示例#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));
        }
    }
示例#2
0
        public void Update()
        {
            UI.WindowBegin("Direction", ref windowPose, new Vec2(20 * Units.cm2m, 0));
            UI.Label("Mode");
            if (UI.Radio("Lights", mode == LightMode.Lights))
            {
                mode = LightMode.Lights;
            }
            UI.SameLine();
            if (UI.Radio("Image", mode == LightMode.Image))
            {
                mode = LightMode.Image;
            }

            if (mode == LightMode.Lights)
            {
                UI.Label("Lights");
                if (UI.Button("Add"))
                {
                    lights.Add(new Light {
                        pose  = new Pose(Vec3.Up * Units.cm2m * 25, Quat.LookDir(-Vec3.Forward)),
                        color = Vec3.One
                    });
                    UpdateLights();
                }

                UI.SameLine();
                if (UI.Button("Remove") && lights.Count > 1)
                {
                    lights.RemoveAt(lights.Count - 1);
                    UpdateLights();
                }
            }

            if (mode == LightMode.Image)
            {
                UI.Label("Image");
                if (!FilePicker.Active && UI.Button("Open"))
                {
                    ShowPicker();
                }
            }

            UI.WindowEnd();

            lightMesh.Draw(lightProbeMat, Matrix.TS(Vec3.Zero, 0.04f));

            if (mode == LightMode.Lights)
            {
                bool needsUpdate = false;
                for (int i = 0; i < lights.Count; i++)
                {
                    needsUpdate = LightHandle(i) || needsUpdate;
                }
                if (needsUpdate)
                {
                    UpdateLights();
                }
            }
        }
示例#3
0
    public void Update()
    {
        Color32 col = new Color32(0, 255, 0, 255);

        Hierarchy.Push(Matrix.T(-0.06f, .05f, 0));
        Text.Add("Y Top", Matrix.TR(new Vec3(0, .04f, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.TopCenter);
        Lines.Add(new Vec3(-0.05f, .04f, 0), new Vec3(.05f, .04f, 0), col, 0.001f);

        Text.Add("Y Center", Matrix.TR(new Vec3(0, .0f, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.Center);
        Lines.Add(new Vec3(-0.05f, 0, 0), new Vec3(.05f, 0, 0), col, 0.001f);

        Text.Add("Y Bottom", Matrix.TR(new Vec3(0, -.04f, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.BottomCenter);
        Lines.Add(new Vec3(-0.05f, -.04f, 0), new Vec3(.05f, -.04f, 0), col, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(0.02f, 0.05f, 0));
        Text.Add("2cm Tall", Matrix.R(Quat.LookDir(0, 0, 1)), style, TextAlign.CenterLeft);

        Lines.Add(new Vec3(0, -.01f, 0), new Vec3(.11f, -.01f, 0), col, 0.001f);
        Lines.Add(new Vec3(0, .01f, 0), new Vec3(.11f, .01f, 0), col, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(0, -0.06f, 0));
        Text.Add("X Left", Matrix.TR(new Vec3(0, 0.04f, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.CenterLeft);
        Text.Add("X Center", Matrix.TR(new Vec3(0, 0, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.Center);
        Text.Add("X Right", Matrix.TR(new Vec3(0, -0.04f, 0), Quat.LookDir(0, 0, 1)), style, TextAlign.CenterRight);
        Lines.Add(new Vec3(0, .06f, 0), new Vec3(0, -.06f, 0), col, 0.001f);
        Hierarchy.Pop();

        Tests.Screenshot("Tests/FontSizing.jpg", 600, 600, new Vec3(0, 0, .15f), Vec3.Zero);
    }
示例#4
0
 public void Update()
 {
     Hierarchy.Push(Matrix.T(-0.3f, 0.1f, -0.7f));
     logo.Draw(Matrix.TRS(V.XYZ(logoHalfWidth, 0.3f, 0), Quat.LookDir(0, 0, 1), V.XYZ(logo.Aspect, 1, 1) * 0.25f));
     Text.Add(message, Matrix.TRS(V.XYZ(-logoHalfWidth, 0, 0), Quat.LookDir(0, 0, 1), 1.25f), V.XY(logoHalfWidth / 1.25f, 0), TextFit.Wrap, TextAlign.TopLeft, TextAlign.TopLeft);
     Hierarchy.Pop();
 }
示例#5
0
    ///////////////////////////////////////////

    static void ShowTerrainWidget()
    {
        // Create an affordance for the pedestal that the terrain and UI will
        // rest on. The user can drag this around the environment, but it
        // doesn't rotate at all. The pedestal model asset has a diameter of
        // 1, or radius of 0.5, so the proper scale is radius * 2!
        float pedestalScale = terrain.clipRadius * 2;

        UI.HandleBegin("TerrainWidget", ref terrainPose, pedestalModel.Bounds * pedestalScale, false, UIMove.PosOnly);
        pedestalModel.Draw(Matrix.TS(Vec3.Zero, pedestalScale));

        // We've got a simple UI attached to the pedestal, just a list of
        // places we can display, and a scale slider. It'll face towards the
        // user at fixed intervals, and won't slide around. This means it's
        // easy to access, but not hard to touch.
        Vec3 uiDir  = CalcPedestalUIDir();
        Pose uiPose = new Pose(uiDir * (terrain.clipRadius + 0.04f), Quat.LookDir(uiDir + Vec3.Up));

        compassModel.Draw(Matrix.TS(uiDir * (terrain.clipRadius + 0.01f) + Vec3.Up * 0.02f, 0.4f));
        UI.WindowBegin("TerrainOptions", ref uiPose, new Vec2(30, 0) * Units.cm2m, UIWin.Empty);

        // Show location buttons
        Vec2 btnSize = new Vec2(6, 3) * Units.cm2m;

        if (UI.Radio("Kauai", locationId == 0, btnSize))
        {
            LoadLocation(0);
        }
        UI.SameLine();
        if (UI.Radio("Grand Canyon", locationId == 1, btnSize))
        {
            LoadLocation(1);
        }
        UI.SameLine();
        if (UI.Radio("Mt. Everest", locationId == 2, btnSize))
        {
            LoadLocation(2);
        }
        UI.SameLine();
        if (UI.Radio("Machu Picchu", locationId == 3, btnSize))
        {
            LoadLocation(3);
        }

        // Scale slider to zoom in and out
        float uiScale = terrainScale;

        if (UI.HSlider("Scale", ref uiScale, 0.00003f, 0.00005f, 0, 27 * Units.cm2m))
        {
            SetScale(uiScale);
        }

        UI.WindowEnd();         // End TerrainOptions

        // Now we'll display the terrain on top of the pedestal!
        ShowTerrain();

        UI.HandleEnd();         // End TerrainWidget
    }
示例#6
0
    public void Update()
    {
        _srcModel.Draw(Matrix.TR(-1, -1.3f, -1, Quat.LookDir(-Vec3.Forward)));
        _anim1.Draw(Matrix.TR(0, -1.3f, -1, Quat.LookDir(-Vec3.Forward)));
        _anim2.Draw(Matrix.TR(1, -1.3f, -1, Quat.LookDir(-Vec3.Forward)));

