Exemplo n.º 1
0
    //////////////////////

    public void Init()
    {
        Material floorMat = new Material(Shader.FromFile("floor_shader.hlsl"));

        floorMat.Transparency = Transparency.Blend;
        floorMat.SetVector("radius", new Vec4(5, 10, 0, 0));
        floorMat.QueueOffset = -11;

        floorMesh = Model.FromMesh(Mesh.GeneratePlane(new Vec2(40, 40), Vec3.Up, Vec3.Forward), floorMat);
        floorTr   = Matrix.TR(new Vec3(0, -1.5f, 0), Quat.Identity);

        demoSelectPose.position    = new Vec3(0, 0, -0.6f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);

        Tests.FindTests();
        Tests.SetTestActive(startTest);
        Tests.Initialize();
        for (int i = 0; i < Tests.DemoCount; i++)
        {
            demoNames.Add(Tests.GetDemoName(i).Substring("Demo".Length));
        }

        if (!Tests.IsTesting)
        {
            SK.AddStepper(new RenderCamera(new Pose(0.3f, 0, .5f, Quat.FromAngles(0, -90, 0)), 1000, 1000));
        }
    }
Exemplo n.º 2
0
 /// <summary>Show a file picker to the user! If one is already up, it'll be cancelled out,
 /// and this one will replace it.</summary>
 /// <param name="mode">For opening files, or for saving them?</param>
 /// <param name="initialFolder">The starting folder. By default (or null), this'll just be
 /// the working directory.</param>
 /// <param name="onSelectFile">The function to call when the user has selected a file.</param>
 /// <param name="onCancel">If the file selection has been cancelled, this'll get called!</param>
 /// <param name="filters">What file types should show up in the picker?</param>
 public static void Show(FilePickerMode mode, string initialFolder, Action <string> onSelectFile, Action onCancel, params FileFilter[] filters)
 {
     if (_inst != null)
     {
         _inst._onCancel?.Invoke();
     }
     if (_inst == null)
     {
         _inst = SK.AddStepper(new FilePicker());
         Vec3 pos = Input.Head.position + Input.Head.Forward * .5f + Input.Head.Up * 0.2f;
         _inst._windowPose = new Pose(pos, Quat.LookAt(pos, Input.Head.position));
     }
     _inst.Setup(mode, initialFolder, onSelectFile, onCancel, filters);
 }
Exemplo n.º 3
0
    public void Initialize()
    {
        // StereoKit will support world understanding features as core
        // functionality when they become available in OpenXR! In the
        // meantime, here's some tools for doing this through the Mirage APIs

        // If the system is capable of acquiring an occlusion mesh, do that!
        // Otherwise, we can also provide any mesh or model for testing
        // purposes!
        occluder = SK.AddStepper(OcclusionMesh.Capable
                        ? new OcclusionMesh()
                        : OcclusionMesh.FromSimulation(Mesh.GeneratePlane(Vec2.One * 10, 10)));

        // Make it visible and obvious for the demo, by default the material
        // will work like a solid, invisible occluder.
        occluder.Material[MatParamName.ColorTint] = new Color(1, 0, 0);
        occluder.Material.Wireframe = true;
    }
Exemplo n.º 4
0
        /// <summary>
        /// Initializes a new instance of the <see cref="StereoKitComponent"/> class.
        /// </summary>
        /// <param name="pipeline">The pipeline to add the component to.</param>
        /// <param name="name">An optional name for the component.</param>
        public StereoKitComponent(Pipeline pipeline, string name = nameof(StereoKitComponent))
        {
            this.name = name;

            // Defer call to SK.AddStepper(this) to PipelineRun to ensure derived classes have finished construction!
            // Otherwise IStepper.Initialize() could get called before this object is fully constructed.
            pipeline.PipelineRun += (_, _) =>
            {
                if (SK.AddStepper(this) == default)
                {
                    throw new Exception($"Unable to add {this} as a Stepper to StereoKit.");
                }
            };

