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