Beispiel #1
0
    ///////////////////////////////////////////

    static void Main(string[] args)
    {
        // Initialize the StereoKit application
        SKSettings settings = new SKSettings
        {
            appName      = "StereoKit_BingMaps",
            assetsFolder = "Assets",
        };

        if (!SK.Initialize(settings))
        {
            Environment.Exit(1);
        }

        Initialize();

        while (SK.Step(() =>
        {
            // If we're in AR, we don't initialize floorMesh, hence the '?'
            // operator! The real world should already have a floor :)
            floorMesh?.Draw(floorMat, Matrix.T(0, -1.5f, 0));

            // Draw the terrain widget!
            ShowTerrainWidget();
        }))
        {
            ;
        }

        SK.Shutdown();
    }
Beispiel #2
0
    static void Main(string[] args)
    {
        // If the app has a constructor that takes a string array, then
        // we'll use that, and pass the command line arguments into it on
        // creation
        Type appType = typeof(App);
        App  app     = appType.GetConstructor(new Type[] { typeof(string[]) }) != null
                        ? (App)Activator.CreateInstance(appType, new object[] { args })
                        : (App)Activator.CreateInstance(appType);

        if (app == null)
        {
            throw new Exception("StereoKit loader couldn't construct an instance of the App!");
        }

        // Initialize StereoKit, and the app
        if (!SK.Initialize(app.Settings))
        {
            Environment.Exit(1);
        }
        app.Init();

        // Now loop until finished, and then shut down
        Action step = app.Step;         // Storing this separately reduces allocations

        while (SK.Step(step))
        {
        }
        SK.Shutdown();
    }
Beispiel #3
0
    static void Main(string[] args)
    {
        // If the app has a constructor that takes a string array, then
        // we'll use that, and pass the command line arguments into it on
        // creation
        Type appType = typeof(App);
        App  app     = appType.GetConstructor(new Type[] { typeof(string[]) }) != null
                        ? (App)Activator.CreateInstance(appType, new object[] { args })
                        : (App)Activator.CreateInstance(appType);

        if (app == null)
        {
            throw new Exception("StereoKit loader couldn't construct an instance of the App!");
        }

        // Initialize StereoKit, and the app
        if (!SK.Initialize(app.Settings))
        {
            Environment.Exit(1);
        }

        if (Backend.XRType == BackendXRType.OpenXR)
        {
            xrConvertTimeToWin32PerformanceCounterKHR = Backend.OpenXR.GetFunction <XR_xrConvertTimeToWin32PerformanceCounterKHR>("xrConvertTimeToWin32PerformanceCounterKHR");
            xrConvertTimeToWin32PerformanceCounterKHR(Backend.OpenXR.Instance, Backend.OpenXR.Time, out long counter);
            Log.Info($"XrTime: {counter}");
        }

        app.Init();

        // Now pass execution over to StereoKit
        SK.Run(app.Step, () => Log.Info("Bye!"));
    }
Beispiel #4
0
    static void Main(string[] args)
    {
        if (!SK.Initialize(new SKSettings {
            appName = "Minecraft AR Test"
        }))
        {
            Environment.Exit(1);
        }
        Renderer.EnableSky = false;

        while (SK.Step(() => {
            Hand rightHand = Input.Hand(Handed.Right);
            if (rightHand.pinch.IsActive() && !UI.IsInteracting(Handed.Right))
            {
                blocks.AddBlock(selectedBlock, rightHand.Get(1, 4).position);
            }

            blocks.Step();

            if (!UI.IsInteracting(Handed.Right))
            {
                blocks.DrawCursor(selectedBlock, rightHand.Get(1, 4).position);
            }
            BlocksWindow();
        }))
        {
            ;
        }
        SK.Shutdown();
    }
Beispiel #5
0
        void Run(IntPtr activityHandle)
        {
            if (running)
            {
                return;
            }
            running = true;

