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- function lovr.load()
- world = lovr.physics.newWorld()
- -- Create the ground
- ground = world:newBoxCollider(0, -1, 0, 50, 2, 50)
- ground:setKinematic(true)
- ground:setFriction(1.0)
- -- Create boxes!
- boxes = {}
- for x = -1, 1, .25 do
- for y = .125, 2, .2499 do
- local box = world:newBoxCollider(x, y, -2 - y / 5, .25)
- table.insert(boxes, box)
- end
- end
- controllerBoxes = {}
- lovr.timer.step() -- Reset the timer before the first update
- lovr.graphics.setBackgroundColor(.8, .8, .8)
- end
- function lovr.update(dt)
- -- Update the physics simulation
- world:update(dt)
- -- Place boxes on controllers
- for i, hand in ipairs(lovr.headset.getHands()) do
- if not controllerBoxes[i] then
- controllerBoxes[i] = world:newBoxCollider(0, 0, 0, .25)
- controllerBoxes[i]:setKinematic(true)
- end
- controllerBoxes[i]:setPose(lovr.headset.getPose(hand))
- end
- end
- -- A helper function for drawing boxes
- function drawBox(pass, box)
- local x, y, z = box:getPosition()
- pass:cube(x, y, z, .25, box:getOrientation())
- end
- function lovr.draw(pass)
- pass:setShader(shader)
- pass:setColor(1, 0, 0)
- for i, box in ipairs(boxes) do
- drawBox(pass, box)
- end
- if lovr.headset.getDriver() ~= 'simulator' then
- pass:setColor(0, 0, 1)
- for i, box in ipairs(controllerBoxes) do
- drawBox(pass, box)
- end
- end
- end
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