oriels/app/Oriel.cs
2022-03-17 16:55:59 -04:00

257 lines
No EOL
7.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using StereoKit;
public class Oriel {
static Material matFrame = new Material(Shader.FromFile("wireframe.hlsl"));
static Material matPanes = new Material(Shader.FromFile("panes.hlsl"));
static Material matOriel = new Material(Shader.FromFile("oriel.hlsl"));
static Model model = Model.FromFile("colorball.glb");
Mesh meshCube, meshFrame;
public Bounds bounds; Vec3 _dimensions;
public Quat ori;
public float crown = 0.0666f;
public bool drawAxis;
bool adjusting = false;
// bool scalingOriel = false;
// bool draggingOriel = false;
// bool rotatingOriel = false;
Quat qOffset = Quat.Identity;
Vec3 vOffset = Vec3.Zero;
Vec3 anchor = Vec3.Zero;
Matrix mOffset = Matrix.Identity;
public Oriel() {
bounds = new Bounds(
Input.Head.position + new Vec3(0, 0f, -1.5f),
new Vec3(0.8f, 0.5f, 0.5f)
);
_dimensions = bounds.dimensions;
ori = Quat.Identity;
matFrame.SetMat(102, Cull.None, true);
matPanes.SetMat(100, Cull.Front, false);
matOriel.SetMat(101, Cull.None, true);
meshFrame = model.GetMesh("Wireframe");
meshCube = Mesh.Cube;
Gen();
}
Vec3 detect = Vec3.Zero;
int detectCount = 0;
public void Step(Monolith mono) {
Matrix matrix = Matrix.TR(bounds.center, ori).Inverse;
Vec3 rGlovePos = mono.rGlove.virtualGlove.position;
// Vec3 lGlovePos = mono.lGlove.virtualGlove.position;
// face detection = (1 axis)
// edge detection = (2 axis)
// corner detection = (3 axis)
Vec3 localPos = matrix.Transform(rGlovePos);
if (!mono.rCon.triggerBtn.held) {
Vec3 newDetect = Vec3.Zero;
if ((_dimensions.x / 2) - MathF.Abs(localPos.x) < 0.1f) newDetect.x = 1 * MathF.Sign(localPos.x);
if ((_dimensions.y / 2) - MathF.Abs(localPos.y) < 0.1f) newDetect.y = 1 * MathF.Sign(localPos.y);
if ((_dimensions.z / 2) - MathF.Abs(localPos.z) < 0.1f) newDetect.z = 1 * MathF.Sign(localPos.z);
if (newDetect.x != detect.x || newDetect.y != detect.y || newDetect.z != detect.z) {
detect = newDetect;
detectCount = (int)(MathF.Abs(detect.x) + MathF.Abs(detect.y) + MathF.Abs(detect.z));
Console.WriteLine(detectCount + ": " + detect);
}
if (!bounds.ActuallyContains(ori, rGlovePos, 0.1f) || bounds.ActuallyContains(ori, rGlovePos, 0f)) {
detect = Vec3.Zero;
detectCount = 0;
}
vOffset = rGlovePos - bounds.center;
mOffset = matrix;
// qOffset = Quat.LookAt(Vec3.Zero, vOffset.Normalized);
anchor = bounds.center + ori * -(detect * bounds.dimensions / 2);
adjusting = false;
} else {
if (detectCount == 1) { // Move
bounds.center = rGlovePos - vOffset;
} else if (detectCount == 2) { // Rotate
localPos = mOffset.Transform(rGlovePos);
Vec3 dir = new Vec3(
detect.x == 0 ? 0 : localPos.x,
detect.y == 0 ? 0 : localPos.y,
detect.z == 0 ? 0 : localPos.z
);
Vec3 up = new Vec3(
detect.x == 0 ? 1 : 0,
detect.y == 0 ? 1 : 0,
detect.z == 0 ? 1 : 0
);
// Quat q = Quat.FromAngles(up * Vec2.AngleBetween(dir.XZ, detect.XZ));
// a quick reset function, as the rotation gets fucked
Quat q = Quat.LookAt(Vec3.Zero, dir, up);
if (!adjusting) {
qOffset = (q.Inverse * ori).Normalized;
adjusting = true;
} else {
ori = (q * qOffset).Normalized;
}
} else if (detectCount == 3) { // Scale
Vec3 localAnchor = matrix.Transform(anchor);
float distX = Math.Abs(localAnchor.x - localPos.x);
float distY = Math.Abs(localAnchor.y - localPos.y);
float distZ = Math.Abs(localAnchor.z - localPos.z);
bounds.dimensions = new Vec3(distX, distY, distZ);
bounds.center = Vec3.Lerp(anchor, rGlovePos, 0.5f);
}
}
