lovr-playspace/main.lua

383 lines
11 KiB
Lua

-- Bootstrap
appName = "lovr-playspace"
-- App
hands = {"hand/right","hand/left"}
limbs = {
"head",
"hand/left",
"hand/right",
"hand/left/grip",
"hand/right/grip",
"elbow/left",
"elbow/right",
"shoulder/left",
"shoulder/right",
"chest",
"waist",
"knee/left",
"knee/right",
"foot/left",
"foot/right"
}
configDirs = {}
json = require('json/json')
function userConfig(fileName)
return configDirs[1] .. "/" ..fileName
end
function getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
return math.sqrt((x2 - x1)^2 + (z2 - z1)^2)
end
function getFloorMatrix()
local fx, fy, fz, fangle, fax, fay, faz = lovr.headset.getPose("floor")
return lovr.math.newMat4(lovr.math.vec3(fx, fy, fz), lovr.math.vec3(1, 1, 1), lovr.math.quat(fangle, fax, fay, faz))
end
function getLineDistance(x, _, z, point1, point2) -- Notice the underscore for y
-- Vector from point1 to point2
local dx = point2[1] - point1[1]
local dz = point2[2] - point1[2]
-- Vector from point1 to the given point (x, y, z)
local px = x - point1[1]
local pz = z - point1[2]
-- Dot product
local dot = px * dx + pz * dz
local len_sq = dx * dx + dz * dz
local param = -1
if len_sq ~= 0 then -- in case of 0 length line
param = dot / len_sq
end
local xx, zz
if param < 0 then
xx = point1[1]
zz = point1[2]
elseif param > 1 then
xx = point2[1]
zz = point2[2]
else
xx = point1[1] + param * dx
zz = point1[2] + param * dz
end
local dx_ = x - xx
local dz_ = z - zz
return math.sqrt(dx_ * dx_ + dz_ * dz_)
end
function getClosestDistanceToPerimeter(x, y, z, points)
local lowestDist = 9999
local length = #points
for i = 1, length do
local point1 = points[i]
local point2 = points[(i % length) + 1]
local dist = getLineDistance(x, y, z, point1, point2)
if dist < lowestDist then
lowestDist = dist
end
end
return lowestDist
end
function getButton(method,button,devices)
for _,device in ipairs(devices) do
if method(device,button) == true then return device end
end
end
function drawSinglePointGrid(pass, point1, point2, cornerColor, miscColor)
local _, hy, _ = lovr.headset.getPosition("head")
local lx1 = point1[1]
local ly1 = hy
local lz1 = point1[2]
local lx2 = point2[1]
local ly2 = hy
local lz2 = point2[2]
-- For the grid lines
pass:setColor(unpack(miscColor))
local drawY = settings.grid_top
while drawY >= settings.grid_bottom do
pass:line({
lx1, drawY, lz1,
lx2, drawY, lz2
})
drawY = drawY - settings.grid_density
end
-- For the perimeter lines
pass:setColor(unpack(cornerColor))
pass:line({
lx1, settings.grid_bottom, lz1,
lx1, settings.grid_top, lz1
})
pass:line({
lx1, settings.grid_bottom, lz1,
lx2, settings.grid_bottom, lz2
})
pass:line({
lx1, settings.grid_top, lz1,
lx2, settings.grid_top, lz2
})
end
function drawPointGrid(pass,points,cornerColor,miscColor)
local index = 2
local length = #points
if length < 1 then return end
while index <= length do
drawSinglePointGrid(pass,points[index - 1],points[index],cornerColor,miscColor)
index = index + 1
end
drawSinglePointGrid(pass,points[length],points[1],cornerColor,miscColor)
end
function printTable(table)
for _,point in ipairs(table) do
print(point[1], " ", point[2])
end
end
function lovr.load()
lovr.graphics.setBackgroundColor(0.0, 0.0, 0.0, 0.0)
print("Is tracked floor:", lovr.headset.isTracked('floor'))
-- Default settings
local defaults = {
action_button = "trigger",
check_density = 0.05,
fade_start = 0.5,
fade_stop = 2.0,
grid_density = 1.0,
grid_bottom = 0.0,
grid_top = 3,
color_close_corners = {0.45, 0.69, 0.79, 1.0},
color_close_grid = {0.45, 0.69, 0.79, 0.5},
color_far_corners = {0.45, 0.69, 0.79, 0},
color_far_grid = {0.45, 0.69, 0.79, 0},
points = {}
}
-- Helper function to read file with fallback to default
local function loadSetting(filename, default, parser)
print("Checking file:", filename)
if not lovr.filesystem.isFile(filename) then
print("File doesn't exist, creating:", filename)
local valueToSave
if type(default) == "table" then
valueToSave = json.encode(default)
else
valueToSave = tostring(default)
end
local success = lovr.filesystem.write(filename, valueToSave)
print("Write success:", success, "for", filename, "with value:", valueToSave)
return default
end
-- File exists, try to read it
local content = lovr.filesystem.read(filename)
if content and parser then
local success, value = pcall(parser, content)
if success then return value end
elseif content then
return content
end
return default
end
-- Initialize settings with fallbacks
settings = {
action_button = loadSetting("action_button.txt", defaults.action_button),
check_density = loadSetting("check_density.txt", defaults.check_density, tonumber),
fade_start = loadSetting("fade_start.txt", defaults.fade_start, tonumber),
fade_stop = loadSetting("fade_stop.txt", defaults.fade_stop, tonumber),
grid_density = loadSetting("grid_density.txt", defaults.grid_density, tonumber),
grid_bottom = loadSetting("grid_bottom.txt", defaults.grid_bottom, tonumber),
grid_top = loadSetting("grid_top.txt", defaults.grid_top, tonumber),