        Tests.Screenshot("Tests/MultiAnimation.jpg", 10, 600, 400, 90, V.XYZ(0, -.3f, .5f), V.XYZ(0, -.3f, 0));
    }
示例#7
0
    public void Update()
    {
        Text.Add(
            "Zwölf Boxkämpfer jagen Viktor quer über den großen Sylter Deich.",
            Matrix.TR(new Vec3(0, 0, 0), Quat.LookDir(0, 0, 1)),
            new Vec2(40, 100) * U.cm, TextFit.Wrap);

        Tests.Screenshot(400, 400, "GermanText.jpg", new Vec3(0, 0, .2f), Vec3.Zero);
    }
示例#8
0
    static void CommonInit()
    {
        Material floorMat = Default.Material.Copy();

        floorMat[MatParamName.DiffuseTex] = Tex.FromFile("Floor.png");
        floorMat[MatParamName.TexScale]   = 16;

        floorMesh = Model.FromMesh(Mesh.GenerateCube(Vec3.One), floorMat);
        floorTr   = Matrix.TRS(new Vec3(0, -1.5f, 0), Quat.Identity, new Vec3(20, 1, 20));

        demoSelectPose.position    = new Vec3(0, 0, -0.25f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);
    }
示例#9
0
    public void Update()
    {
        Tests.Screenshot("Tests/Layout.jpg", 1, 400, 600, 90, V.XYZ(0, -0.1f, 0.25f), V.XYZ(0, -0.1f, 0));

        Pose pose = new Pose(Vec3.Zero, Quat.LookDir(0, 0, 1));

        UI.WindowBegin("Layout", ref pose);

        Bounds layout = UI.LayoutReserve(Vec2.Zero, false, U.cm);

        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));
        Lines.Add(UI.LayoutAt, UI.LayoutAt + V.XYZ(0, 0, -U.cm * 3), Color32.Black, 0.004f);

        layout = UI.LayoutReserve(Vec2.Zero, false, U.cm);
        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));


        layout = UI.LayoutReserve(V.XY(4 * U.cm, 0), false, U.cm);
        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));

        UI.SameLine();
        UI.LayoutReserve(V.XY(4 * U.cm, 0), false, U.cm);
        layout              = UI.LayoutLast;
        layout.center.z    -= U.cm / 2;
        layout.dimensions.z = U.cm;
        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));


        UI.LayoutReserve(V.XY(4 * U.cm, 0), true);
        layout              = UI.LayoutLast;
        layout.center.z    -= U.cm / 2;
        layout.dimensions.z = U.cm;
        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));

        UI.SameLine();
        layout = UI.LayoutReserve(V.XY(4 * U.cm, 0), true, U.cm);
        Mesh.Cube.Draw(Material.Default, Matrix.TS(layout.center, layout.dimensions));


        UI.Button("hi", V.XY(4 * U.cm, UI.LineHeight));
        UI.SameLine();
        UI.Button("hi2", V.XY(4 * U.cm, UI.LineHeight));

        UI.Button("hi3");
        UI.SameLine();
        Lines.Add(UI.LayoutAt, UI.LayoutAt + V.XYZ(0, 0, -U.cm * 3), Color32.Black, 0.004f);
        UI.Button("hi4");

        UI.WindowEnd();
    }
示例#10
0
    static void CommonInit()
    {
        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.GenerateCube(Vec3.One), floorMat);
        floorTr   = Matrix.TRS(new Vec3(0, -1.5f, 0), Quat.Identity, new Vec3(40, .01f, 40));

        demoSelectPose.position    = new Vec3(0, 0, -0.4f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);
    }
示例#11
0
    static void CommonInit()
    {
        Material floorMat = Material.Copy(DefaultIds.material);

        floorMat["diffuse"]   = new Tex("Floor.png");
        floorMat["tex_scale"] = 4;

        floorMesh = new Model(Mesh.GenerateCube(Vec3.One), floorMat);
        floorTr   = Matrix.TRS(new Vec3(0, -1.5f, 0), Quat.Identity, new Vec3(5, 1, 5));

        floorSolid = new Solid(new Vec3(0, -1.5f, 0), Quat.Identity, SolidType.Immovable);
        floorSolid.AddBox(new Vec3(5, 1, 5));

        demoSelectPose.position    = new Vec3(0, 0, -0.25f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);
    }
示例#12
0
    static void CommonInit()
    {
        Log.Subscribe(OnLog);

        Material floorMat = Material.Copy(DefaultIds.material);

        floorMat["diffuse"]   = Tex.FromFile("Floor.png");
        floorMat["tex_scale"] = 16;

        floorMesh = Model.FromMesh(Mesh.GenerateCube(Vec3.One), floorMat);
        floorTr   = Matrix.TRS(new Vec3(0, -1.5f, 0), Quat.Identity, new Vec3(20, 1, 20));

        floorSolid = new Solid(new Vec3(0, -1.5f, 0), Quat.Identity, SolidType.Immovable);
        floorSolid.AddBox(new Vec3(20, 1, 20));

        demoSelectPose.position    = new Vec3(0, 0, -0.25f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);
    }
示例#13
0
    public void Update()
    {
        Hierarchy.Push(Matrix.T(0, 0, -0.3f));

        UI.WindowBegin("Alignment", ref alignWindow, new Vec2(20, 0) * Units.cm2m);
        if (UI.Button("Left"))
        {
            align = TextAlign.YCenter | TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Button("Center"))
        {
            align = TextAlign.YCenter | TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Button("Right"))
        {
            align = TextAlign.YCenter | TextAlign.XRight;
        }
        UI.WindowEnd();

        Hierarchy.Push(Matrix.T(0.1f, 0, 0));
        Text.Add("X Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XCenter | TextAlign.YCenter, align);
        Text.Add("X Left", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XLeft | TextAlign.YCenter, align);
        Text.Add("X Right", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XRight | TextAlign.YCenter, align);
        Lines.Add(new Vec3(0, .05f, 0), new Vec3(0, .25f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(-0.1f, 0, 0));
        Text.Add("Y Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YCenter | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .1f, 0), new Vec3(.05f, .1f, 0), Color32.White, 0.001f);

        Text.Add("Y Top", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YTop | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .15f, 0), new Vec3(.05f, .15f, 0), Color32.White, 0.001f);

        Text.Add("Y Bottom", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YBottom | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .2f, 0), new Vec3(.05f, .2f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Text.Add("Here's\nSome\nMulti-line\nText!!", Matrix.TRS(Vec3.Zero, Quat.LookDir(0, 0, 1)), TextAlign.Center, align);

        Hierarchy.Pop();
    }
示例#14
0
    static void CommonInit()
    {
        /// :CodeSample: Log.Subscribe Log
        /// Then you add the OnLog method into the log events like this in your initialization
        /// code!
        Log.Subscribe(OnLog);
        /// :End:

