slash/src/Rig.cs

124 lines
No EOL
4.9 KiB
C#

using StereoKit;
namespace slash;
static class Rig
{
public static Pose head = Pose.Identity;
public static DeltaBool btn_select = new(false);
public static DeltaBool btn_back = new(false);
public static DeltaBool[] btn_grip;
public static DeltaBool l_btn_grip => btn_grip[(int)Handed.Left];
public static DeltaBool r_btn_grip => btn_grip[(int)Handed.Right];
public static Pose[] pose_hld;
public static Pose l_hld => pose_hld[(int)Handed.Left];
public static Pose r_hld => pose_hld[(int)Handed.Right];
public static Pose[] pose_aim;
public static Pose l_aim => pose_aim[(int)Handed.Left];
public static Pose r_aim => pose_aim[(int)Handed.Right];
public static Vec3 fullstick = Vec3.Up;
public static Pose r_con_stick = Pose.Identity;
public static XYZi new_dir = new(0, 0, 1);
public static bool[] upper_sheathes = new bool[] { true, true };
public static bool[] lower_sheathes = new bool[] { true, true };
public static bool[] holding = new bool[] { false, false };
public static void Init()
{
btn_grip = new DeltaBool[] { new(false), new(false) };
pose_hld = new Pose[] { new(), new() };
pose_aim = new Pose[] { new(), new() };
}
public static void Frame()
{
head = Input.Head;
// flatscreen dev controls
if (Device.DisplayType == DisplayType.Flatscreen)// Device.Name == "Simulator")
{
btn_select.Step(Input.Key(Key.MouseLeft).IsActive());
btn_back.Step(Input.Key(Key.MouseRight).IsActive());
pose_hld[(int)Handed.Right] = new Pose(
V.XYZ(SKMath.Sin(Time.Totalf * 6f) * 0.6f * 0.0f, 0.5f, 1.0f),
Quat.FromAngles(0, 0, 45) * Quat.FromAngles(0, SKMath.Sin(Time.Totalf * 6f) * 60f, 0)
);
pose_aim[(int)Handed.Left] = new Pose(
V.XYZ(1.0f, 0.5f, 0.5f), // V.XYZ(SKMath.Sin(Time.Totalf * 2f) * 0.6f, 0.5f, 0.5f),
Quat.Identity
);
if (Input.Key(Key.A).IsJustActive()) new_dir = new(-1, 0, 0);
if (Input.Key(Key.S).IsJustActive()) new_dir = new(+1, 0, 0);
if (Input.Key(Key.W).IsJustActive()) new_dir = new(0, 0, -1);
if (Input.Key(Key.R).IsJustActive()) new_dir = new(0, 0, +1);
if (Input.Key(Key.Shift).IsJustActive()) new_dir = new(0, -1, 0);
if (Input.Key(Key.Space).IsJustActive()) new_dir = new(0, +1, 0);
fullstick = new_dir.ToVec3;
}
else
{
Controller l_con = Input.Controller(Handed.Left);
btn_grip[(int)Handed.Left].Step(l_con.grip > 0.5f);
pose_hld[(int)Handed.Left] = l_con.pose;
pose_aim[(int)Handed.Left] = l_con.aim;
Controller r_con = Input.Controller(Handed.Right);
btn_grip[(int)Handed.Right].Step(r_con.grip > 0.5f);
pose_hld[(int)Handed.Right] = r_con.pose;
pose_aim[(int)Handed.Right] = r_con.aim;
btn_select.Step(r_con.x1.IsActive() || r_con.trigger > 0.5f);
btn_back.Step(r_con.x2.IsActive());
// bool con_tracked = r_con.trackedPos > TrackState.Lost;
Vec2 stick = r_con.stick;
Quat stick_rot = Quat.FromAngles(stick.y * -90, 0, stick.x * +90);
float stick_sign = r_con.IsStickClicked ? -1 : +1;
r_con_stick = r_con.aim;
// r_con_stick.position += r_con_stick.orientation * V.XYZ(0.0065f, -0.012f, -0.05f);
// r_con_stick.orientation *= Quat.FromAngles(-50, 0, 0);
fullstick = r_con_stick.orientation * stick_rot * Vec3.Up * stick_sign;
// Vec3 fullstick = r_hand.palm.orientation * Vec3.Up;
float ax = Maths.abs(fullstick.x);
float ay = Maths.abs(fullstick.y);
float az = Maths.abs(fullstick.z);
if (ax > ay && ax > az) new_dir = new(Maths.sign(fullstick.x), 0, 0);
if (ay > ax && ay > az) new_dir = new(0, Maths.sign(fullstick.y), 0);
if (az > ax && az > ay) new_dir = new(0, 0, Maths.sign(fullstick.z));
// sheathe grabs
// shoulders
// put hand in head space
// if behind head then handedness = left or right sheathe
// else check for left or right of head to grab at left or right sheathe
for (int i = 0; i < (int)Handed.Max; i++)
{
if (!holding[i])
{
Vec3 local_pos = head.orientation.Inverse * (pose_hld[i].position - head.position);
Handed side = local_pos.x < 0 ? Handed.Left : Handed.Right;
if (upper_sheathes[(int)side])
{
if (btn_grip[i].delta == +1)
{
upper_sheathes[(int)side] = false;
holding[i] = true;
}
}
}
}
}
}
}