color_close_corners = loadSetting("color_close_corners.json", defaults.color_close_corners, json.decode),
color_close_grid = loadSetting("color_close_grid.json", defaults.color_close_grid, json.decode),
color_far_corners = loadSetting("color_far_corners.json", defaults.color_far_corners, json.decode),
color_far_grid = loadSetting("color_far_grid.json", defaults.color_far_grid, json.decode),
points = {},
transformed = false
}
-- Handle points.json
local pointsPath = "points.json"
if not lovr.filesystem.isFile(pointsPath) then
initConfigure()
return
end
-- Check for action button press
for _, hand in ipairs(hands) do
if lovr.headset.isDown(hand, settings.action_button) then
initConfigure()
return
end
end
-- Load points if we haven't returned already
local pointsContent = lovr.filesystem.read(pointsPath)
if pointsContent then
settings.points = json.decode(pointsContent)
print("FloorSpace:")
printTable(settings.points)
end
mode = modeDraw
end
function initConfigure()
saveProg = 1.0
lovr.update = function(dt)
deltaTime = dt
end
mode = modeConfigure
end
function deinitConfigure()
saveProg = nil
lovr.update = nil
deltaTime = nil
mode = modeDraw
end
function modeConfigure(pass)
local hx, hy, hz = lovr.headset.getPosition("head")
floorMatrixInv = getFloorMatrix():invert()
for _, hand in ipairs(hands) do
if lovr.headset.isTracked(hand) then
local cx, cy, cz = lovr.headset.getPosition(hand)
local floorSpaceControlerVector = lovr.math.vec3(cx, cy, cz):transform(floorMatrixInv)
local fcx, fcy, fcz = floorSpaceControlerVector:unpack()
-- Compute the direction from the controller to the headset
local dirX = hx - cx
local dirY = hy - cy
local dirZ = hz - cz
-- Compute the rotation angle to make the text face the headset
local angle = math.atan2(dirX, dirZ)
pass:setColor(1, 0, 0, 0.5 * saveProg)
pass:sphere(cx, cy, cz, 0.1)
pass:setColor(1, 1, 1, saveProg)
-- Draw the text with the computed rotation
pass:text(
"- Press '" .. settings.action_button .. "' to add a point -\n" ..
"- Hold '" .. settings.action_button .. "' to save -\n\n" ..
string.format("%.2f", fcx) .. "," .. string.format("%.2f", fcy) .. "," .. string.format("%.2f", fcz),
cx, cy - 0.3, cz, 0.066, angle, 0, 1, 0
)
end
end
local inputDev = getButton(lovr.headset.wasReleased,settings.action_button,hands)
if inputDev ~= nil and lovr.headset.isTracked(inputDev) then
local cx, _, cz = lovr.headset.getPosition(inputDev)
table.insert(settings.points,{cx,cz})
end
inputDev = getButton(lovr.headset.isDown,settings.action_button,hands)
if inputDev ~= nil then
saveProg = saveProg - (deltaTime / 3)
if saveProg <= 0 then
local floorSpacePoints = {}
for _,point in ipairs(settings.points) do
local floorSpacePoint = lovr.math.vec3(point[1], 0, point[2]):transform(floorMatrixInv)
local x, _, z = floorSpacePoint:unpack()
table.insert(floorSpacePoints,{x,z})
end
lovr.filesystem.write("points.json", json.encode(floorSpacePoints))
deinitConfigure()
modeDraw(pass)
return
end
else
saveProg = 1.0
end
pass:setColor(1,0,0,0.5)
for _,point in ipairs(settings.points) do
pass:sphere(point[1],1.5,point[2],0.1)
end
modeDraw(pass)
end
function modeDraw(pass)
local hx, hy, hz = lovr.headset.getPosition("head")
if not settings.transformed and lovr.headset.isTracked("floor") then
local floorMatrix = getFloorMatrix()
print("floorMatrix: ", floorMatrix)
transformedPoints = {}
for _,point in ipairs(settings.points) do
local point = lovr.math.vec3(point[1], 0, point[2]):transform(floorMatrix)
local x, _, z = point:unpack()
table.insert(transformedPoints, {x, z})
end
settings.points = transformedPoints
print("HeadSpace:")
printTable(settings.points)
settings.transformed = true
end
-- Calculate the distance from the head to the perimeter
local perimeterDistHead = getClosestDistanceToPerimeter(hx, hy, hz, settings.points)
-- Check distance from each hand to the perimeter
local handDistances = {perimeterDistHead}
for _, hand in ipairs(hands) do
if lovr.headset.isTracked(hand) then
local handX, handY, handZ = lovr.headset.getPosition(hand)
local dist = getClosestDistanceToPerimeter(handX, handY, handZ, settings.points)
table.insert(handDistances, dist)
end
end
-- Take the minimum of the distances for the fade logic
local closestDist = math.min(unpack(handDistances))
-- Update the fade logic based on the closest distance
closestDist = (closestDist - settings.fade_stop) / (settings.fade_start - settings.fade_stop)
closestDist = math.max(0, math.min(1, closestDist))
local function interpolateColor(startColor, endColor)
return {
startColor[1] + (endColor[1] - startColor[1]) * closestDist,
startColor[2] + (endColor[2] - startColor[2]) * closestDist,
startColor[3] + (endColor[3] - startColor[3]) * closestDist,
startColor[4] + (endColor[4] - startColor[4]) * closestDist
}
end
local cornerColor = interpolateColor(settings.color_far_corners, settings.color_close_corners)
local gridColor = interpolateColor(settings.color_far_grid, settings.color_close_grid)
drawPointGrid(pass, settings.points, cornerColor, gridColor)
end
function lovr.draw(pass)
mode(pass)
end