        Material floorMat = Default.Material.Copy();

        floorMat["diffuse"]   = Tex.FromFile("Floor.png");
        floorMat["tex_scale"] = 16;

        floorMesh = Model.FromMesh(Mesh.GenerateCube(Vec3.One), floorMat);
        floorTr   = Matrix.TRS(new Vec3(0, -1.5f, 0), Quat.Identity, new Vec3(20, 1, 20));

        demoSelectPose.position    = new Vec3(0, 0, -0.25f);
        demoSelectPose.orientation = Quat.LookDir(-Vec3.Forward);
    }
示例#15
0
        public void Step()
        {
            UI.PushId("RenderCameraWidget");
            UI.Handle("from", ref from, new Bounds(Vec3.One * 0.02f), true);
            UI.HandleBegin("at", ref at, new Bounds(Vec3.One * 0.02f), true);
            UI.ToggleAt("On", ref _previewing, new Vec3(4, -2, 0) * U.cm, new Vec2(8 * U.cm, UI.LineHeight));
            if (_previewing && UI.ToggleAt("Record", ref _recording, new Vec3(4, -6, 0) * U.cm, new Vec2(8 * U.cm, UI.LineHeight)))
            {
                _frameTime  = Time.ElapsedUnscaledf;
                _frameIndex = 0;
            }
            UI.HandleEnd();
            UI.PopId();

            float fov        = 10 + Math.Max(0, Math.Min(1, (Vec3.Distance(from.position, at.position) - 0.1f) / 0.2f)) * 110;
            Vec3  previewAt  = at.position + at.orientation * Vec3.Up * 0.06f;
            Vec3  renderFrom = at.position + (at.position - from.position).Normalized * 0.06f;

            _renderFrom = Pose.Lerp(_renderFrom, new Pose(renderFrom, Quat.LookDir(at.position - from.position)), Time.Elapsedf * damping);

            Lines.Add(from.position, at.position, Color.White, 0.005f);
            from.orientation = at.orientation = Quat.LookDir(from.position - at.position);


            if (_previewing)
            {
                Hierarchy.Push(Matrix.TR(previewAt, Quat.LookAt(previewAt, Input.Head.position)));
                Default.MeshQuad.Draw(_frameMaterial, Matrix.S(V.XYZ(0.08f * ((float)Width / Height), 0.08f, 1)));
                Text.Add("" + (int)fov, Matrix.TS(-0.03f, 0, 0, 0.5f), TextAlign.CenterLeft);
                Hierarchy.Pop();

                Renderer.RenderTo(_frameSurface,
                                  _renderFrom.ToMatrix(),
                                  Matrix.Perspective(fov, (float)Width / Height, 0.01f, 100));
            }
            if (_recording)
            {
                SaveFrame(FrameRate);
            }
        }
示例#16
0
    public void Update()
    {
        Pose solidPose;

        for (int i = 0; i < objects.Count; i++)
        {
            objects[i].GetPose(out solidPose);
            Renderer.Add(gltf, solidPose.ToMatrix(0.25f), Color.White);
        }
        for (int i = 0; i < (int)Handed.Max; i++)
        {
            Hand h = Input.Hand((Handed)i);
            if (h.IsJustGripped)
            {
                Input.HandSolid((Handed)i, true);
                Default.MaterialHand[MatParamName.ColorTint] = new Color(1, 1, 1, 1);
            }
            if (h.IsJustUngripped)
            {
                Input.HandSolid((Handed)i, false);
                Default.MaterialHand[MatParamName.ColorTint] = new Color(1, 1, 1, 0.4f);
            }
        }

        UI.WindowBegin("Objects", ref optionsPose);
        if (UI.Button("Add"))
        {
            objects.Add(new Solid(new Vec3(0, 3, -.6f), Quat.LookDir(0, 0, 1)));
            objects.Last().AddSphere(.45f, 40, V.XYZ(0, 0, 0.05f));
            objects.Last().AddBox(Vec3.One * .35f, 40, V.XYZ(0, 0, 0.05f));
        }
        if (UI.Button("Clear"))
        {
            objects.Clear();
        }
        UI.WindowEnd();

        Text.Add(title, titlePose);
        Text.Add(description, descPose, V.XY(0.4f, 0), TextFit.Wrap, TextAlign.TopCenter, TextAlign.TopLeft);
    }
示例#17
0
    public void Update()
    {
        Plane plane = new Plane(new Vec3(0.5f, 0, -0.5f), V.XYZ(-0.5f, 0, 0.5f));

        Mesh.Quad.Draw(Material.Default, Matrix.TRS(new Vec3(0.54f, 0, -0.468f), Quat.LookDir(plane.normal), 0.5f));
        if (Input.Eyes.Ray.Intersect(plane, out Vec3 at))
        {
            Color stateColor = Input.EyesTracked.IsActive()
                                ? new Color(0, 1, 0)
                                : new Color(1, 0, 0);
            Default.MeshSphere.Draw(Default.Material, Matrix.TS(at, 3 * U.cm), stateColor);
            if (Vec3.DistanceSq(at, previous) > U.cm * U.cm)
            {
                previous = at;
                points.Add(new LinePoint {
                    pt = at, color = Color.White
                });
                if (points.Count > 20)
                {
                    points.RemoveAt(0);
                }
            }

            LinePoint pt = points[points.Count - 1];
            pt.pt = at;
            points[points.Count - 1] = pt;
        }

        for (int i = 0; i < points.Count; i++)
        {
            LinePoint pt = points[i];
            pt.thickness = (i / (float)points.Count) * 3 * U.cm;
            points[i]    = pt;
        }

        Lines.Add(points.ToArray());

        Text.Add(title, titlePose);
        Text.Add(description, descPose, V.XY(0.4f, 0), TextFit.Wrap, TextAlign.TopCenter, TextAlign.TopLeft);
    }
示例#18
0
    public void Update()
    {
        /// :CodeSample: Quat Quat.LookAt
        /// Quat.LookAt and LookDir are probably one of the easiest ways to
        /// work with quaternions in StereoKit! They're handy functions to
        /// have a good understanding of. Here's an example of how you might
        /// use them.

