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