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mirror of https://github.com/CLfamilaris/VRDOM.git synced 2024-11-27 20:20:49 +01:00
VRDOM/scripts/FootSensor.cs
2023-08-04 23:07:24 +02:00

84 lines
3.5 KiB
C#

using System.Collections.Generic;
using Godot;
using VRDOM;
public partial class FootSensor : CsgMesh3D
{
[Export]
private GameConnection _gameConnection;
private Area3D _sensor;
private Marker3D _minMarker;
private Marker3D _maxMarker;
private Dictionary<int, bool> _activeSensors = new();
public Vector3[] gpu_led_data = new Vector3[1862];
private Vector2 _defaultTouchSize = new(0.15f, 0.15f);
public override void _PhysicsProcess(double delta)
{
//"collect" touch commands so we can all send them in one WebSocket message
//needed so the multitouch doesn't brutally murder the WebSocket connection
List<TouchCommand> touchCommands = new();
//Reset the "touching" bool,
//if it's still touching it'll be set to true again later
foreach (var pair in _activeSensors)
_activeSensors[pair.Key] = false;
//See if any SensorTrigger is touching the foot sensor area
foreach (Area3D area in _sensor.GetOverlappingAreas())
{
var sensorTrigger = area as SensorTrigger;
RayCast3D raycast = area.GetNode("RayCast3D") as RayCast3D;
if (raycast.IsColliding())
{
//If the sensor is already in the dict, it's already touched before -> MOVE
//If it hasn't touched before -> DOWN
if (_activeSensors.ContainsKey(sensorTrigger.sensorId))
{
_activeSensors[sensorTrigger.sensorId] = true;
touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_MOVE, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), _defaultTouchSize));
}
else
{
_activeSensors.Add(sensorTrigger.sensorId, true);
touchCommands.Add(new TouchCommand(sensorTrigger.sensorId, (int)TouchEvents.TOUCH_DOWN, GetLocalTouchPosition(new Vector2(raycast.GetCollisionPoint().X, raycast.GetCollisionPoint().Z)), _defaultTouchSize));
}
}
}
//If touching bool is still false -> UP
foreach (var pair in _activeSensors)
{
if (pair.Value == false)
{
_activeSensors.Remove(pair.Key);
touchCommands.Add(new TouchCommand(pair.Key, (int)TouchEvents.TOUCH_UP, new Vector2(0, 0), _defaultTouchSize));
}
}
_gameConnection.SetTouch(touchCommands);
}
//Turns the world position into X and Y values from 0 to 1 on the pad that we can use for Spice
public Vector2 GetLocalTouchPosition(Vector2 vec)
{
float x = 1 - (vec.X - _minMarker.GlobalPosition.X) / (_maxMarker.GlobalPosition.X - _minMarker.GlobalPosition.X);
float y = 1 - (vec.Y - _minMarker.GlobalPosition.Z) / (_maxMarker.GlobalPosition.Z - _minMarker.GlobalPosition.Z);
return new Vector2(1 - x, 1 - y);
}
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_sensor = GetNode("Sensor") as Area3D;
_minMarker = GetNode("Sensor/MinMarker") as Marker3D;
_maxMarker = GetNode("Sensor/MaxMarker") as Marker3D;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
(Material as ShaderMaterial).SetShaderParameter("led_data", gpu_led_data);
}
}