        // Draw a box that always rotates to face the user
        Vec3 boxPos = new Vec3(1, 0, 1);
        Quat boxRot = Quat.LookAt(boxPos, Input.Head.position);

        Mesh.Cube.Draw(Material.Default, Matrix.TR(boxPos, boxRot));

        // Make a Window that faces a user that enters the app looking
        // Forward.
        Pose winPose = new Pose(0, 0, -0.5f, Quat.LookDir(0, 0, 1));

        UI.WindowBegin("Posed Window", ref winPose);
        UI.WindowEnd();

        /// :End:
    }
示例#19
0
    public void Update()
    {
        Tests.Screenshot("Tests/TextStyle.jpg", 1, 400, 600, 90, V.XYZ(0, -0.15f, 0.25f), V.XYZ(0, -0.15f, 0));

        Pose pose = new Pose(Vec3.Zero, Quat.LookDir(0, 0, 1));

        UI.PushTextStyle(style1);
        UI.WindowBegin("Text Style", ref pose);

        UI.Label("Should be red");
        UI.HSeparator();

        UI.PushTextStyle(style2);
        UI.Text("Should also be in times new roman, or possibly the default font.");
        UI.Button("Boop here");
        UI.PopTextStyle();

        UI.Toggle("Toggle here", ref toggle);
        UI.Input("Input", ref input);
        UI.Radio("Radio", toggle);

        UI.WindowEnd();
        UI.PopTextStyle();
    }
示例#20
0
    public void Update()
    {
        UI.WindowBegin("Alignment", ref alignWindow, new Vec2(20, 0) * Units.cm2m);
        if (UI.Button("TL"))
        {
            align = TextAlign.YTop | TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Button("TC"))
        {
            align = TextAlign.YTop | TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Button("TR"))
        {
            align = TextAlign.YTop | TextAlign.XRight;
        }
        if (UI.Button("CL"))
        {
            align = TextAlign.YCenter | TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Button("CC"))
        {
            align = TextAlign.YCenter | TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Button("CR"))
        {
            align = TextAlign.YCenter | TextAlign.XRight;
        }
        if (UI.Button("BL"))
        {
            align = TextAlign.YBottom | TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Button("BC"))
        {
            align = TextAlign.YBottom | TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Button("BR"))
        {
            align = TextAlign.YBottom | TextAlign.XRight;
        }
        UI.WindowEnd();

        Hierarchy.Push(Matrix.T(0.05f, 0, 0));
        Text.Add("X Center", Matrix.TRS(new Vec3(0, .1f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.XCenter, align);
        Text.Add("X Left", Matrix.TRS(new Vec3(0, .15f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.XLeft, align);
        Text.Add("X Right", Matrix.TRS(new Vec3(0, .2f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.XRight, align);
        Lines.Add(new Vec3(0, -1, 0.3f), new Vec3(0, 1, 0.3f), new Color32(0, 255, 0, 255), 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(-0.05f, 0, 0));
        Text.Add("Y Center", Matrix.TRS(new Vec3(0, .1f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.YCenter, align);
        Lines.Add(new Vec3(-0.05f, .1f, 0.3f), new Vec3(.05f, .1f, 0.3f), new Color32(0, 255, 0, 255), 0.001f);

        Text.Add("Y Top", Matrix.TRS(new Vec3(0, .15f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.YTop, align);
        Lines.Add(new Vec3(-0.05f, .15f, 0.3f), new Vec3(.05f, .15f, 0.3f), new Color32(0, 255, 0, 255), 0.001f);

        Text.Add("Y Bottom", Matrix.TRS(new Vec3(0, .2f, 0.3f), Quat.LookDir(0, 0, 1)), TextAlign.YBottom, align);
        Lines.Add(new Vec3(-0.05f, .2f, 0.3f), new Vec3(.05f, .2f, 0.3f), new Color32(0, 255, 0, 255), 0.001f);
        Hierarchy.Pop();

        Text.Add("Here's\nSome\nMulti-line\nText!!", Matrix.TRS(new Vec3(0, 0, 0.1f), Quat.LookDir(0, 0, 1)));
    }
示例#21
0
    public void Update()
    {
        Hierarchy.Push(Matrix.T(0, 0, -0.3f));

        UI.WindowBegin("Alignment", ref alignWindow, new Vec2(20, 0) * Units.cm2m);
        if (UI.Button("Left"))
        {
            align = TextAlign.YCenter | TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Button("Center"))
        {
            align = TextAlign.YCenter | TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Button("Right"))
        {
            align = TextAlign.YCenter | TextAlign.XRight;
        }
        UI.WindowEnd();

        Hierarchy.Push(Matrix.T(0.1f, 0, 0));
        Text.Add("X Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XCenter | TextAlign.YCenter, align);
        Text.Add("X Left", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XLeft | TextAlign.YCenter, align);
        Text.Add("X Right", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XRight | TextAlign.YCenter, align);
        Lines.Add(new Vec3(0, .05f, 0), new Vec3(0, .25f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(-0.1f, 0, 0));
        Text.Add("Y Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YCenter | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .1f, 0), new Vec3(.05f, .1f, 0), Color32.White, 0.001f);

        Text.Add("Y Top", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YTop | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .15f, 0), new Vec3(.05f, .15f, 0), Color32.White, 0.001f);

        Text.Add("Y Bottom", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YBottom | TextAlign.XCenter, align);
        Lines.Add(new Vec3(-0.05f, .2f, 0), new Vec3(.05f, .2f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(0, -0.1f, 0));
        if (Demos.TestMode)
        {
            Renderer.Screenshot(Hierarchy.ToWorld(new Vec3(0, 0, 0.09f)), Hierarchy.ToWorld(Vec3.Zero), 600, 300, "../../../docs/img/screenshots/BasicText.jpg");
        }
        /// :CodeSample: Text.MakeStyle Font.FromFile Text.Add
        /// Then it's pretty trivial to just draw some text on the screen! Just call
        /// Text.Add on update. If you don't have a TextStyle available, calling it
        /// without one will just fall back on the default style.
        // Text with an explicit text style
        Text.Add(
            "Here's\nSome\nMulti-line\nText!!",
            Matrix.TRS(new Vec3(0.1f, 0, 0), Quat.LookDir(0, 0, 1)),
            style);
        // Text using the default text style
        Text.Add(
            "Here's\nSome\nMulti-line\nText!!",
            Matrix.TRS(new Vec3(-0.1f, 0, 0), Quat.LookDir(0, 0, 1)));
        /// :End:
        Hierarchy.Pop();

        Hierarchy.Pop();
    }
示例#22
0
    ///////////////////////////////////////////

    static void Main(string[] args)
    {
        StereoKitApp.settings.assetsFolder = "Assets";
        if (!StereoKitApp.Initialize("StereoKit_BingMaps", Runtime.MixedReality))
        {
            Environment.Exit(1);
        }

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

        cylinderMesh = Mesh.GenerateCylinder(1, 1, Vec3.Up, 64);
        compassModel = Model.FromFile("Compass.glb");

        terrain            = new Terrain(128, 1, 3);
        terrain.ClipRadius = 0.3f;

        LoadLocation(0);

        while (StereoKitApp.Step(() =>
        {
            UI.AffordanceBegin("Terrain", ref terrainPose, new Bounds(new Vec3(terrain.ClipRadius * 2, 0.1f, terrain.ClipRadius * 2)));
            terrainPose.orientation = Quat.Identity;
            UI.AffordanceEnd();

            Hand hand = Input.Hand(Handed.Right);
            if (hand.IsJustPinched)
            {
                justStart = terrain.Translation;
                justFinger = hand[FingerId.Index, JointId.Tip].position;
            }
            if (hand.IsPinched)
            {
                Vec3 newPos = justStart + (hand[FingerId.Index, JointId.Tip].position - justFinger);
                newPos.y = 0;
                terrain.Translation = newPos;
                terrain.ClipCenter = -newPos;
            }
            terrain.Update();
            cylinderMesh.Draw(Default.Material, Matrix.TS(Vec3.Up * -0.04f, new Vec3(terrain.ClipRadius * 2, 0.05f, terrain.ClipRadius * 2)), Color.White * 0.25f);

