;
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return Math.Max(flexion - deadzone, 0f) / (1 - deadzone);
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}
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Vec3[] mm = new Vec3[81];
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Vec3[] xL = new Vec3[81];
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Vec3[] xR = new Vec3[81];
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Vec3[] yL = new Vec3[81];
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Vec3[] yR = new Vec3[81];
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Vec3[] zL = new Vec3[81];
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Vec3[] zR = new Vec3[81];
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public void Demo(Quat ori) {
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Trail(mm, cursor.smooth + ori * new Vec3(0, 0, 0.08f));
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// Trail(xL, smoothPos + cursor.orientation * new Vec3(-1, 0, 0) * 0.1f);
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// Trail(xR, smoothPos + cursor.orientation * new Vec3( 1, 0, 0) * 0.1f);
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// Trail(yL, smoothPos + cursor.orientation * new Vec3(0, -1, 0) * 0.1f);
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// Trail(yR, smoothPos + cursor.orientation * new Vec3(0, 1, 0) * 0.1f);
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// Trail(zL, smoothPos + cursor.orientation * new Vec3(0, 0, -1) * 0.1f);
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// Trail(zR, smoothPos + cursor.orientation * new Vec3(0, 0, 1) * 0.1f);
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}
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void Trail(Vec3[] points, Vec3 nextPos) {
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while (Vec3.Distance(points[0], nextPos) > 0.03f * Mono.inst.trailScl) {
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for (int i = points.Length - 1; i > 0; i--) {
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points[i] = points[i - 1];
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}
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points[0] += Vec3.Direction(nextPos, points[0]) * 0.02f * Mono.inst.trailScl;
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}
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// points[0] = nextPos;
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int len = (int)(points.Length * Mono.inst.trailLen);
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for (int i = 0; i < len; i++) {
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// if (i > 0) {
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// Vec3 dir = Vec3.Forward;
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// if (points[i].v != points[i - 1].v) {
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// dir = PullRequest.Direction(points[i], points[i - 1]);
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// }
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// // points[i] = points[i - 1] + dir * 0.02f * Mono.inst.trailScl;
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// }
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Vec3 from = i > 0 ? points[i - 1] : nextPos;
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Quat ori = Quat.LookDir(Vec3.Direction(points[i], from));
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Mesh.Cube.Draw(
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Mono.inst.matHolo,
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Matrix.TRS(
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points[i] + ori * new Vec3(0, 0, 0.01f) * Mono.inst.trailScl,
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ori,
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new Vec3(0.01f, 0.01f, 0.02f) * Mono.inst.trailScl
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),
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Color.HSV(i / (float)len, 1, 1)
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);
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}
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}
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}
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/*
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COMMENTS
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*/ |