            Task.Run(() => {
                // If the app has a constructor that takes a string array, then
                // we'll use that, and pass the command line arguments into it on
                // creation
                Type appType = typeof(App);
                app          = appType.GetConstructor(new Type[] { typeof(string[]) }) != null
                                        ? (App)Activator.CreateInstance(appType, new object[] { new string[0] {
                                                                                                } })
                                        : (App)Activator.CreateInstance(appType);
                if (app == null)
                {
                    throw new System.Exception("StereoKit loader couldn't construct an instance of the App!");
                }

                // Initialize StereoKit, and the app
                SKSettings settings      = app.Settings;
                settings.androidActivity = activityHandle;
                settings.assetsFolder    = "";

                // For requesting permission to use the Microphone
                if (ContextCompat.CheckSelfPermission(this, Manifest.Permission.RecordAudio) != Android.Content.PM.Permission.Granted)
                {
                    ActivityCompat.RequestPermissions(this, new string[] { Manifest.Permission.RecordAudio }, 1);
                }

                if (!SK.Initialize(settings))
                {
                    return;
                }
                app.Init();

                // Now loop until finished, and then shut down
                while (SK.Step(app.Step))
                {
                }
                SK.Shutdown();

                Android.OS.Process.KillProcess(Android.OS.Process.MyPid());
            });
        }
Beispiel #6
0
        static void Main(string[] args)
        {
            // Initialize StereoKit
            SKSettings settings = new SKSettings
            {
                appName      = "SKTemplate_UWP_Name",
                assetsFolder = "Assets",
            };

            if (!SK.Initialize(settings))
            {
                Environment.Exit(1);
            }


            // Create assets used by the app
            Pose  cubePose = new Pose(0, 0, -0.5f, Quat.Identity);
            Model cube     = Model.FromMesh(
                Mesh.GenerateRoundedCube(Vec3.One * 0.1f, 0.02f),
                Default.MaterialUI);

            Matrix   floorTransform = Matrix.TS(0, -1.5f, 0, new Vec3(30, 0.1f, 30));
            Material floorMaterial  = new Material(Shader.FromFile("floor.hlsl"));

            floorMaterial.Transparency = Transparency.Blend;


            // Core application loop
            while (SK.Step(() =>
            {
                if (SK.System.displayType == Display.Opaque)
                {
                    Default.MeshCube.Draw(floorMaterial, floorTransform);
                }

                UI.Handle("Cube", ref cubePose, cube.Bounds);
                cube.Draw(cubePose.ToMatrix());
            }))
            {
                ;
            }
            SK.Shutdown();
        }
    static void Main(string[] args)
    {
        if (!SK.Initialize(new SKSettings {
            appName = "Project"
        }))
        {
            Environment.Exit(1);
        }

        while (SK.Step(() =>
        {
            Mesh.Cube.Draw(Material.Default, Matrix.S(0.1f));
        }))
        {
            ;
        }

        SK.Shutdown();
    }
Beispiel #8
0
        void Run(IntPtr activityHandle)
        {
            if (running)
            {
                return;
            }
            running = true;

            Task.Run(() => {
                // If the app has a constructor that takes a string array, then
                // we'll use that, and pass the command line arguments into it on
                // creation
                Type appType = typeof(App);
                app          = appType.GetConstructor(new Type[] { typeof(string[]) }) != null
                                        ? (App)Activator.CreateInstance(appType, new object[] { new string[0] {
                                                                                                } })
                                        : (App)Activator.CreateInstance(appType);
                if (app == null)
                {
                    throw new System.Exception("StereoKit loader couldn't construct an instance of the App!");
                }

                // Initialize StereoKit, and the app
                SKSettings settings      = app.Settings;
                settings.androidActivity = activityHandle;
                settings.assetsFolder    = "";
                if (!SK.Initialize(settings))
                {
                    return;
                }
                app.Init();

                // Now loop until finished, and then shut down
                while (SK.Step(app.Step))
                {
                }
                SK.Shutdown();
            });
        }
Beispiel #9
0
    static void Main(string[] args)
    {
        if (!SK.Initialize(new SKSettings {
            appName = "Project"
        }))
        {
            Environment.Exit(1);
        }

        Model cube = Model.FromMesh(
            Mesh.GenerateRoundedCube(Vec3.One, 0.2f),
            Default.Material);

        while (SK.Step(() =>
        {
            cube.Draw(Matrix.TS(Vec3.Zero, 0.1f));
        }))
        {
            ;
        }