            Vec3 pos = Vec3.Zero;
            Vec3 dir = (Input.Head.position - pos);
            dir.y = 0;
            dir.Normalize();

            float angle = MathF.Atan2(dir.z, dir.x) * Units.rad2deg;
            if (angle < 0)
            {
                angle = 360 + angle;
            }

            angle = (int)(angle / 60) * 60 + 30;
            dir = Vec3.AngleXZ(angle);
            Vec3 lookat = dir + Vec3.Up;
            Vec3 menuAt = pos + dir * (terrain.ClipRadius + 0.04f);
            compassModel.Draw(Matrix.TS(pos + dir * (terrain.ClipRadius + 0.01f) + Vec3.Up * 0.02f, 0.4f));
            Pose uiPose = new Pose(menuAt, Quat.LookDir(lookat));

            UI.WindowBegin("TerrainOptions", ref uiPose, new Vec2(30, 0) * Units.cm2m, false);

            // Show location buttons
            Vec2 btnSize = new Vec2(6, 3) * Units.cm2m;
            if (UI.Radio("Kauai", locationId == 0, btnSize))
            {
                LoadLocation(0);
            }

            UI.SameLine();
            if (UI.Radio("Grand Canyon", locationId == 1, btnSize))
            {
                LoadLocation(1);
            }

            UI.SameLine();
            if (UI.Radio("Mt. Everest", locationId == 2, btnSize))
            {
                LoadLocation(2);
            }

            UI.SameLine();
            if (UI.Radio("Machu Picchu", locationId == 3, btnSize))
            {
                LoadLocation(3);
            }

            // Scale slider to zoom in and out
            if (UI.HSlider("Scale", ref uiWorldScale, 0.00002f, 0.00004f, 0, 27 * Units.cm2m))
            {
                SetScale(uiWorldScale);
            }

            UI.WindowEnd();
        }))
        {
            ;
        }

        StereoKitApp.Shutdown();
    }
示例#23
0
    public void Update()
    {
        Hierarchy.Push(Matrix.T(0, 0, -0.3f));

        UI.WindowBegin("Alignment", ref alignWindow, new Vec2(20, 0) * Units.cm2m);
        Vec2 size = new Vec2(5 * Units.cm2m, UI.LineHeight);

        if (UI.Radio("Left", alignX == TextAlign.XLeft, size))
        {
            alignX = TextAlign.XLeft;
        }
        UI.SameLine();
        if (UI.Radio("CenterX", alignX == TextAlign.XCenter, size))
        {
            alignX = TextAlign.XCenter;
        }
        UI.SameLine();
        if (UI.Radio("Right", alignX == TextAlign.XRight, size))
        {
            alignX = TextAlign.XRight;
        }
        if (UI.Radio("Top", alignY == TextAlign.YTop, size))
        {
            alignY = TextAlign.YTop;
        }
        UI.SameLine();
        if (UI.Radio("CenterY", alignY == TextAlign.YCenter, size))
        {
            alignY = TextAlign.YCenter;
        }
        UI.SameLine();
        if (UI.Radio("Bottom", alignY == TextAlign.YBottom, size))
        {
            alignY = TextAlign.YBottom;
        }
        UI.WindowEnd();

        Hierarchy.Push(Matrix.T(0.1f, 0, 0));
        Text.Add("X Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XCenter | TextAlign.YCenter, alignX | alignY);
        Text.Add("X Left", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XLeft | TextAlign.YCenter, alignX | alignY);
        Text.Add("X Right", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.XRight | TextAlign.YCenter, alignX | alignY);
        Lines.Add(new Vec3(0, .05f, 0), new Vec3(0, .25f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(-0.1f, 0, 0));
        Text.Add("Y Center", Matrix.TRS(new Vec3(0, .1f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YCenter | TextAlign.XCenter, alignX | alignY);
        Lines.Add(new Vec3(-0.05f, .1f, 0), new Vec3(.05f, .1f, 0), Color32.White, 0.001f);

        Text.Add("Y Top", Matrix.TRS(new Vec3(0, .15f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YTop | TextAlign.XCenter, alignX | alignY);
        Lines.Add(new Vec3(-0.05f, .15f, 0), new Vec3(.05f, .15f, 0), Color32.White, 0.001f);

        Text.Add("Y Bottom", Matrix.TRS(new Vec3(0, .2f, 0), Quat.LookDir(0, 0, 1)), TextAlign.YBottom | TextAlign.XCenter, alignX | alignY);
        Lines.Add(new Vec3(-0.05f, .2f, 0), new Vec3(.05f, .2f, 0), Color32.White, 0.001f);
        Hierarchy.Pop();

        Hierarchy.Push(Matrix.T(0, -0.1f, 0));
        if (Tests.IsTesting)
        {
            Renderer.Screenshot(Hierarchy.ToWorld(new Vec3(0, 0, 0.09f)), Hierarchy.ToWorld(Vec3.Zero), 600, 300, "../../../docs/img/screenshots/BasicText.jpg");
        }
        /// :CodeSample: Text.MakeStyle Font.FromFile Text.Add
        /// Then it's pretty trivial to just draw some text on the screen! Just call
        /// Text.Add on update. If you don't have a TextStyle available, calling it
        /// without one will just fall back on the default style.
        // Text with an explicit text style
        Text.Add(
            "Here's\nSome\nMulti-line\nText!!",
            Matrix.TRS(new Vec3(0.1f, 0, 0), Quat.LookDir(0, 0, 1)),
            style);
        // Text using the default text style
        Text.Add(
            "Here's\nSome\nMulti-line\nText!!",
            Matrix.TRS(new Vec3(-0.1f, 0, 0), Quat.LookDir(0, 0, 1)));
        /// :End:

        Hierarchy.Push(Matrix.T(0, -0.2f, 0));
        Text.Add(
            "Here's Some Multi-line Text!!",
            Matrix.TRS(new Vec3(0, 0.0f, 0), Quat.LookDir(0, 0, 1)),
            new Vec2(SKMath.Cos(Time.Totalf) * 10 + 11, 20) * Units.cm2m,
            TextFit.Clip,
            style, TextAlign.Center, alignX | alignY);
        Hierarchy.Pop();

        Hierarchy.Pop();

        Hierarchy.Pop();
    }
示例#24
0
    public void Update()
    {
        Color colIntersect = Color.HSV(0, 0.8f, 1);
        Color colTest      = Color.HSV(0, 0.6f, 1);
        Color colObj       = Color.HSV(0.05f, 0.7f, 1);
        Color active       = new Color(1, 1, 1, 0.7f);
        Color notActive    = new Color(1, 1, 1, 1);

        // Plane and Ray
        bool planeRayActive = UI.AffordanceBegin("PlaneRay", ref posePlaneRay, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), planeRayActive ? active:notActive);

