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+-- Walk or jog in place to move forward
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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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+ -- Walk in place parameters
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+ amplification = 25, -- Walking speed compared to head bob intensity
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+ damping = 0.15, -- Lower value adds inertia, higher value makes walking less "floaty"
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+ -- State
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+ speed = 0,
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+ headPitch = 0,
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+ warmup = 0,
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+}
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+
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+-- IIR filter section (direct II form) ------------------------------------------------------------
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+local formII
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+formII = {
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+ new = function(a, b)
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+ local self = setmetatable({}, formII)
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+ self.a1, self.a2 = a[2], a[3] -- a coefficients (denominator)
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+ self.b0, self.b1, self.b2 = b[1], b[2], b[3] -- b coefficients (nominator)
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+ self.v0, self.v1, self.v2 = 0, 0, 0 -- mid-point calculation and its delays
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+ return self
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+ end,
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+ process = function(self, x)
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+ self.v2, self.v1 = self.v1, self.v0 -- process delays
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+ self.v0 = x - self.a1 * self.v1 - self.a2 * self.v2 -- mid-value
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+ return self.b0 * self.v0 + self.b1 * self.v1 + self.b2 * self.v2 -- output
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+ end,
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+}
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+formII.__index = formII ---------------------------------------------------------------------------
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+
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+-- Construct a band-pass filter
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+-- Coefficients obtained with `butter(1, [1.5,2.8], 'bandpass', False, 'sos', 60)` from scipy.signal
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+motion.filterSection1 = formII.new({1.0, -1.8587017, 0.9066295}, {0.0029759, 0.0059517, 0.0029759})
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+motion.filterSection2 = formII.new({1.0, -1.9198555, 0.9394925}, {1.0000000, -2.0000000, 1.0000000})
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+
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+function motion.walkinplace(dt)
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+ local _, y, _ = lovr.headset.getPosition('head')
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+ -- Warm-up phase allows filter to settle in while adapting to user height
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+ if motion.warmup < 0.5 then
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+ for i = 1, 20 do
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+ motion.filterSection2:process(motion.filterSection1:process(y))
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+ end
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+ motion.warmup = motion.warmup + dt
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+ return
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+ end
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+ local direction = quat(lovr.headset.getOrientation('head')):direction()
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+ local pitch = direction.y
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+ -- Detect pitch changes (looking up/down) and inhibit walking until pitch motion ends
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+ motion.headPitch = ((pitch - motion.headPitch) * 0.1 + motion.headPitch)
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+ local pitchChange = math.abs(pitch - motion.headPitch) * 10
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+ local walkInhibit = math.max(1 - pitchChange, 0)
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+ -- Estimate intensity of head bob due to walking or jogging
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+ -- Filter y signal with bandpass to isolate frequencies around 2 Hz
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+ -- Take absolute value of signal and amplify with parameter
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+ local filtered = motion.filterSection2:process(motion.filterSection1:process(y))
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+ local walkIntensity = math.abs(filtered) * motion.amplification
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+ -- Apply estimated walk intensity to speed
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+ -- Simple lowpass IIR is applied for smoothness and inertia
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+ motion.speed = motion.speed * (1 - motion.damping) + walkIntensity * walkInhibit
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+ direction.y = 0
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+ motion.pose:translate(direction * motion.speed * dt)
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+end
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+
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+
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+function lovr.update(dt)
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+ motion.walkinplace(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.print(string.format('%2.3f', motion.speed), 19, 1, -15, 0.05)
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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(0.5, 0, 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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+end
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