Files
server/src/objects/input/sk_controller.rs
2024-06-27 17:06:27 -04:00

183 lines
4.7 KiB
Rust

use crate::{
core::client::INTERNAL_CLIENT,
nodes::{
fields::FieldTrait,
input::{InputDataType, InputHandler, InputMethod, Tip, INPUT_HANDLER_REGISTRY},
spatial::Spatial,
Node,
},
};
use color_eyre::eyre::Result;
use glam::{Mat4, Vec2, Vec3};
use serde::{Deserialize, Serialize};
use stardust_xr::values::Datamap;
use std::sync::Arc;
use stereokit_rust::{
material::Material,
model::Model,
sk::MainThreadToken,
system::{Handed, Input},
util::Color128,
};
#[derive(Default, Deserialize, Serialize)]
struct ControllerDatamap {
select: f32,
grab: f32,
scroll: Vec2,
}
pub struct SkController {
_node: Arc<Node>,
input: Arc<InputMethod>,
handed: Handed,
model: Model,
material: Material,
capture: Option<Arc<InputHandler>>,
datamap: ControllerDatamap,
}
impl SkController {
pub fn new(handed: Handed) -> Result<Self> {
let _node = Node::generate(&INTERNAL_CLIENT, false).add_to_scenegraph()?;
Spatial::add_to(&_node, None, Mat4::IDENTITY, false);
let model = Model::copy(Model::from_memory(
"cursor.glb",
include_bytes!("cursor.glb"),
None,
)?);
let model_nodes = model.get_nodes();
let mut model_node = model_nodes.visuals().next().unwrap();
let material = Material::copy(model_node.get_material().unwrap());
model_node.material(&material);
let tip = InputDataType::Tip(Tip::default());
let input = InputMethod::add_to(
&_node,
tip,
Datamap::from_typed(ControllerDatamap::default())?,
)?;
Ok(SkController {
_node,
input,
handed,
model,
material,
capture: None,
datamap: Default::default(),
})
}
pub fn update(&mut self, token: &MainThreadToken) {
let controller = Input::controller(self.handed);
let input_node = self.input.spatial.node().unwrap();
input_node.set_enabled(controller.tracked.is_active());
if input_node.enabled() {
let world_transform = Mat4::from_rotation_translation(
controller.aim.orientation.into(),
controller.aim.position.into(),
);
self.material.color_tint(if self.capture.is_none() {
Color128::new_rgb(1.0, 1.0, 1.0)
} else {
Color128::new_rgb(0.0, 1.0, 0.75)
});
self.model.draw(
token,
world_transform * Mat4::from_scale(Vec3::ONE * 0.02),
None,
None,
);
self.input.spatial.set_local_transform(world_transform);
}
self.datamap.select = controller.trigger;
self.datamap.grab = controller.grip;
self.datamap.scroll = controller.stick.into();
*self.input.datamap.lock() = Datamap::from_typed(&self.datamap).unwrap();
// remove the capture when it's removed from captures list
if let Some(capture) = &self.capture {
if !self
.input
.capture_requests
.get_valid_contents()
.contains(capture)
{
self.capture.take();
}
}
// add the capture that's the closest if we don't have one
if self.capture.is_none() {
self.capture = self
.input
.capture_requests
.get_valid_contents()
.into_iter()
.map(|handler| {
(
handler.clone(),
handler
.field
.distance(&self.input.spatial, [0.0; 3].into())
.abs(),
)
})
.reduce(|(handlers_a, distance_a), (handlers_b, distance_b)| {
if distance_a < distance_b {
(handlers_a, distance_a)
} else {
(handlers_b, distance_b)
}
})
.map(|(rx, _)| rx);
}
// make sure that if something is captured only send input to it
self.input.captures.clear();
if let Some(capture) = &self.capture {
self.input.set_handler_order([capture].into_iter());
self.input.captures.add_raw(capture);
return;
}
// send input to all the input handlers that are the closest to the ray as possible
self.input.set_handler_order(
INPUT_HANDLER_REGISTRY
.get_valid_contents()
.into_iter()
// filter out all the disabled handlers
.filter(|handler| {
let Some(node) = handler.spatial.node() else {
return false;
};
node.enabled()
})
// get the unsigned distance to the handler's field (unsigned so giant fields won't always eat input)
.map(|handler| {
(
vec![handler.clone()],
handler
.field
.distance(&self.input.spatial, [0.0; 3].into())
.abs(),
)
})
// .inspect(|(_, result)| {
// dbg!(result);
// })
// now collect all handlers that are same distance if they're the closest
.reduce(|(mut handlers_a, distance_a), (handlers_b, distance_b)| {
if (distance_a - distance_b).abs() < 0.001 {
// distance is basically the same (within 1mm)
handlers_a.extend(handlers_b);
(handlers_a, distance_a)
} else if distance_a < distance_b {
(handlers_a, distance_a)
} else {
(handlers_b, distance_b)
}
})
.map(|(rx, _)| rx)
.unwrap_or_default()
.iter(),
);
}
}