            // Remove this stepper when pipeline is no longer running, otherwise Step() will continue to be called!
            pipeline.PipelineCompleted += (_, _) =>
            {
                SK.RemoveStepper(this);
            };
        }
Exemplo n.º 5
0
    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();
    }
Exemplo n.º 6
0
    public void Initialize()
    {
        /// :CodeDoc: Guides Using Hands
        /// ## Accessing Joints
        ///
        /// ![Hand with joints]({{site.url}}/img/screenshots/HandAxes.jpg)
        ///
        /// Since hands are so central to interaction, accessing hand information needs
        /// to be really easy to get! So here's how you might find the fingertip of the right
        /// hand! If you ignore IsTracked, this'll give you the last known position for that
        /// finger joint.
        Hand hand = Input.Hand(Handed.Right);

        if (hand.IsTracked)
        {
            Vec3 fingertip = hand[FingerId.Index, JointId.Tip].position;
        }
        /// Pretty straightforward! And if you prefer calling a function instead of using the
        /// [] operator, that's cool too! You can call `hand.Get(FingerId.Index, JointId.Tip)`
        /// instead!
        ///
        /// If that's too granular for you, there's easy ways to check for pinching and
        /// gripping! Pinched will tell you if a pinch is currently happening, JustPinched
        /// will tell you if it just started being pinched this frame, and JustUnpinched will
        /// tell you if the pinch just stopped this frame!
        if (hand.IsPinched)
        {
        }
        if (hand.IsJustPinched)
        {
        }
        if (hand.IsJustUnpinched)
        {
        }

        if (hand.IsGripped)
        {
        }
        if (hand.IsJustGripped)
        {
        }
        if (hand.IsJustUngripped)
        {
        }
        /// These are all convenience functions wrapping the `hand.pinchState` bit-flag, so you
        /// can also use that directly if you want to do some bit-flag wizardry!
        /// :End:

        /// :CodeSample: HandMenuRadial HandRadialLayer HandMenuItem
        /// ### Basic layered hand menu
        ///
        /// The HandMenuRadial is an `IStepper`, so it should be registered with
        /// `StereoKitApp.AddStepper` so it can run by itself! It's recommended to
        /// keep track of it anyway, so you can remove it when you're done with it
        /// via `StereoKitApp.RemoveStepper`
        ///
        /// The constructor uses a params style argument list that makes it easy and
        /// clean to provide lists of items! This means you can assemble the whole
        /// menu on a single 'line'. You can still pass arrays instead if you prefer
        /// that!
        handMenu = SK.AddStepper(new HandMenuRadial(
                                     new HandRadialLayer("Root",
                                                         new HandMenuItem("File", null, null, "File"),
                                                         new HandMenuItem("Edit", null, null, "Edit"),
                                                         new HandMenuItem("About", null, () => Log.Info(SK.VersionName)),
                                                         new HandMenuItem("Cancel", null, null)),
                                     new HandRadialLayer("File",
                                                         new HandMenuItem("New", null, () => Log.Info("New")),
                                                         new HandMenuItem("Open", null, () => Log.Info("Open")),
                                                         new HandMenuItem("Close", null, () => Log.Info("Close")),
                                                         new HandMenuItem("Back", null, null, HandMenuAction.Back)),
                                     new HandRadialLayer("Edit",
                                                         new HandMenuItem("Copy", null, () => Log.Info("Copy")),
                                                         new HandMenuItem("Paste", null, () => Log.Info("Paste")),
                                                         new HandMenuItem("Back", null, null, HandMenuAction.Back))));
        /// :End:

