--[[ Hand interaction with physics world: use trigger to solidify hand, grip to grab objects To manipulate objects in world, we create box collider (palm) for each hand controller. This box is updated to track location of controller. The naive approach would be to set exact location and orientation of physical collider with values from hand controller. This results in lousy and unconvincing collisions with other objects, as physics engine doesn't know the speed of hand colliders at the moment of collision. An improvement is to set linear and angular speed of kinematic hand colliders so that they approach the target (actual location/orientation of hand controller). This works excellent for one controller. When you try to squeeze an object between two hands, physics break. This is because kinematic hand controllers are never affected by physics engine and unrealistic material penetration cannot be resolved. The approach taken here is to have hand controllers behave as normal dynamic colliders that can be affected by other collisions. To track hand controllers, we apply force and torque on collider objects that's proportional to distance from correct position. This means hand colliders won't have 1:1 mapping with actual hand controllers, they will actually 'bend' under large force. Also the colliders can actually become stuck behind another object. This is sometimes frustrating to use, so in this example hand colliders can ghost through objects or become solid using trigger button. Grabbing objects is done by creating two joints between hand collider and object to hold them together. This enables pulling, stacking and throwing. --]] local hands = { -- palms that can push and grab objects colliders = {nil, nil}, -- physical objects for palms touching = {nil, nil}, -- the collider currently touched by each hand holding = {nil, nil}, -- the collider attached to palm solid = {false, false}, -- hand can either pass through objects or be solid } -- to be filled with as many hands as there are active controllers local world local collisionCallbacks = {} local boxes = {} local framerate = 1 / 72 -- fixed framerate is recommended for physics updates function lovr.load() world = lovr.physics.newWorld(0, -2, 0, false) -- low gravity and no collider sleeping -- ground plane local box = world:newBoxCollider(vec3(0, 0, 0), vec3(20, 0.1, 20)) box:setKinematic(true) table.insert(boxes, box) -- create a fort of boxes lovr.math.setRandomSeed(0) for angle = 0, 2 * math.pi, 2 * math.pi / 12 do for height = 0.3, 1.5, 0.4 do local pose = mat4():rotate(angle, 0,1,0):translate(0, height, -1) local size = vec3(0.3, 0.4, 0.2) local box = world:newBoxCollider(vec3(pose), size) box:setOrientation(quat(pose)) table.insert(boxes, box) end end -- make colliders for two hands for i = 1, 2 do hands.colliders[i] = world:newBoxCollider(vec3(0,2,0), vec3(0.04, 0.08, 0.08)) hands.colliders[i]:setLinearDamping(0.2) hands.colliders[i]:setAngularDamping(0.3) hands.colliders[i]:setMass(0.1) registerCollisionCallback(hands.colliders[i], function(collider, world) -- store collider that was last touched by hand hands.touching[i] = collider end) end end function lovr.update(dt) -- override collision resolver to notify all colliders that have registered their callbacks world:update(framerate, function(world) world:computeOverlaps() for shapeA, shapeB in world:overlaps() do local areColliding = world:collide(shapeA, shapeB) if areColliding then cbA = collisionCallbacks[shapeA] if cbA then cbA(shapeB:getCollider(), world) end cbB = collisionCallbacks[shapeB] if cbB then cbB(shapeA:getCollider(), world) end end end end) -- hand updates - location, orientation, solidify on trigger button, grab on grip button for i, hand in pairs(lovr.headset.getHands()) do -- align collider with controller by applying force (position) and torque (orientation) local rw = mat4(lovr.headset.getPose(hand)) -- real world pose of controllers local vr = mat4(hands.colliders[i]:getPose()) -- vr pose of palm colliders local angle, ax,ay,az = quat(rw):mul(quat(vr):conjugate()):unpack() angle = ((angle + math.pi) % (2 * math.pi) - math.pi) -- for minimal motion wrap to (-pi, +pi) range hands.colliders[i]:applyTorque(vec3(ax, ay, az):mul(angle * dt * 1)) hands.colliders[i]:applyForce((vec3(rw:mul(0,0,0)) - vec3(vr:mul(0,0,0))):mul(dt * 2000)) -- solidify when trigger touched hands.solid[i] = lovr.headset.isDown(hand, 'trigger') hands.colliders[i]:getShapes()[1]:setSensor(not hands.solid[i]) -- hold/release colliders if lovr.headset.isDown(hand, 'grip') and hands.touching[i] and not hands.holding[i] then hands.holding[i] = hands.touching[i] lovr.physics.newBallJoint(hands.colliders[i], hands.holding[i], vr:mul(0,0,0)) lovr.physics.newSliderJoint(hands.colliders[i], hands.holding[i], quat(vr):direction()) end if lovr.headset.wasReleased(hand, 'grip') and hands.holding[i] then for _,joint in ipairs(hands.colliders[i]:getJoints()) do joint:destroy() end hands.holding[i] = nil end end hands.touching = {nil, nil} -- to be set again in collision resolver end function lovr.draw() for i, collider in ipairs(hands.colliders) do local alpha = hands.solid[i] and 1 or 0.2 lovr.graphics.setColor(0.75, 0.56, 0.44, alpha) drawBoxCollider(collider) end lovr.math.setRandomSeed(0) for i, collider in ipairs(boxes) do local shade = 0.2 + 0.6 * lovr.math.random() lovr.graphics.setColor(shade, shade, shade) drawBoxCollider(collider) end end function drawBoxCollider(collider) -- query current pose (location and orientation) local pose = mat4(collider:getPose()) -- query dimensions of box local shape = collider:getShapes()[1] local size = vec3(shape:getDimensions()) -- draw box pose:scale(size) lovr.graphics.box('fill', pose) end function registerCollisionCallback(collider, callback) collisionCallbacks = collisionCallbacks or {} for _, shape in ipairs(collider:getShapes()) do collisionCallbacks[shape] = callback end -- to be called with arguments callback(otherCollider, world) from update function end