        Plane ground    = new Plane(Vec3.Zero, new Vec3(1, 2, 0));
        Ray   groundRay = new Ray(Vec3.Zero + new Vec3(0, 0.2f, 0), Vec3.AngleXZ(Time.Totalf * 90, -2).Normalized());

        Lines.Add(groundRay.position, groundRay.position + groundRay.direction * 0.1f, new Color32(255, 0, 0, 255), 2 * Units.mm2m);
        planeMesh.Draw(material, Matrix.TRS(Vec3.Zero, Quat.LookDir(ground.normal), 0.25f), colObj);
        if (groundRay.Intersect(ground, out Vec3 groundAt))
        {
            sphereMesh.Draw(material, Matrix.TS(groundAt, 0.02f), colIntersect);
        }

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(posePlaneRay.position + new Vec3(0.0f, 0.3f, 0.15f), posePlaneRay.position + Vec3.Up * 0.1f, 400, 400, "../../../docs/img/screenshots/RayIntersectPlane.jpg");
        }

        // Line and Plane
        bool linePlaneActive = UI.AffordanceBegin("LinePlane", ref poseLinePlane, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), linePlaneActive ? active : notActive);

        Plane groundLinePlane = new Plane(Vec3.Zero, new Vec3(1, 2, 0));
        Ray   groundLineRay   = new Ray(Vec3.Zero + new Vec3(0, 0.25f, 0), Vec3.AngleXZ(Time.Totalf * 90, -2).Normalized());
        Vec3  groundLineP1    = groundLineRay.position + groundLineRay.direction * (SKMath.Cos(Time.Totalf * 3) + 1) * 0.2f;
        Vec3  groundLineP2    = groundLineRay.position + groundLineRay.direction * ((SKMath.Cos(Time.Totalf * 3) + 1) * 0.2f + 0.1f);

        Lines.Add(groundLineP1, groundLineP2, colTest, 2 * Units.mm2m);
        sphereMesh.Draw(material, Matrix.TS(groundLineP1, 0.01f), colTest);
        sphereMesh.Draw(material, Matrix.TS(groundLineP2, 0.01f), colTest);
        bool groundLineIntersects = groundLinePlane.Intersect(groundLineP1, groundLineP2, out Vec3 groundLineAt);

        planeMesh.Draw(material, Matrix.TRS(Vec3.Zero, Quat.LookDir(groundLinePlane.normal), 0.25f), groundLineIntersects? colIntersect : colObj);
        if (groundLineIntersects)
        {
            sphereMesh.Draw(material, Matrix.TS(groundLineAt, 0.02f), colIntersect);
        }

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(poseLinePlane.position + new Vec3(0.0f, 0.3f, 0.15f), poseLinePlane.position + Vec3.Up * 0.1f, 400, 400, "../../../docs/img/screenshots/LineIntersectPlane.jpg");
        }

        // Sphere and Ray
        bool sphereRayActive = UI.AffordanceBegin("SphereRay", ref poseSphereRay, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), sphereRayActive ? active : notActive);

        Sphere sphere    = new Sphere(Vec3.Zero, 0.25f);
        Vec3   sphereDir = Vec3.AngleXZ(Time.Totalf * 90, SKMath.Cos(Time.Totalf * 3) * 1.5f + 0.1f).Normalized();
        Ray    sphereRay = new Ray(sphere.center - sphereDir * 0.35f, sphereDir);

        Lines.Add(sphereRay.position, sphereRay.position + sphereRay.direction * 0.1f, colTest, 2 * Units.mm2m);
        if (sphereRay.Intersect(sphere, out Vec3 sphereAt))
        {
            sphereMesh.Draw(material, Matrix.TS(sphereAt, 0.02f), colIntersect);
        }
        sphereMesh.Draw(material, Matrix.TS(sphere.center, 0.25f), colObj);

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(poseSphereRay.position + new Vec3(0.0f, 0.3f, 0.15f), poseSphereRay.position, 400, 400, "../../../docs/img/screenshots/RayIntersectSphere.jpg");
        }

        // Bounds and Ray
        bool boundsRayActive = UI.AffordanceBegin("BoundsRay", ref poseBoundsRay, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), boundsRayActive ? active : notActive);

        Bounds bounds    = new Bounds(Vec3.Zero, Vec3.One * 0.25f);
        Vec3   boundsDir = Vec3.AngleXZ(Time.Totalf * 90, SKMath.Cos(Time.Totalf * 3) * 1.5f).Normalized();
        Ray    boundsRay = new Ray(bounds.center - boundsDir * 0.35f, boundsDir);

        Lines.Add(boundsRay.position, boundsRay.position + boundsRay.direction * 0.1f, colTest, 2 * Units.mm2m);
        if (boundsRay.Intersect(bounds, out Vec3 boundsAt))
        {
            sphereMesh.Draw(material, Matrix.TS(boundsAt, 0.02f), colIntersect);
        }
        cubeMesh.Draw(material, Matrix.TS(bounds.center, 0.25f), colObj);

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(poseBoundsRay.position + new Vec3(0.0f, 0.3f, 0.15f), poseBoundsRay.position, 400, 400, "../../../docs/img/screenshots/RayIntersectBounds.jpg");
        }

        // Bounds and Line
        bool boundsLineActive = UI.AffordanceBegin("BoundsLine", ref poseBoundsLine, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), boundsLineActive ? active : notActive);

        Bounds boundsLine   = new Bounds(Vec3.Zero, Vec3.One * 0.25f);
        Vec3   boundsLineP1 = boundsLine.center + Vec3.AngleXZ(Time.Totalf * 45, SKMath.Cos(Time.Totalf * 3)) * 0.35f;
        Vec3   boundsLineP2 = boundsLine.center + Vec3.AngleXZ(Time.Totalf * 90, SKMath.Cos(Time.Totalf * 6)) * SKMath.Cos(Time.Totalf) * 0.35f;

        Lines.Add(boundsLineP1, boundsLineP2, colTest, 2 * Units.mm2m);
        sphereMesh.Draw(material, Matrix.TS(boundsLineP1, 0.01f), colTest);
        sphereMesh.Draw(material, Matrix.TS(boundsLineP2, 0.01f), colTest);
        cubeMesh.Draw(material, Matrix.TS(boundsLine.center, 0.25f),
                      boundsLine.Contains(boundsLineP1, boundsLineP2) ? colIntersect : colObj);

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(poseBoundsLine.position + new Vec3(0.0f, 0.3f, 0.15f), poseBoundsLine.position, 400, 400, "../../../docs/img/screenshots/LineIntersectBounds.jpg");
        }

        // Cross product
        bool crossActive = UI.AffordanceBegin("Cross", ref poseCross, new Bounds(Vec3.One * 0.4f));

        boundsMesh.Draw(boundsMat, Matrix.TS(Vec3.Zero, 0.4f), crossActive ? active : notActive);

        Vec3 crossStart = Vec3.Zero;
        //Vec3 right      = Vec3.Cross(Vec3.Forward, Vec3.Up); // These are the same!
        Vec3 right = Vec3.PerpendicularRight(Vec3.Forward, Vec3.Up);

