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@@ -0,0 +1,87 @@
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+-- left grip + right grip: grab VR space and move / stretch / rotate
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+-- left grip + right grip + right trigger: reset the view
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+
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+local motion = {
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+ pose = lovr.math.newMat4(0,0,0, 1,1,1, 0, 0,1,0),
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+ left_anchor_vr = lovr.math.newVec3(),
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+ right_anchor_vr = lovr.math.newVec3(),
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+}
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+
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+local palette = {0x0d2b45, 0x203c56, 0x544e68, 0x8d697a, 0xd08159, 0xffaa5e, 0xffd4a3, 0xffecd6}
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+
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+
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+function lovr.update(dt)
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+ local left_vr = vec3(motion.pose:mul(lovr.headset.getPosition('hand/left')))
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+ local right_vr = vec3(motion.pose:mul(lovr.headset.getPosition('hand/right')))
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+ if lovr.headset.wasPressed('hand/left', 'grip') then
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+ motion.left_anchor_vr:set(left_vr)
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+ end
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+ if lovr.headset.wasPressed('hand/right', 'grip') then
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+ motion.right_anchor_vr:set(right_vr)
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+ end
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+ if lovr.headset.isDown('hand/left', 'grip') and
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+ lovr.headset.isDown('hand/right', 'grip') then
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+ local x, y, z, scale, _, _, angle, ax, ay, az = motion.pose:unpack()
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+ -- Scale: get the ratio of distances between anchors over current controllers distance
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+ local offset_scale = motion.left_anchor_vr:distance(motion.right_anchor_vr) / left_vr:distance(right_vr)
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+ offset_scale = 1 + (offset_scale - 1)
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+ scale = scale * offset_scale
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+ -- the change of scale must also affect the viewpoint location
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+ x, y, z = x * offset_scale, y * offset_scale, z * offset_scale
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+ -- Position: the mid-point of anchors is compared to midpoint of current controllers position
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+ local midpoint_anchor = vec3(motion.left_anchor_vr):lerp(motion.right_anchor_vr, 0.5)
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+ local midpoint_controller = vec3(left_vr):lerp(right_vr, 0.5)
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+ local offset_position = vec3(midpoint_anchor):sub(midpoint_controller)
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+ x, y, z = x + offset_position.x, y + offset_position.y, z + offset_position.z
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+ motion.pose:set(x, y, z, scale, scale, scale, angle, ax, ay, az) -- apply transition and scaling
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+ -- Rotation: get angle between current controllers and anchors in XZ
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+ local l_to_r_anchor = vec3(motion.right_anchor_vr):sub(motion.left_anchor_vr)
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+ local l_to_r_controller = vec3(right_vr):sub(left_vr)
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+ local sign = 1
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+ if vec3(l_to_r_controller):cross(vec3(l_to_r_anchor)):dot(vec3(0, 1, 0)) < 0 then
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+ sign = -1
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+ end
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+ l_to_r_anchor = l_to_r_anchor.xz:normalize()
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+ l_to_r_controller = l_to_r_controller.xz:normalize()
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+ local cos_angle = l_to_r_controller:dot(l_to_r_anchor)
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+ cos_angle = math.max(-1, math.min(1, cos_angle))
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+ local offset_rotation = math.acos(cos_angle) * sign
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+ motion.pose:rotate(offset_rotation, 0,1,0) -- apply rotation
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+ -- pose & anchor reset
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+ if lovr.headset.isDown('hand/right', 'trigger') then
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+ motion.pose:set()
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+ motion.left_anchor_vr:set(left_vr)
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+ motion.right_anchor_vr:set(right_vr)
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+ end
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+ end
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+end
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+
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+
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+function lovr.draw()
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+ lovr.graphics.setBackgroundColor(palette[1])
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+ lovr.graphics.transform(mat4(motion.pose):invert())
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+ -- Render hands
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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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+ if lovr.headset.isDown(hand, 'grip') then
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+ lovr.graphics.setColor(palette[6])
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+ else
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+ lovr.graphics.setColor(palette[8])
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+ end
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+ poseVR:scale(0.02)
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+ lovr.graphics.sphere(poseVR)
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+ end
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+ -- An example scene
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+ local t = lovr.timer.getTime()
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+ lovr.graphics.setCullingEnabled(true)
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+ local step = 0.5
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+ for x = -5, 5, step do
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+ for z = -5, 5, step do
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+ local y = 0.5 * math.sin(t * 0.2 + (x * 0.5)^2 + (z * 0.5)^2)
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+ lovr.graphics.setColor(palette[2 + math.floor(y * 10) % (#palette - 1)])
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+ lovr.graphics.sphere(x, y, z, step / 2)
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+ end
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+ end
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+end
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