        SK.Shutdown();
    }
    static void Main(string[] args)
    {
        // Initialize StereoKit! During initialization, we can prepare a few
        // settings, like the assetsFolder and appName. assetsFolder the
        // folder that StereoKit will look for assets in when provided a
        // relative folder name. Settings can also be told to make a
        // flatscreen app, or how to behave if the preferred initialization
        // mode fails.
        SKSettings settings = new SKSettings
        {
            appName      = "StereoKitPaintTutorial",
            assetsFolder = "Assets",
        };

        if (!SK.Initialize(settings))
        {
            Environment.Exit(1);
        }

        // This is a simple radial hand menu where we'll store some quick
        // actions! It's activated by a grip motion, and is great for fast,
        // gesture-like activation of menu items. It also can be used with
        // multiple HandRadialLayers to nest commands in sub-menus.
        //
        // Steppers are classes that implement the IStepper interface, and
        // once added to StereoKit's stepper list, will have their Step
        // method called each frame! This is a great way to add fire-and-
        // forget objects or systems that need to update each frame.
        SK.AddStepper(new HandMenuRadial(
                          new HandRadialLayer("Root", -90,
                                              new HandMenuItem("Undo", null, () => activePainting?.Undo()),
                                              new HandMenuItem("Redo", null, () => activePainting?.Redo()))));

        // Initialize the palette menu, see PaletteMenu.cs! This class
        // manages the palette UI object for manipulating our brush stroke
        // size and color.
        paletteMenu = new PaletteMenu();

        // Step the application each frame, until StereoKit is told to exit!
        // The callback code here is called every frame after input and
        // system events, but before the draw events!
        while (SK.Step(() =>
        {
            // Send input information to the painting, it will handle this
            // info to create brush strokes. This will also draw the painting
            // too!
            activePainting.Step(Handed.Right, paletteMenu.PaintColor, paletteMenu.PaintSize);

            // Step our palette UI!
            paletteMenu.Step();

            // Step our application's menu! This includes Save/Load Clear and
            // Quit commands.
            StepMenuWindow();
        }))
        {
            ;
        }

        // We're done! Clean up StereoKit and all its resources :)
        SK.Shutdown();
    }
Beispiel #11
0
        static void Main(string[] args)
        {
            Sound song;

            Queue <Note>[] noteQueues      = null;
            int            positionInNotes = 0;
            double         songStartTime   = 0;
            DateTime       watcherStart    = DateTime.Now;

            // Initialize StereoKit
            SKSettings settings = new SKSettings
            {
                appName      = "DrumMR",
                assetsFolder = "Assets",
            };

            if (!SK.Initialize(settings))
            {
                Environment.Exit(1);
            }



            SerialPort port = new SerialPort();

            port.PortName = "COM3";
            port.BaudRate = 9600;
            //port.Open();
            port.DataReceived += (sender, dataArgs) =>
            {
                SerialPort sp     = (SerialPort)sender;
                string     result = sp.ReadExisting();
                Debug.WriteLine("Serial data received: " + result);
                //buffer[Int32.Parse(result)] = true;
            };

            Vec3[] unitVectors = createNewUnitVectors(); //x, y, and z
            Mesh   boardMesh   = Mesh.GenerateCube(new Vec3(1f, 2f, 0));
            Mesh   noteMesh    = Mesh.GenerateCube(new Vec3(.04f, .048f, 0));
            Model  boardModel  = Model.FromMesh(boardMesh, Default.Material);
            Model  noteModel   = Model.FromMesh(noteMesh, Default.Material);

            Debug.WriteLine(unitVectors[0]);



            Quat boardQuat = new Quat((float)0, (float).7, (float).7, (float)0);

