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Add comments, rename variables
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@ -8,60 +8,62 @@ public partial class FootSensor : CsgMesh3D
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private GameConnection _gameConnection;
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private Area3D _sensor;
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private Marker3D MinMarker;
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private Marker3D MaxMarker;
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private Dictionary<int, bool> _activeSensors = new Dictionary<int, bool>();
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private Marker3D _minMarker;
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private Marker3D _maxMarker;
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private Dictionary<int, bool> _activeSensors = new();
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public Vector3[] gpu_led_data = new Vector3[1862];
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private Vector2 defaultTouchSize = new Vector2(0.15f, 0.15f);
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private Vector2 _defaultTouchSize = new(0.15f, 0.15f);
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public override void _PhysicsProcess(double delta)
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{
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List<TouchCommand> touchCommands = new List<TouchCommand>();
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//"collect" touch commands so we can all send them in one WebSocket message
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//needed so the multitouch doesn't brutally murder the WebSocket connection
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List<TouchCommand> touchCommands = new();
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//Reset the "touching" bool,
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//if it's still touching it'll be set to true again later
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foreach (var pair in _activeSensors)
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_activeSensors[pair.Key] = false;
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//See if any SensorTrigger is touching the foot sensor area
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foreach (Area3D area in _sensor.GetOverlappingAreas())
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{
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var sensorTrigger = area as SensorTrigger;
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RayCast3D raycast = area.GetNode("RayCast3D") as RayCast3D;
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if (raycast.IsColliding())
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{
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//If the sensor is already in the dict, it's already touched before -> MOVE
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//If it hasn't touched before -> DOWN
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if (_activeSensors.ContainsKey(sensorTrigger.sensorId))
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{
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_activeSensors[sensorTrigger.sensorId] = true;
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//GD.Print($"move event on {sensorTrigger.sensorId}!");
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//move event!
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touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_MOVE, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), defaultTouchSize));
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touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_MOVE, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), _defaultTouchSize));
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}
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else
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{
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_activeSensors.Add(sensorTrigger.sensorId, true);
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//GD.Print($"down event on {sensorTrigger.sensorId}!");
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//down event!
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touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_DOWN, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), defaultTouchSize));
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touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_DOWN, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), _defaultTouchSize));
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}
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}
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}
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//If touching bool is still false -> UP
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foreach (var pair in _activeSensors)
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{
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if (pair.Value == false)
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{
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_activeSensors.Remove(pair.Key);
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//GD.Print($"up event on {pair.Key}!");
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//up event!
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touchCommands.Add(new TouchCommand(pair.Key, (int)TouchEvents.TOUCH_UP, new Vector2(0, 0), defaultTouchSize));
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touchCommands.Add(new TouchCommand(pair.Key, (int)TouchEvents.TOUCH_UP, new Vector2(0, 0), _defaultTouchSize));
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}
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}
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_gameConnection.setTouch(touchCommands);
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}
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//Turns the world position into X and Y values from 0 to 1 on the pad that we can use for Spice
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public Vector2 GetLocalTouchPosition(Vector2 vec)
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{
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float x = 1 - (vec.X - MinMarker.GlobalPosition.X) / (MaxMarker.GlobalPosition.X - MinMarker.GlobalPosition.X);
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float y = 1 - (vec.Y - MinMarker.GlobalPosition.Z) / (MaxMarker.GlobalPosition.Z - MinMarker.GlobalPosition.Z);
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float x = 1 - (vec.X - _minMarker.GlobalPosition.X) / (_maxMarker.GlobalPosition.X - _minMarker.GlobalPosition.X);
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float y = 1 - (vec.Y - _minMarker.GlobalPosition.Z) / (_maxMarker.GlobalPosition.Z - _minMarker.GlobalPosition.Z);
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return new Vector2(1 - x, 1 - y);
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}
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@ -69,8 +71,8 @@ public partial class FootSensor : CsgMesh3D
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public override void _Ready()
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{
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_sensor = GetNode("Sensor") as Area3D;
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MinMarker = GetNode("Sensor/MinMarker") as Marker3D;
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MaxMarker = GetNode("Sensor/MaxMarker") as Marker3D;
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_minMarker = GetNode("Sensor/MinMarker") as Marker3D;
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_maxMarker = GetNode("Sensor/MaxMarker") as Marker3D;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -10,14 +10,14 @@ public partial class GameConnection : Node
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[Export]
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private FootSensor _footSensor;
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private WebSocketPeer wsPeer = new WebSocketPeer();
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double lightingGetInterval = 0.0166;
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private WebSocketPeer _wsPeer = new();