        Tests.RunForFrames(2);
        Tests.Hand(new HandJoint[] { new HandJoint(new Vec3(-0.529f, -0.198f, -0.126f), new Quat(-0.744f, -0.530f, 0.156f, -0.376f), 0.004f), new HandJoint(new Vec3(-0.529f, -0.198f, -0.126f), new Quat(-0.744f, -0.530f, 0.156f, -0.376f), 0.010f), new HandJoint(new Vec3(-0.533f, -0.175f, -0.090f), new Quat(-0.786f, -0.550f, 0.126f, -0.254f), 0.009f), new HandJoint(new Vec3(-0.544f, -0.158f, -0.069f), new Quat(-0.729f, -0.564f, 0.027f, -0.387f), 0.008f), new HandJoint(new Vec3(-0.557f, -0.150f, -0.065f), new Quat(-0.585f, -0.548f, -0.140f, -0.582f), 0.006f), new HandJoint(new Vec3(-0.521f, -0.182f, -0.136f), new Quat(-0.277f, -0.826f, 0.317f, -0.376f), 0.004f), new HandJoint(new Vec3(-0.550f, -0.135f, -0.102f), new Quat(-0.277f, -0.826f, 0.317f, -0.376f), 0.009f), new HandJoint(new Vec3(-0.571f, -0.112f, -0.082f), new Quat(-0.244f, -0.843f, 0.256f, -0.404f), 0.008f), new HandJoint(new Vec3(-0.585f, -0.102f, -0.070f), new Quat(-0.200f, -0.866f, 0.165f, -0.428f), 0.007f), new HandJoint(new Vec3(-0.593f, -0.098f, -0.064f), new Quat(-0.172f, -0.874f, 0.110f, -0.440f), 0.005f), new HandJoint(new Vec3(-0.527f, -0.178f, -0.144f), new Quat(-0.185f, -0.817f, 0.370f, -0.401f), 0.004f), new HandJoint(new Vec3(-0.559f, -0.132f, -0.119f), new Quat(-0.185f, -0.817f, 0.370f, -0.401f), 0.009f), new HandJoint(new Vec3(-0.582f, -0.101f, -0.104f), new Quat(-0.175f, -0.809f, 0.371f, -0.420f), 0.008f), new HandJoint(new Vec3(-0.599f, -0.089f, -0.092f), new Quat(-0.109f, -0.856f, 0.245f, -0.443f), 0.007f), new HandJoint(new Vec3(-0.608f, -0.084f, -0.086f), new Quat(-0.075f, -0.871f, 0.180f, -0.450f), 0.005f), new HandJoint(new Vec3(-0.535f, -0.178f, -0.152f), new Quat(-0.132f, -0.786f, 0.408f, -0.445f), 0.003f), new HandJoint(new Vec3(-0.568f, -0.136f, -0.137f), new Quat(-0.132f, -0.786f, 0.408f, -0.445f), 0.008f), new HandJoint(new Vec3(-0.590f, -0.106f, -0.130f), new Quat(-0.131f, -0.762f, 0.432f, -0.464f), 0.007f), new HandJoint(new Vec3(-0.607f, -0.092f, -0.122f), new Quat(-0.071f, -0.810f, 0.332f, -0.477f), 0.006f), new HandJoint(new Vec3(-0.617f, -0.086f, -0.117f), new Quat(-0.029f, -0.836f, 0.260f, -0.482f), 0.004f), new HandJoint(new Vec3(-0.544f, -0.183f, -0.159f), new Quat(-0.060f, -0.749f, 0.481f, -0.452f), 0.003f), new HandJoint(new Vec3(-0.576f, -0.143f, -0.152f), new Quat(-0.060f, -0.749f, 0.481f, -0.452f), 0.007f), new HandJoint(new Vec3(-0.594f, -0.119f, -0.154f), new Quat(-0.061f, -0.684f, 0.534f, -0.493f), 0.006f), new HandJoint(new Vec3(-0.607f, -0.108f, -0.152f), new Quat(0.002f, -0.745f, 0.444f, -0.498f), 0.005f), new HandJoint(new Vec3(-0.616f, -0.102f, -0.150f), new Quat(0.045f, -0.780f, 0.378f, -0.496f), 0.004f), new HandJoint(new Vec3(-0.548f, -0.161f, -0.137f), new Quat(-0.267f, 0.849f, 0.204f, 0.407f), 0.000f), new HandJoint(new Vec3(-0.548f, -0.161f, -0.137f), new Quat(-0.267f, 0.849f, 0.204f, 0.407f), 0.000f) });
    }
Exemplo n.º 7
0
 public void Initialize()
 {
     avatar = SK.AddStepper <AvatarSkeleton>();
 }