            Vec3 boardLocation = new Vec3(drumLocations[1].orientation.x + .05f * (unitVectors[0].x + unitVectors[1].x + unitVectors[2].x), drumLocations[1].orientation.y + .05f * ((unitVectors[0].y + unitVectors[1].y + unitVectors[2].y)), drumLocations[1].orientation.z + (((unitVectors[0].z + unitVectors[1].z + unitVectors[2].z))));
            Pose boardPose     = new Pose(boardLocation, boardQuat);

            boardModel.Draw(boardPose.ToMatrix(), Color.Black);
            //TODO: SET THIS QUAT TO BE PARALLEL TO UNITVECTORS[0]
            //TODO: MAKE DIFFERENTLY COLORED NOTE MESHES FOR EACH LANE
            //TODO: ROTATION IS GOING TO NEED TO BE FIGURED OUT.  IT CAN'T TURN DYNAMICALLY BECAUSE THE NOTES WOULD NEED TO TURN AS WELL

            // Core application loop

            InitializeDrumLocations();
            while (SK.Step(() =>
            {
                if (!PoseIsInitialized(drumLocations[0]))
                {
                    getDrumLocation(0);
                }
                else if (!PoseIsInitialized(drumLocations[1]))
                {
                    getDrumLocation(1);
                }
                else if (!PoseIsInitialized(drumLocations[2]))
                {
                    getDrumLocation(2);
                }
                else if (!PoseIsInitialized(drumLocations[3]))
                {
                    getDrumLocation(3);
                }
                else if (notes is null)
                {
                    //TODO: CHANGE THIS TO MOVE WITH THE USER USING INPUT.HEAD.POSITION?
                    Pose windowPose = new Pose(-.4f, 0, 0, Quat.LookDir(1, 0, 1));
                    UI.WindowBegin("Window", ref windowPose, new Vec2(20, 0) * U.cm, UIWin.Normal);
                    for (int i = 0; i < songs.Length; i++)
                    {
                        if (UI.Button(songs[i]))
                        {
                            Debug.WriteLine(songs[i]);
                            string jsonString = getJSONStringOfSong(songs[i] + ".json");
                            notes = parseJSONSong(jsonString);
                            notes = sortNotes(notes);
                            song = Sound.FromFile(songs[i] + ".wav");
                            song.Play(Input.Head.position);
                            songStartTime = Time.Total;
                            noteQueues = new Queue <Note> [4];
                            for (int j = 0; j < 4; j++)
                            {
                                noteQueues[j] = new Queue <Note> {
                                };
                            }
                        }
                    }
                    UI.WindowEnd();
                }
                else
                {
                    //calculates x values for note lanes
                    float midpoint = (drumLocations[0].position.x + drumLocations[3].position.x) / 2;
                    float notePoint = midpoint / 8;

                    //draws the board
                    boardModel.Draw(boardPose.ToMatrix(), Color.Black);

                    while (positionInNotes < notes.Length && notes[positionInNotes].time - (Time.Total - songStartTime) < GAME_BOARD_TIME)
                    {
                        Note noteToPush = notes[positionInNotes];
                        Debug.WriteLine(noteToPush.pad);
                        Debug.WriteLine(noteQueues[noteToPush.pad].Count);
                        noteQueues[noteToPush.pad].Enqueue(noteToPush);
                        positionInNotes++;
                    }

                    for (int i = 0; i < noteQueues.Length; i++)
                    {
                        for (int j = 0; j < noteQueues[i].Count; j++)
                        {
                            Note noteToRender = noteQueues[i].Dequeue();
                            Pose notePose = new Pose(notePoint * i, (float)(noteToRender.time - songStartTime) * (float)(2 / 1.5), boardLocation.z + (float).1, boardQuat);
                            Debug.WriteLine("note " + i);
                            noteModel.Draw(notePose.ToMatrix(), Color.White);
                            //TODO: RENDER THE NOTE HERE
                            //unitVectors[3] contains vectors representing



                            if (j == 0 && buffer[i] && noteToRender.time - songStartTime < NOTE_HIT_TIME_MARGIN)
                            {
                                //TODO: ONLY DO THIS IF THE NOTE IS CLOSE TO THE BOTTOM
                                buffer[i] = false;
                            }
                            else
                            {
                                noteQueues[i].Enqueue(noteToRender);
                            }
                        }
                    }
                    if (positionInNotes == notes.Length)
                    {
                        notes = null;
                    }
                }
            }))
            {
                ;
            }
            SK.Shutdown();
        }