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UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if you want to access instanced properties in fragment Shader. }; @@ -42,13 +46,23 @@ UNITY_TRANSFER_INSTANCE_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader. o.vertex = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + o.normal = UnityObjectToWorldNormal(v.normal); + o.color = float4(1,1,1,1); return o; } fixed4 frag(v2f i) : SV_Target { - UNITY_SETUP_INSTANCE_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader. - return UNITY_ACCESS_INSTANCED_PROP(Props, _Color); + // UNITY_SETUP_INSTANCE_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader. + // UNITY_ACCESS_INSTANCED_PROP(Props, _Color); + + float t = 1 + clamp(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal), -1, 1); + t = t / 2; + t = t - 0.8; + // float t = abs(i.worldPos.x) + abs(i.worldPos.y) + abs(i.worldPos.z); + // t = t / 1; + return i.color * t; } ENDCG } diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity index d47b59e..818f1fa 100644 --- a/Assets/Scenes/Main.unity +++ b/Assets/Scenes/Main.unity @@ -138,7 +138,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!4 &112711654 Transform: m_ObjectHideFlags: 0 @@ -174,6 +174,10 @@ MonoBehaviour: down: 0 held: 0 up: 0 + grip: + down: 0 + held: 0 + up: 0 one: down: 0 held: 0 @@ -187,6 +191,10 @@ MonoBehaviour: down: 0 held: 0 up: 0 + grip: + down: 0 + held: 0 + up: 0 one: down: 0 held: 0 @@ -197,14 +205,10 @@ MonoBehaviour: up: 0 twistCursor: {x: 0, y: 0, z: 0} stretchCursor: {x: 0, y: 0, z: 0} + dragCursor: {x: 0, y: 0, z: 0} pixelgon: - vectors: - - {x: 0, y: 0, z: 0} - - {x: -0.3, y: -0.3, z: 0} - - {x: -0.3, y: 0.3, z: 0} - - {x: 0.3, y: -0.43, z: 0} - - {x: 0, y: 0, z: 0} - quads: 010000000200000003000000 + vectors: [] + quads: assetSpace: folderPath: C:/dofdev/Pixelgon/Assets/AssetSpace name: draft @@ -230,7 +234,7 @@ MonoBehaviour: structure: {x: 0, y: 0, z: 0} render: polyVector: - vectorScale: 0.2 + vectorScale: 0.05 meshJoint: {fileID: -5658524651756503351, guid: dc6240c783ee7974e8811c10e071e0cc, type: 3} meshVector: {fileID: -3149996399109167922, guid: dc6240c783ee7974e8811c10e071e0cc, @@ -260,7 +264,7 @@ MonoBehaviour: type: 3} meshToolEraser: {fileID: -2868880653068191277, guid: dc6240c783ee7974e8811c10e071e0cc, type: 3} - scene: 0 + scene: 1 --- !u!1 &162671503 GameObject: m_ObjectHideFlags: 0 @@ -276,7 +280,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!4 &162671504 Transform: m_ObjectHideFlags: 0 @@ -329,7 +333,7 @@ Camera: m_Enabled: 1 serializedVersion: 2 m_ClearFlags: 2 - m_BackGroundColor: {r: 0.5, g: 0.5, b: 0.5, a: 0} + m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0} m_projectionMatrixMode: 1 m_GateFitMode: 2 m_FOVAxisMode: 0 @@ -356,7 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m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1257753975} + m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} + m_LocalPosition: {x: -0.5, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 6 + m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0} --- !u!1 &1464358247 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/AssetSpace.cs b/Assets/Scripts/AssetSpace.cs index cce0e30..c748d8f 100644 --- a/Assets/Scripts/AssetSpace.cs +++ b/Assets/Scripts/AssetSpace.cs @@ -33,8 +33,8 @@ public class AssetSpace string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly); for (int i = 0; i < filePaths.Length; i++) { - name = Path.GetFileNameWithoutExtension(filePaths[i]); - loadedNames.Add(name); + string filename = Path.GetFileNameWithoutExtension(filePaths[i]); + loadedNames.Add(filename); Pixelgon pgon = Load(); Mesh mesh = new Mesh(); mesh = polyVector.ToMesh(pgon.vectors); @@ -42,7 +42,7 @@ public class AssetSpace asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray(); asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray(); asset.mesh = mesh; - assets.Add(name, asset); + assets.Add(filename, asset); } // load draft.space file diff --git a/Assets/Scripts/Input.cs b/Assets/Scripts/Input.cs index 5e25cef..71d623e 100644 --- a/Assets/Scripts/Input.cs +++ b/Assets/Scripts/Input.cs @@ -17,6 +17,8 @@ public class Input public Vector3 twistCursor; [HideInInspector] public Vector3 stretchCursor; + [HideInInspector] + public Vector3 dragCursor; Vector3 mainCalibDir; Quaternion mainCalibRot; @@ -25,11 +27,11 @@ public class Input { oculusInject.Frame(this); + rig.position = -head.localPosition; // that zeros us out for an offset + rig.position += head.localRotation * Vector3.back * 0.666f; // Calibrate/Recenter if (offCon.one.held) // temporary mapping { - rig.position = -head.localPosition; // that zeros us out for an offset - rig.position += head.localRotation * Vector3.back * 0.666f; mainCalibDir = Vector3.zero - WorldPos(mainCon).normalized; mainCalibRot = mainCon.physical.Rot(); @@ -50,6 +52,18 @@ public class Input Quaternion rot = mainCon.physical.Rot() * Quaternion.Inverse(mainCalibRot); twistCursor = WorldPos(mainCon) + rot * mainCalibDir * calibDist * zValue; + if (mainCon.grip.held) + { + dragCursor += mainCon.physical.PosVel() * 3 * Time.deltaTime; + + // clamp + // oriel class ! + // new Vector3(0.6f, 0.4f, 0.4f); + dragCursor.x = Mathf.Clamp(dragCursor.x, -0.3f, 0.3f); + dragCursor.y = Mathf.Clamp(dragCursor.y, -0.2f, 0.2f); + dragCursor.z = Mathf.Clamp(dragCursor.z, -0.2f, 0.2f); + } + float stretch = Vector3.Distance(WorldPos(mainCon), WorldPos(offCon)); stretchCursor = WorldPos(mainCon) + mainCon.physical.Rot() * Vector3.forward * stretch * 3; @@ -67,7 +81,7 @@ public class Input public class Con { public Physical physical; - public Btn trigger, one, two; + public Btn trigger, grip, one, two; [Serializable] public class Btn @@ -143,6 +157,18 @@ public class OculusInject con.trigger.held = false; } + con.grip.down = con.grip.up = false; + if (OVRInput.Get(OVRInput.Button.PrimaryHandTrigger, touchCon)) + { + if (!con.grip.held) { con.grip.down = true; } + con.grip.held = true; + } + else + { + if (con.grip.held) { con.grip.up = true; } + con.grip.held = false; + } + con.one.down = con.one.up = false; if (OVRInput.Get(OVRInput.Button.One, touchCon)) { diff --git a/Assets/Scripts/Monolith.cs b/Assets/Scripts/Monolith.cs index 522d939..37f1758 100644 --- a/Assets/Scripts/Monolith.cs +++ b/Assets/Scripts/Monolith.cs @@ -180,17 +180,97 @@ public static class StaticMethods // idk becuase this snapping system will be reused in tools and quads // scalable 0-1 * design (0 == no snapping) set parameter in ORIEL UI - // min distance to handle 2+ conflicting snaps - if (dist < 0.02f) + pC.x = pA.x; + pC.y = pA.y; + + pC.z = Mathf.Clamp(pC.z, pA.z, pB.z); + + return perspective * pC; + + // min distance to handle 2+ conflicting snaps ? + } + + public static Vector3 Snap(List> lists, Vector3 cursorPos) + { + Vector3 closestJoint = Vector3.one * 1000; + Vector3 closestEdge = Vector3.one * 1000; + Vector3 closestMirrorJoint = Vector3.one * 1000; + + for (int l = 0; l < lists.Count; l++) { - pC.x = pA.x; - pC.y = pA.y; + int length = 0; + for (int i = 0; i < lists[l].Count; i++) + { + if (lists[l][i] == Vector3.zero) + { + length = 0; + continue; + } - pC.z = Mathf.Clamp(pC.z, pA.z, pB.z); + if (Vector3.Distance(cursorPos, lists[l][i]) < Vector3.Distance(cursorPos, closestJoint)) + { + closestJoint = lists[l][i]; + } - return perspective * pC; + if (length > 0) + { + Vector3 edgeSnapPos = StaticMethods.EdgeSnap(lists[l][i - 1], lists[l][i], cursorPos); + if (Vector3.Distance(cursorPos, edgeSnapPos) < Vector3.Distance(cursorPos, closestEdge)) + { + closestEdge = edgeSnapPos; + } + } + + Vector3 xMirrorJoint = lists[l][i]; + xMirrorJoint.x *= -1; + if (Vector3.Distance(cursorPos, xMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint)) + { + closestMirrorJoint = xMirrorJoint; + } + + Vector3 yMirrorJoint = lists[l][i]; + yMirrorJoint.y *= -1; + if (Vector3.Distance(cursorPos, yMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint)) + { + closestMirrorJoint = yMirrorJoint; + } + + Vector3 zMirrorJoint = lists[l][i]; + zMirrorJoint.z *= -1; + if (Vector3.Distance(cursorPos, zMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint)) + { + closestMirrorJoint = zMirrorJoint; + } + + length++; + } } - return c; + Vector3 xMiddleJoint = cursorPos; + xMiddleJoint.x = 0; + if (Vector3.Distance(cursorPos, xMiddleJoint) < Vector3.Distance(cursorPos, closestMirrorJoint)) + { + closestMirrorJoint = xMiddleJoint; + } + + Vector3 snapPos = cursorPos; + if (Vector3.Distance(cursorPos, closestJoint) < 0.015f) // snap dist + { + snapPos = closestJoint; + } + else if (Vector3.Distance(cursorPos, closestEdge) < 0.015f) + { + snapPos = closestEdge; + } + else if (Vector3.Distance(cursorPos, closestMirrorJoint) < 0.015f) + { + snapPos = closestMirrorJoint; + } + // else if (vector.Count > 1) //weird + // { + // snapPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos); + // } + + return snapPos; } } \ No newline at end of file diff --git a/Assets/Scripts/Recorder.cs b/Assets/Scripts/Recorder.cs deleted file mode 100644 index 2d805a2..0000000 --- a/Assets/Scripts/Recorder.cs +++ /dev/null @@ -1,44 +0,0 @@ -using UnityEngine; -using UnityEditor.Recorder; - -[RequireComponent(typeof(Camera))] -public class Recorder : MonoBehaviour -{ - // Make this a prefab, that way you can move it between scenes - - [Header("References")] - public Mesh mesh; - public MeshRenderer viewFinderRend; - - Camera cam; - RecorderController recorder; - - void Start() - { - cam = GetComponent(); - - RenderTexture viewTex = new RenderTexture(512, 256, 16, RenderTextureFormat.Default); - viewTex.Create(); - viewFinderRend.material.mainTexture = cam.targetTexture = viewTex; - - RecorderControllerSettings settings = new RecorderControllerSettings(); - recorder = new RecorderController(settings); - recorder.PrepareRecording(); - } - - void Update() - { - // Need to interact spatially with it, so buttons on the camera? - // nah to imprecise? esp if the camera is moving... - // then how do we get it to play nice with existing controls... - // its just one button for now so we can squeeze it in somewhere - - // Hook up to unity recorder system (only works in editor :/) - // Record - // recorder.StartRecording(); - // End - // recorder.StopRecording(); - - // Pause (nice in theory annoying in practice *need to trim and adjust clips) - } -} \ No newline at end of file diff --git a/Assets/Scripts/Recorder.cs.meta b/Assets/Scripts/Recorder.cs.meta deleted file mode 100644 index 410730e..0000000 --- a/Assets/Scripts/Recorder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e19de3c166899cf46b2aa22dee06446c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Render.cs b/Assets/Scripts/Render.cs index 1012822..a9c8119 100644 --- a/Assets/Scripts/Render.cs +++ b/Assets/Scripts/Render.cs @@ -235,14 +235,20 @@ public class Render matCursor, 0 ); - Graphics.DrawMesh(meshCursor, - input.twistCursor, - Quaternion.identity, - matCursor, 0 - ); + // Graphics.DrawMesh(meshCursor, + // input.twistCursor, + // Quaternion.identity, + // matCursor, 0 + // ); + + // Graphics.DrawMesh(meshCursor, + // input.stretchCursor, + // Quaternion.identity, + // matCursor, 0 + // ); Graphics.DrawMesh(meshCursor, - input.stretchCursor, + input.dragCursor, Quaternion.identity, matCursor, 0 ); diff --git a/Assets/Scripts/Tools/ToolEditVector.cs b/Assets/Scripts/Tools/ToolEditVector.cs index 1aea66c..96f07c8 100644 --- a/Assets/Scripts/Tools/ToolEditVector.cs +++ b/Assets/Scripts/Tools/ToolEditVector.cs @@ -27,7 +27,7 @@ public class ToolEditVector public void Frame(Input input, Pixelgon pixelgon) { - cursorPos = input.twistCursor; + Vector3 rawCursorPos = cursorPos = input.dragCursor; if (!selecting) { diff --git a/Assets/Scripts/Tools/ToolEraser.cs b/Assets/Scripts/Tools/ToolEraser.cs index a53c15e..6314091 100644 --- a/Assets/Scripts/Tools/ToolEraser.cs +++ b/Assets/Scripts/Tools/ToolEraser.cs @@ -19,7 +19,7 @@ public class ToolEraser public void Frame(Input input, Pixelgon pixelgon) { - cursorPos = input.twistCursor; + Vector3 rawCursorPos = cursorPos = input.dragCursor; if (input.mainCon.trigger.held) { @@ -35,13 +35,10 @@ public class ToolEraser { if (length > 0) { - cursorPos = StaticMethods.EdgeSnap( - pixelgon.vectors[i - 1], - pixelgon.vectors[i], - input.twistCursor - ); - if (cursorPos != input.twistCursor) + Vector3 edgeSnapPos = StaticMethods.EdgeSnap(pixelgon.vectors[i - 1], pixelgon.vectors[i], rawCursorPos); + if (Vector3.Distance(rawCursorPos, edgeSnapPos) < 0.015f) { + cursorPos = edgeSnapPos; if (cursorPos == pixelgon.vectors[i - 1]) { selected.Add(i - 1); diff --git a/Assets/Scripts/Tools/ToolNewVector.cs b/Assets/Scripts/Tools/ToolNewVector.cs index a788979..008bbda 100644 --- a/Assets/Scripts/Tools/ToolNewVector.cs +++ b/Assets/Scripts/Tools/ToolNewVector.cs @@ -19,50 +19,14 @@ public class ToolNewVector public void Frame(Input input, Pixelgon pixelgon) { - bool snapped = false; - cursorPos = input.twistCursor; + Vector3 rawCursorPos = cursorPos = input.dragCursor; - int length = 0; - for (int i = 0; i < pixelgon.vectors.Count; i++) - { - if (pixelgon.vectors[i] == Vector3.zero) - { - length = 0; - } - else - { - if (length > 0) - { - cursorPos = StaticMethods.EdgeSnap( - pixelgon.vectors[i - 1], - pixelgon.vectors[i], - input.twistCursor - ); - if (cursorPos != input.twistCursor) - { - // how to switch between edge snap and direction snap - // can you have them both happening at the same time? - // is it a priority based system? - snapped = true; - break; - } - } + List> lists = new List> { + pixelgon.vectors, vector.GetRange(0, Mathf.Max(vector.Count - 1, 0)) + }; - length++; - } - } - - if (!snapped && vector.Count > 1) - { - cursorPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos); - if (cursorPos != input.twistCursor) - { - // how to switch between edge snap and direction snap - // can you have them both happening at the same time? - // is it a priority based system? - snapped = true; - } - } + // wow this class is so much cleaner lool + cursorPos = StaticMethods.Snap(lists, rawCursorPos); if (input.mainCon.trigger.down) { diff --git a/Assets/digdugdraft.blend b/Assets/digdugdraft.blend index 8408e6c..fa9dcbf 100644 Binary files a/Assets/digdugdraft.blend and b/Assets/digdugdraft.blend differ diff --git a/Assets/digdugdraft.blend1 b/Assets/digdugdraft.blend1 new file mode 100644 index 0000000..a99ce65 Binary files /dev/null and b/Assets/digdugdraft.blend1 differ diff --git a/Assets/digdugdraft.blend1.meta b/Assets/digdugdraft.blend1.meta new file mode 100644 index 0000000..0cd4c83 --- /dev/null +++ b/Assets/digdugdraft.blend1.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f67f7e4eb69cd9c43b87e150f1a55885 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/pixelgon.blend b/Assets/pixelgon.blend index f603cf5..b0c59da 100644 Binary files a/Assets/pixelgon.blend and b/Assets/pixelgon.blend differ diff --git a/Assets/pixelgon.blend1 b/Assets/pixelgon.blend1 index 387e5d9..a060465 100644 Binary files a/Assets/pixelgon.blend1 and b/Assets/pixelgon.blend1 differ diff --git a/Content/pixelgon-logo.svg b/Content/pixelgon-logo.svg new file mode 100644 index 0000000..970971e --- /dev/null +++ b/Content/pixelgon-logo.svg @@ -0,0 +1,175 @@ + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 5b68040..0e2c97a 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -37,6 +37,9 @@ GraphicsSettings: - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 4800000, guid: cef7c032a6d36e54eb4fe2df853dfca4, type: 3} + - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index c67eb08..9a1b777 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -42,8 +42,8 @@ PlayerSettings: m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} - defaultScreenWidth: 1024 - defaultScreenHeight: 768 + defaultScreenWidth: 800 + defaultScreenHeight: 600 defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 @@ -91,7 +91,7 @@ PlayerSettings: xboxEnableFitness: 0 visibleInBackground: 1 allowFullscreenSwitch: 1 - fullscreenMode: 1 + fullscreenMode: 3 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 @@ -153,7 +153,7 @@ PlayerSettings: v2Signing: 1 enable360StereoCapture: 0 isWsaHolographicRemotingEnabled: 0 - enableFrameTimingStats: 0 + enableFrameTimingStats: 1 useHDRDisplay: 0 D3DHDRBitDepth: 0 m_ColorGamuts: 00000000 diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 628e58b..2767d3f 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -21,7 +21,7 @@ QualitySettings: skinWeights: 255 textureQuality: 0 anisotropicTextures: 2 - antiAliasing: 2 + antiAliasing: 0 softParticles: 1 softVegetation: 1 realtimeReflectionProbes: 1