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readonly double lightingGetInterval = 0.0166;
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double lightingGetTimer = 0;
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public void getLighting()
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{
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if (wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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wsPeer.Send(Encoding.UTF8.GetBytes("{\"id\":0,\"module\":\"drs\",\"function\":\"tapeled_get\",\"params\":[]}"));
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if (_wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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_wsPeer.Send(Encoding.UTF8.GetBytes("{\"id\":0,\"module\":\"drs\",\"function\":\"tapeled_get\",\"params\":[]}"));
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}
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public void setTouch(List<TouchCommand> touchCommands)
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@ -25,7 +25,7 @@ public partial class GameConnection : Node
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if (touchCommands.Count == 0)
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return;
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if (wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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if (_wsPeer.GetReadyState() == WebSocketPeer.State.Open)
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{
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string touchCommandString = "{\"id\":1,\"module\":\"drs\",\"function\":\"touch_set\",\"params\":[";
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foreach (var touchCommand in touchCommands)
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@ -34,7 +34,7 @@ public partial class GameConnection : Node
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}
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touchCommandString = touchCommandString.Remove(touchCommandString.Length - 1);
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touchCommandString += "]}";
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wsPeer.Send(Encoding.UTF8.GetBytes(touchCommandString));
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_wsPeer.Send(Encoding.UTF8.GetBytes(touchCommandString));
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}
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}
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@ -42,18 +42,18 @@ public partial class GameConnection : Node
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public override void _Ready()
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{
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GD.Print("Connecting WebSocket...");
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wsPeer.ConnectToUrl(_websocket_url);
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wsPeer.EncodeBufferMaxSize = 16 * 1024 * 1024;
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wsPeer.InboundBufferSize = 16 * 1024 * 1024;
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wsPeer.OutboundBufferSize = 16 * 1024 * 1024;
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_wsPeer.ConnectToUrl(_websocket_url); //this shit takes so goddamn long to connect, and I CANNOT FATHOM WHY
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_wsPeer.EncodeBufferMaxSize = 16 * 1024 * 1024; //give the buffer sizes a generous increase. it's a lot of data
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_wsPeer.InboundBufferSize = 16 * 1024 * 1024;
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_wsPeer.OutboundBufferSize = 16 * 1024 * 1024;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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lightingGetTimer += delta;
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wsPeer.Poll();
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var state = wsPeer.GetReadyState();
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_wsPeer.Poll();
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var state = _wsPeer.GetReadyState();
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switch (state)
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{
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case WebSocketPeer.State.Open:
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@ -63,13 +63,13 @@ public partial class GameConnection : Node
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lightingGetTimer = 0;
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}
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for (int i = 0; i < wsPeer.GetAvailablePacketCount(); i++)
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for (int i = 0; i < _wsPeer.GetAvailablePacketCount(); i++)
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{
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string packetText = Encoding.UTF8.GetString(wsPeer.GetPacket());
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if (packetText.Contains("id"))
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string packetText = Encoding.UTF8.GetString(_wsPeer.GetPacket());
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if (packetText.Contains("id")) //questionable way to check if the message is valid
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{
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var dict = Json.ParseString(packetText).AsGodotDictionary();
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if (dict.ContainsKey("data") && dict["id"].AsInt32() == 0)
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if (dict.ContainsKey("data") && dict["id"].AsInt32() == 0) //Only the lighting data responses will have an ID of 0
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{
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int[] ledData = dict["data"].AsGodotArray()[0].AsInt32Array();
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//The LED data is in the format of [r, g, b, r, g, b, ...]
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@ -84,8 +84,8 @@ public partial class GameConnection : Node
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break;
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case WebSocketPeer.State.Closed:
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GD.Print("WebSocket closed.");
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var code = wsPeer.GetCloseCode();
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var reason = wsPeer.GetCloseReason();
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var code = _wsPeer.GetCloseCode();
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var reason = _wsPeer.GetCloseReason();
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GD.Print("WebSocket closed with code: %d, reason %s. Clean: %s", code, reason, code != -1);
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SetProcess(false);
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@ -9,13 +9,15 @@ public enum TouchEvents
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TOUCH_MOVE = 2,
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}
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public class TouchCommand {
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public class TouchCommand
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{
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public int sensorId;
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public int touchEvent;
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public Vector2 touchPosition;
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public Vector2 touchSize;
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public TouchCommand(int sensorId, int touchEvent, Vector2 touchPosition, Vector2 touchSize) {
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public TouchCommand(int sensorId, int touchEvent, Vector2 touchPosition, Vector2 touchSize)
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{
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this.sensorId = sensorId;
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this.touchEvent = touchEvent;
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this.touchPosition = touchPosition;
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