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7bfa3e0db3
Author | SHA1 | Date | |
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7bfa3e0db3 | |||
93e7cae6b0 | |||
5095d48aa0 | |||
6714a8cd12 |
3 changed files with 46 additions and 10 deletions
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@ -1,4 +1,3 @@
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- [lynx r1 resource](https://github.com/technobaboo/stereokit_lynx_dotnet_template)
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- [fb passthrough resource](https://www.aesiio.com/blog/passthrough-dot-net-core)
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- [fb passthrough tool source](https://github.com/StereoKit/StereoKit/blob/master/Examples/StereoKitTest/Tools/PassthroughFBExt.cs)
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@ -58,6 +57,14 @@ todo
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revolver
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flick reload
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enemy design
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dmg
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spd def
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3 single types *fodder
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dmg, spd, def
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3 double types *competent
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dmg+spd, spd+def, def+dmg
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bug(s)
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...
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44
src/Arts.cs
44
src/Arts.cs
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@ -13,8 +13,11 @@ static class Arts
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static Material mat_backface = new Material("backface.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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static Material mat_slash = new Material("unlit.hlsl");
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public static Vec3 shake = new(0, 0, 0);
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// static Quat spin_ori = Quat.Identity;
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public static Vec3 last_tip_pos = new(0, 0, 0);
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static TextStyle text_style;
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@ -40,27 +43,47 @@ static class Arts
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mat_backface.DepthWrite = false;
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mat_both.Chain = mat_backface;
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mat_slash.FaceCull = Cull.None;
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}
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public static void Frame()
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{
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bool vr = Device.DisplayBlend == DisplayBlend.Opaque;
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// render hands if not in mixed reality
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Input.HandVisible(Handed.Max, false);
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if (vr)
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{
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// background standin if no passthrough
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}
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// Input.HandVisible(Handed.Max, false);
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// world
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Matrix m4_world = Mono.world_pose.ToMatrix();
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Hierarchy.Push(m4_world);
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meshes["Food"].Draw(
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mat_mono,
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Matrix.TRS(
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Vec3.Zero,
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V.XYZ(0, 0, -1),
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Quat.Identity,
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1.0f
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0.1f
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)
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);
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Mesh mesh = new();
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Quat hand_rot = Quat.FromAngles(0, 0, SKMath.Sin(Time.Totalf * 6f) * 30f);
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Vec3 hand_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 0.1f, 0, 0);
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Vec3 tip_pos = hand_pos + hand_rot * V.XYZ(0, 1, 0);
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mesh.SetData(
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new Vertex[] {
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new( hand_pos, V.XYZ(0,0,1)),
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new( tip_pos, V.XYZ(0,0,1)),
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new(last_tip_pos, V.XYZ(0,0,1))
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},
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new uint[] {
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0, 1, 2
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}
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);
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mesh.Draw(
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mat_slash,
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Matrix.T(0, -1.0f, -1)
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);
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last_tip_pos = Vec3.Lerp(last_tip_pos, tip_pos, Time.Stepf / 0.1f);
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// particles
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Particle[] particles = VFX.particles;
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for (int i = 0; i < particles.Length; i++)
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@ -76,6 +99,9 @@ static class Arts
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);
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}
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Hierarchy.Pop();
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// menu
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Matrix m4_menu = Mono.menu_pose.ToMatrix(Mono.menu_scale);
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Hierarchy.Push(m4_menu);
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@ -9,6 +9,8 @@ static class Mono
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public static int score;
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public static Pose world_pose;
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public static DeltaBool menu;
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public static Pose menu_pose;
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public static float menu_scale;
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@ -24,6 +26,7 @@ static class Mono
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public static void Init()
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{
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game_time = 0.0;
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world_pose = new(0, 0, 0);
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menu = new(true);
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menu_pose = new(0, 0, 0);
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menu_scale = 1 * U.cm;
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