        Lines.Add(crossStart, crossStart + Vec3.Up * 0.1f, new Color32(255, 255, 255, 255), 2 * Units.mm2m);
        Lines.Add(crossStart, crossStart + Vec3.Forward * 0.1f, new Color32(255, 255, 255, 255), 2 * Units.mm2m);
        Lines.Add(crossStart, crossStart + right * 0.1f, new Color32(0, 255, 0, 255), 2 * Units.mm2m);
        Text.Add("Up", Matrix.TRS(crossStart + Vec3.Up * 0.1f, Quat.LookDir(-Vec3.Forward), 1), TextAlign.XCenter | TextAlign.YBottom);
        Text.Add("Fwd", Matrix.TRS(crossStart + Vec3.Forward * 0.1f, Quat.LookDir(-Vec3.Forward), 1), TextAlign.XCenter | TextAlign.YBottom);
        Text.Add("Vec3.Cross(Fwd,Up)", Matrix.TRS(crossStart + right * 0.1f, Quat.LookDir(-Vec3.Forward), 1), TextAlign.XCenter | TextAlign.YBottom);

        UI.AffordanceEnd();

        if (Demos.TestMode)
        {
            Renderer.Screenshot(poseCross.position + new Vec3(0.075f, 0.1f, 0.15f), poseCross.position + new Vec3(0.075f, 0, 0), 400, 400, "../../../docs/img/screenshots/CrossProduct.jpg");
        }
    }
示例#25
0
    public void Initialize()
    {
        /// :CodeSample: Model Model.AddNode Model.FindNode ModelNode.AddChild
        /// ### Assembling a Model
        /// While normally you'll load Models from file, you can also assemble
        /// them yourself procedurally! This example shows assembling a simple
        /// hierarchy of visual and empty nodes.
        Model model = new Model();

        model
        .AddNode("Root", Matrix.S(0.2f), Mesh.Cube, Material.Default)
        .AddChild("Sub", Matrix.TR(V.XYZ(0.5f, 0, 0), Quat.FromAngles(0, 0, 45)), Mesh.Cube, Material.Default)
        .AddChild("Surface", Matrix.TRS(V.XYZ(0.5f, 0, 0), Quat.LookDir(V.XYZ(1, 0, 0)), V.XYZ(1, 1, 1)));

        ModelNode surfaceNode = model.FindNode("Surface");

        surfaceNode.AddChild("UnitX", Matrix.T(Vec3.UnitX));
        surfaceNode.AddChild("UnitY", Matrix.T(Vec3.UnitY));
        surfaceNode.AddChild("UnitZ", Matrix.T(Vec3.UnitZ));
        /// :End:

        Tests.Test(() => model.FindNode("NotPresent") == null);

        /// :CodeSample: Model Model.Nodes
        /// ### Simple iteration
        /// Walking through the Model's list of nodes is pretty
        /// straightforward! This will touch every ModelNode in the Model,
        /// in the order they were defined, regardless of hierarchy position
        /// or contents.
        Log.Info("Iterate nodes:");
        foreach (ModelNode node in model.Nodes)
        {
            Log.Info("  " + node.Name);
        }
        /// :End:

        /// :CodeSample: Model Model.Visuals
        /// ### Simple iteration of visual nodes
        /// This will iterate through every ModelNode in the Model with visual
        /// data attached to it!
        Log.Info("Iterate visuals:");
        foreach (ModelNode node in model.Visuals)
        {
            Log.Info("  " + node.Name);
        }
        /// :End:

        /// :CodeSample: Model Model.Visuals Model.Nodes
        /// ### Tagged Nodes
        /// You can search through Visuals and Nodes
        var nodes = model.Visuals
                    .Where(n => n.Name.StartsWith("[Wire]"));

        foreach (var node in nodes)
        {
            node.Material           = node.Material.Copy();
            node.Material.Wireframe = true;
        }
        /// :End:

        Log.Info("Recursive ModelNode traversal:");
        RecursiveTraversal(model.RootNode);

        Log.Info("Depth first ModelNode traversal:");
        DepthFirstTraversal(model);

        for (int i = 0; i < model.Nodes.Count; i++)
        {
            Log.Info($"{model.Nodes[i].Name} using shader {model.Nodes[i].Material?.Shader.Name}");
        }


        _model       = model;
        _surfaceNode = surfaceNode;
    }
示例#26
0
        static void Main(string[] args)
        {
            if (!StereoKitApp.Initialize("StereoKit_day00", Runtime.Flatscreen))
            {
                Environment.Exit(1);
            }


            Balloon balloon    = new Balloon(1f);
            String  txt_format = String.Format("Game Over!\nBallon life was: " + (int)Time.Total + " secs\n Tap again to exit");
            bool    gameOver   = false;

            //Time.SetTime
            //Time.SetTime(0);
            while (StereoKitApp.Step(() =>
            {
                Hand right_hand = Input.Hand(Handed.Right);
                if (right_hand.IsPinched && !balloon.GetGameStarted())
                {
                    Console.WriteLine("GAME STARTED");
                    Time.SetTime(0.0f);
                }
                Console.WriteLine(Time.Total);
                if (balloon.balloonAir > 5f)
                {
                    if (!gameOver)
                    {
                        txt_format = String.Format("Game Over!\nBallon life was: " + (int)Time.Total + " secs\n Tap again to exit");
                    }
                    Text.Add(
                        txt_format,
                        Matrix.TRS(Vec3.Zero,
                                   Quat.LookDir(0, 0, 1)));
                    gameOver = true;
                    if (right_hand.IsJustPinched)
                    {
                        StereoKitApp.Quit();
                    }
                }
                else if (balloon.balloonAir < 0.5f)
                {
                    //Matrix
                    //Quat
                    Text.Add(
                        "YOU LOST!\n",
                        Matrix.TRS(Vec3.Zero,
                                   Quat.LookDir(0, 0, 1)));
                    if (right_hand.IsJustPinched)
                    {
                        StereoKitApp.Quit();
                    }
                    gameOver = true;
                }
                if (!gameOver)
                {
                    balloon.DrawBalloon();
                    balloon.Steps(right_hand);
                }
            }))
            {
                ;
            }

            StereoKitApp.Shutdown();
        }
示例#27
0
        public void Update()
        {
            UI.WindowBegin("Direction", ref windowPose, new Vec2(20 * U.cm, 0));
            UI.Label("Mode");
            if (UI.Radio("Lights", mode == LightMode.Lights))
            {
                mode = LightMode.Lights;
            }
            UI.SameLine();
            if (UI.Radio("Image", mode == LightMode.Image))
            {
                mode = LightMode.Image;
            }

            if (mode == LightMode.Lights)
            {
                UI.Label("Lights");
                if (UI.Button("Add"))
                {
                    lights.Add(new Light {
                        pose  = new Pose(Vec3.Up * 25 * U.cm, Quat.LookDir(-Vec3.Forward)),
                        color = Vec3.One
                    });
                    UpdateLights();
                }