// meet the user halfway, as there is a lot of context provided with where they grab the oriel
// instead of a discrete handle and interaction
// circle around center
// bounds.center = Vec3.Forward * 3 + Quat.FromAngles(0, 0, Time.Totalf * 60) * Vec3.Up * 0.3f;
// bounds.dimensions.y = _dimensions.y * (1f + (MathF.Sin(Time.Totalf * 3) * 0.6f));
matrix = Matrix.TR(bounds.center, ori).Inverse;
matFrame.Wireframe = true;
matFrame.DepthTest = DepthTest.Always;
matFrame.SetVector("_rGlovePos", rGlovePos);
meshFrame.Draw(matFrame,
Matrix.TRS(bounds.center, ori, bounds.dimensions),
new Color(0.1f, 0.1f, 0.1f)
);
if (detectCount > 0) {
meshCube.Draw(Material.Default,
Matrix.TS(detect * (bounds.dimensions / 2), Vec3.One * 0.01f) * matrix.Inverse
);
}
// matPanes.DepthTest = DepthTest.Greater;
matPanes["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
meshCube.Draw(matPanes,
Matrix.TRS(bounds.center, ori, bounds.dimensions),
new Color(0.1f, 0.1f, 0.4f)
);
matOriel.SetVector("_center", bounds.center);
matOriel.SetVector("_dimensions", bounds.dimensions);
matOriel["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(matrix);
Matrix orielSimMatrix = Matrix.TR(new Vec3(0, -bounds.dimensions.y / 2, 0), Quat.Identity).Inverse;
if (drawAxis) {
meshAxis.Draw(matOriel,
Matrix.TRS(Vec3.Zero, Quat.Identity, Vec3.One * 0.06f) * orielSimMatrix.Inverse * matrix.Inverse,
Color.White
);
}
Mesh.Quad.Draw(matOriel,
Matrix.TRS(Vec3.Zero, Quat.FromAngles(90, 0, 0), Vec3.One * 2f) * orielSimMatrix.Inverse * matrix.Inverse,
new Color(0.3f, 0.9f, 0.3f)
);
meshCube.Draw(matOriel,
mono.rGlove.virtualGlove.ToMatrix(new Vec3(0.025f, 0.1f, 0.1f) * 1.05f),
new Color(0.5f, 0.5f, 0.9f)
);
// draw relative to oriel matrix
// for (int i = 0; i < asteroids.Count; i++) {
// Asteroid asteroid = asteroids[i];
// asteroid.pose.orientation = Quat.FromAngles(Time.Elapsedf * 10 * asteroid.scale, 0, 0) * asteroid.pose.orientation;
// meshAsteroid.Draw(matOriel,
// asteroid.pose.ToMatrix(Vec3.One * asteroid.scale) * matrix.Inverse,
// Color.White * 0.32f
// );
// }
for (int i = 0; i < enemies.Count; i++) {
Solid enemy = enemies[i];
meshCube.Draw(matOriel,
Matrix.TRS((enemy.GetPose().position - simOffset) / 10, enemy.GetPose().orientation, new Vec3(0.4f, 1f, 0.2f) / 10) * orielSimMatrix.Inverse * matrix.Inverse,
Color.White * 0.32f
);
}
}
Solid ground;
List<Solid> enemies = new List<Solid>();
Vec3 simOffset = new Vec3(0, 100, 0);
Mesh meshAsteroid, meshAxis;
static Model modelAsteroids = Model.FromFile("asteroids.glb");
class Asteroid {
public Pose pose;
public float scale;
public Asteroid(Pose pose, float scale) {
this.pose = pose;
this.scale = scale;
}
}
List<Asteroid> asteroids = new List<Asteroid>();
void Gen() {
meshAxis = model.GetMesh("Axis");
meshAsteroid = modelAsteroids.GetMesh("1 Meteor");
asteroids.Clear();
Random random = new Random();
// for (int i = 0; i < 128; i++) {
// Pose pose = new Pose(
// PullRequest.RandomInCube(Vec3.Up * bounds.dimensions.y * 1, bounds.dimensions.x * 2),
// Quat.FromAngles(
// random.Next(360),
// random.Next(360),
// random.Next(360)
// )
// );
// asteroids.Add(new Asteroid(pose, 0.1f + random.NextSingle() * 0.4f));
// }
ground = new Solid(simOffset, Quat.Identity, SolidType.Immovable);
ground.AddBox(new Vec3(20, 1, 20), 1, new Vec3(0, -0.5f, 0));
for (int i = 0; i < 32; i++) {
Solid solid = new Solid(
simOffset + Vec3.Up * i,
Quat.Identity,
SolidType.Normal
);
solid.AddBox(new Vec3(0.4f, 1f, 0.2f), 1);
enemies.Add(solid);
}
}
}