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