                UI.SameLine();
                if (UI.Button("Remove") && lights.Count > 1)
                {
                    lights.RemoveAt(lights.Count - 1);
                    UpdateLights();
                }
            }

            if (mode == LightMode.Image)
            {
                UI.Label("Image");
                if (!Platform.FilePickerVisible && UI.Button("Open"))
                {
                    ShowPicker();
                }
            }

            if (UI.Button("Print SH"))
            {
                Vec3[] c     = Renderer.SkyLight.ToArray();
                string shStr = "new SphericalHarmonics(new Vec3[]{";
                for (int i = 0; i < c.Length; i++)
                {
                    shStr += $"new Vec3({c[i].x:F2}f, {c[i].y:F2}f, {c[i].z:F2}f),";
                }
                shStr += "});";
                Log.Info(shStr);
            }

            UI.WindowEnd();

            lightMesh.Draw(lightProbeMat, Matrix.TS(Vec3.Zero, 0.04f));
            UI.Handle("Preview", ref previewPose, previewModel.Bounds * 0.1f);
            previewModel.Draw(previewPose.ToMatrix(0.1f));

            if (mode == LightMode.Lights)
            {
                bool needsUpdate = false;
                for (int i = 0; i < lights.Count; i++)
                {
                    needsUpdate = LightHandle(i) || needsUpdate;
                }
                if (needsUpdate)
                {
                    UpdateLights();
                }
            }
        }
示例#28
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();
        }
        private void BlownObject()
        {
            Hand rightHand = Input.Hand(Handed.Right);
            Vec3 position;

            var style = Text.MakeStyle(
                Font.FromFile("C:/Windows/Fonts/Calibri.ttf"),
                4 * Units.cm2m,
                Material.Copy(DefaultIds.materialFont),
                Color.HSV(40.2f, 22.7f, 54.6f));

            if (rightHand.IsJustPinched && !game_over)
            {
                position    = rightHand[FingerId.Index, JointId.Tip].position;
                position.y -= 0.2f;
                size       += 0.1f;
                //start = true;
            }

            if (size >= 0.1f && size <= 2.0f)
            {
                sphereModel.Draw(Matrix.TS(Vec3.Zero, size));
                if (start == true)
                {
                    size -= Time.Elapsedf / 20;
                }
            }
            else
            {
                objects.Clear();
                if (time1 == "")
                {
                    time1 = String.Format("{00:00:00} sec", Time.Total);
                }
                Text.Add("Geme over! Balloon life time sec.: " + time1, Matrix.TRS(new Vec3(0f, 0, 0), Quat.LookDir(0, 0, 1)), style);
                game_over = true;
            }
        }
示例#30
0
    public void Update()
    {
        Hierarchy.Push(Matrix.TRS(V.XYZ(0.5f, -0.25f, -0.5f), Quat.LookDir(-1, 0, 1), 0.2f));

        Tests.Screenshot("ProceduralGeometry.jpg", 600, 600, V.XYZ(0.3f, -0.25f, -0.3f), V.XYZ(0.5f, -0.25f, -0.5f));
        Tests.Screenshot("ProceduralGrid.jpg", 600, 600, Hierarchy.ToWorld(V.X0Z(-2, -0.7f)), Hierarchy.ToWorld(V.X0Z(-2, 0)));

        // Plane!
        Mesh  planeMesh  = demoPlaneMesh;
        Model planeModel = demoPlaneModel;

        /// :CodeSample: Mesh.GeneratePlane
        /// Drawing both a Mesh and a Model generated this way is reasonably simple,
        /// here's a short example! For the Mesh, you'll need to create your own material,
        /// we just loaded up the default Material here.
        Matrix planeTransform = Matrix.T(-.5f, -1, 0);

        planeMesh.Draw(Default.Material, planeTransform);

        planeTransform = Matrix.T(.5f, -1, 0);
        planeModel.Draw(planeTransform);
        /// :End:


        // Cube!
        Mesh  cubeMesh  = demoCubeMesh;
        Model cubeModel = demoCubeModel;

        /// :CodeSample: Mesh.GenerateCube
        /// Drawing both a Mesh and a Model generated this way is reasonably simple,
        /// here's a short example! For the Mesh, you'll need to create your own material,
        /// we just loaded up the default Material here.
        // Call this code every Step

        Matrix cubeTransform = Matrix.T(-.5f, -.5f, 0);

        cubeMesh.Draw(Default.Material, cubeTransform);

        cubeTransform = Matrix.T(.5f, -.5f, 0);
        cubeModel.Draw(cubeTransform);
        /// :End:


        // Rounded Cube!
        Mesh  roundedCubeMesh  = demoRoundedCubeMesh;
        Model roundedCubeModel = demoRoundedCubeModel;

        /// :CodeSample: Mesh Mesh.GenerateRoundedCube Mesh.Draw
        /// Drawing both a Mesh and a Model generated this way is reasonably simple,
        /// here's a short example! For the Mesh, you'll need to create your own material,
        /// we just loaded up the default Material here.
        // Call this code every Step

        Matrix roundedCubeTransform = Matrix.T(-.5f, 0, 0);

        roundedCubeMesh.Draw(Default.Material, roundedCubeTransform);

        roundedCubeTransform = Matrix.T(.5f, 0, 0);
        roundedCubeModel.Draw(roundedCubeTransform);
        /// :End:


        // Rounded Sphere!
        Mesh  sphereMesh  = demoSphereMesh;
        Model sphereModel = demoSphereModel;

        /// :CodeSample: Mesh.GenerateSphere
        /// Drawing both a Mesh and a Model generated this way is reasonably simple,
        /// here's a short example! For the Mesh, you'll need to create your own material,
        /// we just loaded up the default Material here.
        // Call this code every Step

        Matrix sphereTransform = Matrix.T(-.5f, .5f, 0);

        sphereMesh.Draw(Default.Material, sphereTransform);

        sphereTransform = Matrix.T(.5f, .5f, 0);
        sphereModel.Draw(sphereTransform);
        /// :End:


        // Cylinder!
        Mesh  cylinderMesh  = demoCylinderMesh;
        Model cylinderModel = demoCylinderModel;

        /// :CodeSample: Mesh.GenerateCylinder
        /// Drawing both a Mesh and a Model generated this way is reasonably simple,
        /// here's a short example! For the Mesh, you'll need to create your own material,
        /// we just loaded up the default Material here.
        // Call this code every Step

        Matrix cylinderTransform = Matrix.T(-.5f, 1, 0);

        cylinderMesh.Draw(Default.Material, cylinderTransform);

        cylinderTransform = Matrix.T(.5f, 1, 0);
        cylinderModel.Draw(cylinderTransform);
        /// :End:

        demoProcMesh.Draw(Default.Material, Matrix.TR(-2, 0, 0, Quat.FromAngles(-90, 0, 0)));

        Hierarchy.Pop();

        Text.Add(title, titlePose);
        Text.Add(description, descPose, V.XY(0.4f, 0), TextFit.Wrap, TextAlign.TopCenter, TextAlign.TopLeft);
    }