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@@ -0,0 +1,118 @@
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+-- right trigger: teleport-jump to targeted location
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+-- right thumbstick: rotate the view horizontally
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+
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+local motion = {
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+ pose = lovr.math.newMat4(), -- Transformation in VR initialized to origin (0,0,0) looking down -Z
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+ thumbstickDeadzone = 0.4, -- Smaller thumbstick displacements are ignored (too much noise)
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+ -- Snap motion parameters
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+ snapTurnAngle = 2 * math.pi / 12,
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+ thumbstickCooldownTime = 0.3,
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+ thumbstickCooldown = 0,
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+ -- Teleport motion parameters
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+ teleportDistance = 12,
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+ blinkTime = 0.5,
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+ blinkStopwatch = math.huge,
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+ teleportValid = false,
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+ targetPosition = lovr.math.newVec3(),
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+ teleportCurve = lovr.math.newCurve(3),
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+}
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+
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+function motion.teleport(dt)
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+ -- Teleportation determining target position and executing jump when triggered
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+ local handPose = mat4(motion.pose):mul(mat4(lovr.headset.getPose('right')))
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+ local handPosition = vec3(handPose)
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+ local handDirection = quat(handPose):direction()
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+ -- Intersect with ground plane
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+ local ratio = vec3(handPose).y / handDirection.y
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+ local intersectionDistance = math.sqrt(handPosition.y^2 + (handDirection.x * ratio)^2 + (handDirection.z * ratio)^2)
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+ motion.targetPosition:set(handPose:translate(0, 0, -intersectionDistance))
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+ -- Check if target position is a valid teleport target
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+ motion.teleportValid = motion.targetPosition.y < handPosition.y and
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+ (handPosition - motion.targetPosition):length() < motion.teleportDistance
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+ -- Construct teleporter visualization curve
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+ local midPoint = vec3(handPosition):lerp(motion.targetPosition, 0.3)
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+ if motion.teleportValid then
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+ midPoint:add(vec3(0, 0.1 * intersectionDistance, 0)) -- Fake a parabola
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+ end
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+ motion.teleportCurve:setPoint(1, handPosition)
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+ motion.teleportCurve:setPoint(2, midPoint)
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+ motion.teleportCurve:setPoint(3, motion.targetPosition)
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+ -- Start timer when jump is triggered, preform jump on half-blink
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+ if lovr.headset.wasPressed('right', 'trigger') and motion.teleportValid then
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+ motion.blinkStopwatch = -motion.blinkTime / 2
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+ end
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+ -- Preform jump with VR pose offset by relative distance between here and there
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+ if motion.blinkStopwatch < 0 and
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+ motion.blinkStopwatch + dt >= 0 then
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+ local headsetXZ = vec3(lovr.headset.getPosition())
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+ headsetXZ.y = 0
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+ local newPosition = motion.targetPosition - headsetXZ
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+ motion.pose:set(newPosition, vec3(1,1,1), quat(motion.pose)) -- ZAAPP
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+ end
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+ -- Snap horizontal turning (often combined with teleport mechanics)
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+ if lovr.headset.isTracked('right') then
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+ local x, y = lovr.headset.getAxis('right', 'thumbstick')
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+ if math.abs(x) > motion.thumbstickDeadzone and motion.thumbstickCooldown < 0 then
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+ local angle = -x / math.abs(x) * motion.snapTurnAngle
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+ motion.pose:rotate(angle, 0, 1, 0)
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+ motion.thumbstickCooldown = motion.thumbstickCooldownTime
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+ end
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+ end
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+ motion.blinkStopwatch = motion.blinkStopwatch + dt
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+ motion.thumbstickCooldown = motion.thumbstickCooldown - dt
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+end
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+
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+function motion.drawTeleport()
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+ -- Teleport target and curve
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+ lovr.graphics.setColor(1, 1, 1, 0.1)
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+ if motion.teleportValid then
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+ lovr.graphics.setColor(1, 1, 0)
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+ lovr.graphics.cylinder(motion.targetPosition, 0.05, math.pi/2, 1,0,0, 0.4, 0.4)
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+ lovr.graphics.setColor(1, 1, 1)
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+ end
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+ lovr.graphics.setLineWidth(4)
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+ lovr.graphics.line(motion.teleportCurve:render(30))
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+ -- Teleport blink, modeled as gaussian function
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+ local blinkAlpha = math.exp(-(motion.blinkStopwatch/ 0.25 / motion.blinkTime)^2)
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+ lovr.graphics.setColor(0,0,0, blinkAlpha)
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+ lovr.graphics.fill()
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+end
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+
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+
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+
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+function lovr.update(dt)
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+ motion.teleport(dt)
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+end
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+
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+function lovr.draw()
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+ lovr.graphics.setBackgroundColor(0.1, 0.1, 0.1)
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+ lovr.graphics.transform(mat4(motion.pose):invert())
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+ -- Render hands
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+ lovr.graphics.setColor(1,1,1)
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+ local radius = 0.04
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+ for _, hand in ipairs(lovr.headset.getHands()) do
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+ -- Whenever pose of hand or head is used, need to account for VR movement
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+ local poseRW = mat4(lovr.headset.getPose(hand))
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+ local poseVR = mat4(motion.pose):mul(poseRW)
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+ poseVR:scale(radius)
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+ lovr.graphics.sphere(poseVR)
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+ end
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+ -- Some scenery
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+ lovr.math.setRandomSeed(0)
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+ local goldenRatio = (math.sqrt(5) + 1) / 2
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+ local goldenAngle = (2 - goldenRatio) * (2 * math.pi)
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+ local k = 1.8
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+ for i = 1, 500 do
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+ local r = math.sqrt(i) * k
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+ local x = math.cos(goldenAngle * i) * r
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+ local y = math.sin(goldenAngle * i) * r
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+ if lovr.math.random() < 0.05 then
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+ lovr.graphics.setColor(0.8, 0.5, 0)
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+ else
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+ local shade = 0.1 + 0.3 * lovr.math.random()
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+ lovr.graphics.setColor(shade, shade, shade)
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+ end
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+ lovr.graphics.cylinder(x, -0.01, y, 0.02, math.pi / 2, 1,0,0, 1, 1)
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+ end
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+ motion.drawTeleport()
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+end
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