128 lines
3.8 KiB
C#
128 lines
3.8 KiB
C#
using System;
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using StereoKit;
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SKSettings settings = new SKSettings {
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appName = "oriels",
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assetsFolder = "add",
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depthMode = DepthMode.D32,
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disableUnfocusedSleep = true,
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};
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if (!SK.Initialize(settings))
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Environment.Exit(1);
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Input.HandSolid(Handed.Max, false);
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Input.HandVisible(Handed.Max, true);
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// TextStyle style = Text.MakeStyle(Font.FromFile("DMMono-Regular.ttf"), 0.1f, Color.White);
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Mono mono = Mono.inst;
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while (SK.Step(() => {
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mono.Step();
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})) ;
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SK.Shutdown();
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public class Mono {
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private static readonly Lazy<Mono> lazy = new Lazy<Mono>(() => new Mono());
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public static Mono inst { get { return lazy.Value; } }
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public PullRequest.Noise noise = new PullRequest.Noise(939949595);
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public Rig rig = new Rig();
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public Scene scene = new Scene();
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// -------------------------------------------------
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public Oriel oriel = new Oriel(); // -> array ?
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public ColorCube colorCube = new ColorCube();
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public Glove rGlove = new Glove(true), lGlove = new Glove(false);
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public Glove Glove(bool chirality) { return chirality ? rGlove : lGlove; }
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public BlockCon rBlock = new BlockCon(true), lBlock = new BlockCon(false);
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public BlockCon BlockCon(bool chirality) { return chirality ? rBlock : lBlock; }
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public Block[] blocks = new Block[] {
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new Block(), new Block(), new Block(), new Block(), new Block(), new Block()
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};
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public CubicCon cubicCon = new CubicCon();
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public Cubic[] cubics = new Cubic[] {
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new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic()
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};
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// -------------------------------------------------
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public MonoNet net = new MonoNet();
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public Mono() {
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Renderer.SetClip(0.02f, 1000f);
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}
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Vec3 pos = new Vec3(0f, 0f, 0f);
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Quat ori = Quat.Identity;
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float yy = 0f;
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public void Step() {
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Renderer.CameraRoot = Matrix.TR(pos, ori);
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rig.Step();
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scene.Step();
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// -------------------------------------------------
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// rGlove.Step(); lGlove.Step();
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// rBlock.Step(); lBlock.Step();
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// cubicCon.Step();
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// Vec3 fullstick = rig.Fullstick(false);
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// colorCube.Palm(lCon.device);
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// oriel.Step();
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// board
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// use the active con position to point from the head *top down perspective (y = 0)
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// to determine the board direction
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Con handleCon = rig.HandleCon();
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Vec3 boardDir = (handleCon.pos.X0Z - rig.Head().position.X0Z).Normalized;
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Quat boardRot = Quat.LookDir(boardDir);
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// boardDir = (handleCon.pos.X0Z - head.position.X0Z).normalized
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// boardRot = Quat.LookDir(boardDir)
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// boardPos += boardDir * handleCon.trigger * speed * delta
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pos += boardDir * handleCon.device.trigger * Time.Elapsedf;
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yy += handleCon.device.stick.x * 90 * Time.Elapsedf;
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ori = Quat.FromAngles(0f, yy, 0f); // stick.x -> twist z
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Vec3 boardPos = pos + Vec3.Up * -1.35f; // rig.Head().position.X0Z
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Mesh.Cube.Draw(Material.Default, Matrix.TRS(boardPos, boardRot, new Vec3(0.18f, 0.06f, 0.6f)));
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// having a board underneath my feet and a virtual handlebar in my hand
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// did a lot to improve the quality of the experience (+immersion -sickness)
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// don't do more just yet!
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// these are all important, but lets start small and scrappy + it's 9AM
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// twist turning
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// handleCon
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// tighter boardDir
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// lean turning (head moving in relation to hand, doesn't that happen a little already?)
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// -------------------------------------------------
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net.me.Step();
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net.send = true;
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ShowWindowButton();
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}
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Pose windowPoseButton = new Pose(0, 0, 0, Quat.Identity);
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void ShowWindowButton() {
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UI.WindowBegin("Window Button", ref windowPoseButton);
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if (UI.Button("Reset Oriel Quat")) { oriel.ori = Quat.Identity; }
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if (UI.Button("Draw Oriel Axis")) { oriel.drawAxis = !oriel.drawAxis; }
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UI.WindowEnd();
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}
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}
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