-- Walk or jog in place to move forward
local motion = {
pose = lovr.math.newMat4(), -- Transformation in VR initialized to origin (0,0,0) looking down -Z
-- Walk in place parameters
amplification = 25, -- Walking speed compared to head bob intensity
damping = 0.15, -- Lower value adds inertia, higher value makes walking less "floaty"
-- State
speed = 0,
headPitch = 0,
warmup = 0,
}
-- IIR filter section (direct II form) ------------------------------------------------------------
local formII
formII = {
new = function(a, b)
local self = setmetatable({}, formII)
self.a1, self.a2 = a[2], a[3] -- a coefficients (denominator)
self.b0, self.b1, self.b2 = b[1], b[2], b[3] -- b coefficients (nominator)
self.v0, self.v1, self.v2 = 0, 0, 0 -- mid-point calculation and its delays
return self
end,
process = function(self, x)
self.v2, self.v1 = self.v1, self.v0 -- process delays
self.v0 = x - self.a1 * self.v1 - self.a2 * self.v2 -- mid-value
return self.b0 * self.v0 + self.b1 * self.v1 + self.b2 * self.v2 -- output
end,
}
formII.__index = formII ---------------------------------------------------------------------------
-- Construct a band-pass filter
-- Coefficients obtained with `butter(1, [1.5,2.8], 'bandpass', False, 'sos', 60)` from scipy.signal
motion.filterSection1 = formII.new({1.0, -1.8587017, 0.9066295}, {0.0029759, 0.0059517, 0.0029759})
motion.filterSection2 = formII.new({1.0, -1.9198555, 0.9394925}, {1.0000000, -2.0000000, 1.0000000})
function motion.walkinplace(dt)
local _, y, _ = lovr.headset.getPosition('head')
-- Warm-up phase allows filter to settle in while adapting to user height
if motion.warmup < 0.5 then
for i = 1, 20 do
motion.filterSection2:process(motion.filterSection1:process(y))
end
motion.warmup = motion.warmup + dt
return
end
local direction = quat(lovr.headset.getOrientation('head')):direction()
local pitch = direction.y
-- Detect pitch changes (looking up/down) and inhibit walking until pitch motion ends
motion.headPitch = ((pitch - motion.headPitch) * 0.1 + motion.headPitch)
local pitchChange = math.abs(pitch - motion.headPitch) * 10
local walkInhibit = math.max(1 - pitchChange, 0)
-- Estimate intensity of head bob due to walking or jogging
-- Filter y signal with bandpass to isolate frequencies around 2 Hz
-- Take absolute value of signal and amplify with parameter
local filtered = motion.filterSection2:process(motion.filterSection1:process(y))
local walkIntensity = math.abs(filtered) * motion.amplification
-- Apply estimated walk intensity to speed
-- Simple lowpass IIR is applied for smoothness and inertia
motion.speed = motion.speed * (1 - motion.damping) + walkIntensity * walkInhibit
direction.y = 0
motion.pose:translate(direction * motion.speed * dt)
end
function lovr.update(dt)
motion.walkinplace(dt)
end
function lovr.draw(pass)
lovr.graphics.setBackgroundColor(0.1, 0.1, 0.1)
pass:text(string.format('%2.3f', motion.speed), 19, 1, -15, 0.05)
pass:transform(mat4(motion.pose):invert())
-- Render hands
pass:setColor(1,1,1)
local radius = 0.04
for _, hand in ipairs(lovr.headset.getHands()) do
-- Whenever pose of hand or head is used, need to account for VR movement
local poseRW = mat4(lovr.headset.getPose(hand))
local poseVR = mat4(motion.pose):mul(poseRW)
poseVR:scale(radius)
pass:sphere(poseVR)
end
-- Some scenery
lovr.math.setRandomSeed(0)
local goldenRatio = (math.sqrt(5) + 1) / 2
local goldenAngle = (2 - goldenRatio) * (2 * math.pi)
local k = 1.8
for i = 1, 500 do
local r = math.sqrt(i) * k
local x = math.cos(goldenAngle * i) * r
local y = math.sin(goldenAngle * i) * r
if lovr.math.random() < 0.05 then
pass:setColor(0.5, 0, 0)
else
local shade = 0.1 + 0.3 * lovr.math.random()
pass:setColor(shade, shade, shade)
end
pass:cylinder(x, -0.01, y, 1,0.02, math.pi / 2, 1,0,0)
end
end