oriels/app/dofs/trackballer/Trackballer.cs
spatialfree fbd7ce3a4a Ian
2022-09-28 13:03:07 -04:00

130 lines
3.8 KiB
C#

namespace Oriels;
class Trackballer : dof {
public Pose p0, anchor = Pose.Identity;
public Trackballer(Pose p0, Pose anchor) {
this.p0 = p0;
this.anchor = anchor;
}
Vec3 pos = new Vec3(0, 0, -1);
Vec3 vel = new Vec3(0, 0, 0);
public Quat ori = Quat.Identity;
public void Init() {
}
// Vec3 pos, oldPos;
Quat qDelta = Quat.Identity;
public void Frame() {
p0 = Mono.inst.rGlove.virtualGlove;
// Vec3 vA = PullRequest.Direction(oldPos, anchor.position);
// Vec3 vB = PullRequest.Direction(p0.position, anchor.position);
// if (Vec3.Distance(p0.position, oldPos) > 0.2f) { // (p0.position.v != oldPos.v) {
// // Vec3 delta = (p0.position - oldPos);
// float angle = Vec3.AngleBetween(vA, vB);
// Console.WriteLine("angle: " + angle);
// if (angle > 1f) {
// Vec3 v = PullRequest.Slerp(vA, vB, 1 / angle).Normalized;
// // Vec3 delta -> Quat delta
// Quat a = Quat.LookDir(vA).Normalized;
// Quat b = Quat.LookDir(v).Normalized;
// // when converting from vec to quat, the up axis can get flipped causing issues with reliably scaling the qDelta by vector angle
// qDelta = Quat.Difference(a, b).Normalized;
// // qDelta scaled to one degree
// // qDelta = Quat.Slerp(Quat.Identity, qDelta, 1 / angle).Normalized;
// // ori = Quat.Slerp(Quat.Identity, Quat.FromAngles(1, 0, 0), 6 * Time.Elapsedf) * ori;
// // and use the velocity magnitude
// float test = MathF.Tau * 0.05f;
// }
// oldPos = p0.position;
// }
// ori = Quat.Slerp(Quat.Identity, qDelta, 60 * Time.Elapsedf).Normalized * ori;
// ori.Normalize();
// Vec3 newPos = pos + vel * Time.Elapsedf;
// if (newPos.v != pos) {
// newPos = PullRequest.Direction(newPos, anchor.position).Normalized * 1f;
// vel = PullRequest.Direction(newPos, pos) * vel.Length;
// pos = newPos;
// }
if (Input.Key(Key.Space).IsJustActive()) {
fromMouse = Input.Mouse.pos;
}
if (Input.Key(Key.Space).IsJustInactive()) {
Vec2 delta = (Input.Mouse.pos - fromMouse) / 32f;
vel = new Vec3(delta.x, -delta.y, 0);
pos = new Vec3(0, 0, 1);
// ori = (Quat.LookDir(pos).Normalized * ori).Normalized;
}
// ori.LookDirection(pos);
// ori = Quat.FromAngles(0, MathF.Sin(Time.Totalf) * 180, 0);
// float angle; Vec3 axis;
// ori.ToAxisAngle(out axis, out angle);
// ori = PullRequest.FromAxisAngle(axis, angle);
// pivot to just Quat.FromAngles(x, 0, 0) * Quat.FromAngles(0, y, 0) for the delta
Quat qDelta = (
Quat.FromAngles(-vel.y * 60 * Time.Elapsedf, 0, 0)
* Quat.FromAngles(0, vel.x * 60 * Time.Elapsedf, 0)
// * Quat.FromAngles(0, 0, -vel.z * 60 * Time.Elapsedf)
);
// apply the qDelta to the current orientation relative to the head orientation
Quat headOri = Input.Head.orientation;
ori = (headOri * qDelta * headOri.Inverse * ori).Normalized;
// ori = qDelta * ori;
// Lines.Add(anchor.position, pos, new Color(1, 0, 0), 0.01f);
Lines.Add(
anchor.position - ori * new Vec3(-1, 0, 0) * 0.1f,
anchor.position - ori * new Vec3( 1, 0, 0) * 0.1f,
new Color(1, 0, 0), 0.002f
);
Lines.Add(
anchor.position - ori * new Vec3( 0,-1, 0) * 0.1f,
anchor.position - ori * new Vec3( 0, 1, 0) * 0.1f,
new Color(0, 1, 0), 0.002f
);
Lines.Add(
anchor.position - ori * new Vec3( 0, 0,-1) * 0.1f,
anchor.position - ori * new Vec3( 0, 0, 1) * 0.1f,
new Color(0, 0, 1), 0.002f
);
Mesh.Cube.Draw(Material.Default, Matrix.TRS(anchor.position, ori, 0.04f));
// Mesh.Cube.Draw(Material.Default, Matrix.TS(p0.position, new Vec3(0.04f, 0.01f, 0.04f)));
}
Vec2 fromMouse = new Vec2(0, 0);
public float deadzone = 0.1f;
}