refactor(objects): overhaul input
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@@ -1,5 +1,5 @@
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use crate::{
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core::client::INTERNAL_CLIENT,
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core::{client::INTERNAL_CLIENT, typed_datamap::TypedDatamap},
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nodes::{
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input::{tip::Tip, InputMethod, InputType},
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spatial::Spatial,
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@@ -7,51 +7,70 @@ use crate::{
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},
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};
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use color_eyre::eyre::Result;
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use glam::Mat4;
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use glam::{Mat4, Vec2};
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use nanoid::nanoid;
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use stardust_xr::{
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schemas::{flat::Datamap, flex::flexbuffers},
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values::Transform,
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};
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use serde::{Deserialize, Serialize};
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use stardust_xr::values::Transform;
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use std::sync::Arc;
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use stereokit::{ButtonState, Handed, StereoKitMultiThread};
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use stereokit::{
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ButtonState, Color128, Handed, Model, RenderLayer, StereoKitDraw, StereoKitMultiThread,
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};
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use tracing::instrument;
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#[derive(Default, Deserialize, Serialize)]
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struct ControllerDatamap {
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select: f32,
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grab: f32,
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scroll: Vec2,
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}
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pub struct SkController {
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_node: Arc<Node>,
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input: Arc<InputMethod>,
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model: Model,
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handed: Handed,
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datamap: TypedDatamap<ControllerDatamap>,
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}
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impl SkController {
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pub fn new(handed: Handed) -> Result<Self> {
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pub fn new(sk: &impl StereoKitMultiThread, handed: Handed) -> Result<Self> {
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let _node = Node::create(&INTERNAL_CLIENT, "", &nanoid!(), false).add_to_scenegraph()?;
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Spatial::add_to(&_node, None, Mat4::IDENTITY, false)?;
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let model = sk.model_create_mem("cursor", include_bytes!("cursor.glb"), None)?;
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let tip = InputType::Tip(Tip::default());
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let input = InputMethod::add_to(&_node, tip, None)?;
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Ok(SkController {
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_node,
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input,
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handed,
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model,
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datamap: Default::default(),
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})
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}
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#[instrument(level = "debug", name = "Update StereoKit Tip Input Method", skip_all)]
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pub fn update(&mut self, sk: &impl StereoKitMultiThread) {
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pub fn update(&mut self, sk: &impl StereoKitDraw) {
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let controller = sk.input_controller(self.handed);
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*self.input.enabled.lock() = controller.tracked.contains(ButtonState::ACTIVE);
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if *self.input.enabled.lock() {
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sk.model_draw(
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&self.model,
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Mat4::from_rotation_translation(
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controller.aim.orientation,
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controller.aim.position,
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),
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Color128::default(),
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RenderLayer::all(),
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);
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self.input.spatial.set_local_transform_components(
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None,
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Transform::from_position_rotation(
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controller.pose.position,
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controller.pose.orientation,
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controller.aim.position,
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controller.aim.orientation,
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),
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);
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}
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let mut fbb = flexbuffers::Builder::default();
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let mut map = fbb.start_map();
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map.push("select", controller.trigger);
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map.push("grab", controller.grip);
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map.end_map();
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*self.input.datamap.lock() = Datamap::new(fbb.take_buffer()).ok();
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self.datamap.select = controller.trigger;
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self.datamap.grab = controller.grip;
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self.datamap.scroll = controller.stick;
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*self.input.datamap.lock() = self.datamap.to_datamap().ok();
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}
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}
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