box = {
position = lovr.math.newVec3(0, 1, -.25),
size = .25
}
function lovr.load()
drag = {
active = false,
hand = nil,
offset = lovr.math.newVec3()
}
end
function lovr.update(dt)
for i, hand in ipairs(lovr.headset.getHands()) do
if lovr.headset.wasPressed(hand, 'trigger') then
local offset = box.position - vec3(lovr.headset.getPosition(hand))
local halfSize = box.size / 2
local x, y, z = offset:unpack()
if math.abs(x) < halfSize and math.abs(y) < halfSize and math.abs(z) < halfSize then
drag.active = true
drag.hand = hand
drag.offset:set(offset)
end
end
end
if drag.active then
local handPosition = vec3(lovr.headset.getPosition(drag.hand))
box.position:set(handPosition + drag.offset)
if lovr.headset.wasReleased(drag.hand, 'trigger') then
drag.active = false
end
end
end
function lovr.draw(pass)
pass:setColor(drag.active and 0x80ee80 or 0xee8080)
pass:cube(box.position, box.size, quat(), 'line')
for i, hand in ipairs(lovr.headset.getHands()) do
pass:setColor(0xffffff)
pass:cube(mat4(lovr.headset.getPose(hand)):scale(.01))
end
end