225 lines
No EOL
6.9 KiB
C#
225 lines
No EOL
6.9 KiB
C#
using System.Collections.Generic;
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using StereoKit;
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namespace snake;
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static class Arts
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{
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static Model assets_model = Model.FromFile("meshes/assets.glb", Shader.Unlit);
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static Dictionary<string, Mesh> meshes = new();
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static Material mat_mono = new Material("mono.hlsl");
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static Material mat_unlit = new Material("unlit.hlsl");
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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static Quat food_ori = Quat.Identity;
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static XYZi last_headpos = new(0, 0, 0);
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static DeltaBool headmove = new(false);
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static XYZi last_tailpos = new(0, 0, 0);
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static DeltaBool tailmove = new(false);
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public static void Init()
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{
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foreach (ModelNode node in assets_model.Nodes)
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{
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if (node.Mesh != null)
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{
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meshes.Add(node.Name, node.Mesh);
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}
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}
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mat_backbox.Transparency = Transparency.Add;
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mat_backbox.FaceCull = Cull.Front;
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}
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public static void Frame()
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{
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// background
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if (Device.DisplayBlend == DisplayBlend.Opaque)
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{
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}
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// fullstick
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Mesh.Sphere.Draw(
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mat_unlit,
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Matrix.TS(
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Rig.r_con_stick.position,
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5 * U.mm
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),
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Color.White
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);
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Lines.Add(
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Rig.r_con_stick.position + V.XYZ(0, 0, 0),
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Rig.r_con_stick.position + Rig.fullstick * U.cm,
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Color.White,
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2 * U.mm
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);
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// box
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Hierarchy.Push(Mono.box_pose.ToMatrix(Mono.box_scale));
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meshes["InsideOut"].Draw(mat_unlit, Matrix.Identity);
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meshes["InsideOut"].Draw(mat_backbox, Matrix.Identity);
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meshes["Corrugation"].Draw(
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Mono.in_dist.state ? mat_justcolor : mat_unlit,
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Matrix.Identity
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);
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if (Mono.in_cone.state)
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{
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meshes["Hanging"].Draw(
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mat_unlit,
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Matrix.Identity
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);
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}
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if (Mono.menu)
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{
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meshes["Tape"].Draw(mat_mono, Matrix.Identity);
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meshes["uiPlay"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(0, 0, Mono.SD_Z - 0.5f + 0.1f),
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Quat.FromAngles(90, 0, 0)
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)
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);
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meshes["uiCursor"].Draw(
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mat_unlit,
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Matrix.TR(
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V.XYZ(0, 0, Mono.SD_Z - 0.5f + 0.2f),
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Quat.FromAngles(90, 0, 0)
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)
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);
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}
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// snake
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float snake_t = headmove.state ? Maths.u_clamp(Maths.smooth_stop((float)Mono.step_t) * 3.0f) : 1.0f;
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bool food_next = !Mono.eaten_latch.state && (Mono.snake[0] + Mono.snake_dir) == Mono.food;
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if (!food_next)
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{
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meshes["Tongue"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.snake[0].ToVec3,
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Quat.LookDir(Rig.fullstick),
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V.XYZ(1, 1, 0.666f + Maths.smooth_stop((float)Mono.step_t) * 0.333f)
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)
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);
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}
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string face = food_next ? "Face1Eat" : "Face0Default";
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meshes[face].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.snake[0].ToVec3 - (Mono.snake_dir.ToVec3 * (float)(1.0 - snake_t) * 0.3f),
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Quat.LookDir(Mono.snake_dir.ToVec3),
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V.XYZ(1, 1, (float)(snake_t))
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)
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);
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for (int i = 1; i < Mono.snake_len; i++)
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{
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float scale = 1.0f;
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if ((int)((Time.Total - Mono.eat_timestamp) * Mono.snake_len / Mono.step_step) == i)
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{
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scale = 1.1f;
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}
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meshes["Segment"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.snake[i].ToVec3,
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Quat.LookAt(Mono.snake[i].ToVec3, Mono.snake[i - 1].ToVec3),
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scale
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)
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);
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}
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// false tail
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if (tailmove.state && snake_t < 1.0f) {
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int i_tail = Maths.min(Mono.snake_len, Mono.snake.Length - 1);
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Vec3 tail_dir = Vec3.Direction(Mono.snake[i_tail - 1].ToVec3, Mono.snake[i_tail].ToVec3);
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meshes["Segment"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.snake[i_tail].ToVec3 + (tail_dir * (float)(snake_t) * 0.7f),
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Quat.LookDir(tail_dir),
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V.XYZ(1, 1, (float)(1.0 - snake_t))
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)
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);
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}
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// holes
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foreach (KeyValuePair<XYZi, XYZi> hole in Mono.holes)
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{
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meshes["Hole"].Draw(
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mat_unlit,
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Matrix.TRS(
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hole.Key.ToVec3,
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Quat.LookDir(hole.Value.ToVec3),
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1
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)
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);
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// [!] have backfaces on a mat run a separate backbox/face shader]? *to try and reduce drawcalls
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meshes["Hole"].Draw(
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mat_backbox,
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Matrix.TRS(
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hole.Key.ToVec3,
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Quat.LookDir(hole.Value.ToVec3),
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1
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)
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);
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}
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// food
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if (!food_next)
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{
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food_ori *= Quat.FromAngles(
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90 * Time.Stepf,
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30 * Time.Stepf,
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10 * Time.Stepf
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);
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}
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if (!Mono.eaten_latch.state)
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{
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float food_t = Mono.eaten_latch.delta == -1 ? Maths.smooth_stop((float)Mono.step_t) : 1;
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meshes["Food"].Draw(
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mat_mono,
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Matrix.TRS(
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Mono.food.ToVec3,
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food_ori,
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food_t
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)
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);
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}
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Hierarchy.Pop();
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// for (int sx = -Mono.head_fill.Xslen; Mono.head_fill.InX(sx); sx++)
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// {
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// for (int sy = -Mono.head_fill.Yslen; Mono.head_fill.InY(sy); sy++)
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// {
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// for (int sz = -Mono.head_fill.Zslen; Mono.head_fill.InZ(sz); sz++)
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// {
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// Vec3 pos = Mono.box_pose.ToMatrix(U.cm) * V.XYZ(sx, sy, sz);
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// Text.Add(
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// (Mono.head_fill[new XYZi(sx, sy, sz)] + Mono.tail_fill[new XYZi(sx, sy, sz)]).ToString(),
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// Matrix.TRS(
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// pos,
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// Quat.LookAt(pos, Input.Head.position),
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// 0.1f
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// )
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// );
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// }
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// }
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// }
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}
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public static void Step()
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{
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XYZi snake_head = Mono.snake[0];
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XYZi snake_tail = Mono.snake[Mono.snake_len -1];
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headmove.Step(snake_head != last_headpos);
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tailmove.Step(snake_tail != last_tailpos);
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last_headpos = snake_head;
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last_tailpos = snake_tail;
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}
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} |