Callbacks and Modules
EditIn the previous example we wrote some code in the lovr.draw
function to draw text on the screen.
This is an example of a callback because we wrote a function and LÖVR "called back" into that
function later. Defining a callback lets you specify how your project behaves when a specific event
occurs.
In the previous example we also used the Pass:text
function to render text to the screen. This is
an example of using the lovr.graphics
module. LÖVR has several modules and each one contains
functions related to a certain area of functionality. For example, there's the lovr.graphics
module for rendering graphics, the lovr.audio
module for playing sounds, and the lovr.headset
module for getting information about connected VR hardware.
We can define callbacks and call functions from modules to make things with LÖVR.
Callbacks
There are various callbacks that can be used for interesting things. Three of the most used ones
are lovr.load
, lovr.update
, and lovr.draw
. A simple project skeleton might look like this:
function lovr.load()
-- This is called once on load.
--
-- You can use it to load assets and set everything up.
print('loaded!')
end
function lovr.update(dt)
-- This is called continuously and is passed the "delta time" as dt, which
-- is the number of seconds elapsed since the last update.
--
-- You can use it to simulate physics or update game logic.
print('updating', dt)
end
function lovr.draw(pass)
-- This is called once every frame.
--
-- You can call functions on the pass to render graphics.
print('rendering')
end
By filling in the different callbacks you can start to define the behavior of an app.
To see a list of all the callbacks and read more about their specifics, check out the "Callbacks" section on the sidebar.
Modules
You might be wondering what code to write in the different callbacks. Inside callbacks you'll often call into different modules to get LÖVR to do useful things.
A module is a plain Lua table that exposes a set of functions you can call. Each module is responsible for a specific area of functionality. Some modules are relatively low level and, though useful, they often aren't used in smaller projects. The most commonly used modules are:
lovr.graphics
lovr.headset
lovr.audio
lovr.physics
Each module is described briefly below.
lovr.graphics
The graphics module is the most exciting module, and is also the largest. Most functions in
lovr.graphics
should be used in lovr.draw
, since that's where rendering happens.
lovr.draw
receives a Pass
object as an argument, which holds a list of rendering instructions.
At the end of lovr.draw
, everything drawn by the Pass will get sent to the display.
Pass
has a set of handy graphics primitives for rendering basic shapes and text. These can be
used to quickly prototype a scene without needing to create or load assets.
There are lots of different rendering-related objects that can be created using lovr.graphics
,
such as Model
, Texture
, Font
, Shader
, and more. Every function to create a new
object is prefixed with new
, so to create a 3D model object you can use lovr.graphics.newModel
.
:
Another important component of lovr.graphics
is graphics state. Pass
has a number of state
variables that can be changed, like the color of rendered objects, the font in use, or the
coordinate system. These functions usually have prefixes of get
or set
, so to change the active
color you can use Pass:setColor
.
Finally, we'll talk about the coordinate system. LÖVR uses a 3D coordinate system with values specified in meters. Negative z values are in front of the camera, positive y values are above the ground, and negative x values are to the left. By default, the coordinate system maps to the VR play area, so the origin is on the ground in the middle of the play space.
You've already seen Pass:text
, but here's another example:
function lovr.load()
-- Load a 3D model
model = lovr.graphics.newModel('monkey.obj')
-- Use a dark grey background
lovr.graphics.setBackgroundColor(.2, .2, .2)
end
function lovr.draw(pass)
-- Draw the model
pass:setColor(1, 1, 1)
pass:draw(model, -.5, 1, -3)
-- Draw a red cube using the "cube" primitive
pass:setColor(1, 0, 0)
pass:cube(.5, 1, -3, .5, lovr.timer.getTime())
end
You can find the monkey.obj
3D model file
here.
lovr.headset
The headset module lets you interact with VR hardware. You can get pose information for the HMD and controllers, and also query the input state of controllers to see if buttons are pressed. You can also retrieve information about the configured play area so you know how much available space there is to place objects.
Pose information consists of the position and orientation of a tracked device, which is useful
because it lets you know where the device is and which way it's facing. To get the position of the
HMD, you can call lovr.headset.getPosition
which returns 3 numbers corresponding to an xyz
position in 3D space. You can also call lovr.headset.getOrientation
which returns four numbers
representing a rotation in angle/axis format.
You can also pass the name of a hand to these functions to get the pose of a hand: hand/left
or
hand/right
. The lovr.headset.isDown(hand, button)
and lovr.headset.getAxis(hand, axis)
functions can be used to figure out the state of buttons and other controls on the controllers.
Here's a simple example that draws a sphere in the "opposite" position of the headset:
function lovr.draw(pass)
local x, y, z = lovr.headset.getPosition()
pass:sphere(-x, y, -z, .1)
end
lovr.audio
Sound can be played with lovr.audio
. Audio is spatialized, so sounds can have positions and
directions, which are used to make things sound realistic as the headset moves and rotates.
Each instance of a sound is called a Source
. To create a sources, use lovr.audio.newSource
and
pass it an ogg file. You can then call play
on the source to play it.
function lovr.load()
ambience = lovr.audio.newSource('background.ogg')
ambience:setLooping(true)
ambience:play()
end
See the Source
page for more information.
lovr.physics
Adding a physics simulation to a scene can make it feel more realistic and immersive. The
lovr.physics
module can be used to set up a physics simulation.
The first step to creating a simulation is to create a World
using lovr.physics.newWorld
. After
a world is created you can add Collider
s to it, using functions like World:newBoxCollider
or
World:newCylinderCollider
. Each collider represents a single entity in the simulation and can have
forces applied it. The world should be updated in lovr.update
using the dt
value.
Here's an example that makes a tower of boxes that you can knock down with controllers:
function lovr.load()
world = lovr.physics.newWorld()
-- Create the ground
world:newBoxCollider(0, 0, 0, 5, .01, 5):setKinematic(true)
-- Create boxes!
boxes = {}
for x = -1, 1, .25 do
for y = .125, 2, .25 do
local box = world:newBoxCollider(x, y, -1, .25)
table.insert(boxes, box)
end
end
-- Each controller is going to have a collider attached to it
controllerBoxes = {}
end
function lovr.update(dt)
-- Synchronize controllerBoxes with the active 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]:setPosition(lovr.headset.getPosition(hand))
controllerBoxes[i]:setOrientation(lovr.headset.getOrientation(hand))
end
-- Update the physics simulation
world:update(dt)
end
-- A helper function for drawing boxes
function drawBox(pass, box)
local x, y, z = box:getPosition()
pass:cube(x, y, z, .25, quat(box:getOrientation()), 'line')
end
function lovr.draw(pass)
pass:setColor(1.0, 0, 0)
for i, box in ipairs(boxes) do
drawBox(pass, box)
end
pass:setColor(0, 0, 1.0)
for i, box in ipairs(controllerBoxes) do
drawBox(pass, box)
end
end
Next Steps
To explore a module or callback in more detail, see the reference page for the lovr
global.
There are also a number of Libraries you can use that may come in handy.