mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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battle effect fixes
This commit is contained in:
+263
-56
@@ -24,10 +24,16 @@
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-- rungs the world is a TABLETOP DIORAMA pinned below and ahead of where
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-- your head started -- lean in, walk around it; on 1ST you stand inside
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-- at life scale, the HMD steers FirstPerson's yaw and pitch, and FreeMove
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-- walks where you look exactly as it does on the flat screen. The flat
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-- window keeps running as the mirror (left eye when the world is up), so
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-- menus stay usable at the desk and every existing input keeps working --
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-- v1 has no XR controller bindings on purpose.
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-- walks where you look exactly as it does on the flat screen. A STAGED
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-- FIGHT takes the camera from both: the headset snaps -- through a fade
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-- to black and back -- to the flat battle's own over-the-shoulder seat
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-- (VRRig.battleMount), and returns the same way when the fight ends;
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-- the 2D battle screen lights up on the POKEDEX in the tracked left
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-- hand (lib/Pokedex.lua) and NO floating panel is submitted at all --
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-- the fight itself owns the view. The flat window keeps
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-- running as the mirror (left eye when the world is up), so menus stay
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-- usable at the desk and every existing input keeps working alongside
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-- the XR controllers.
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--
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-- Failure is a status, never a crash: no runtime, no headset, no GL
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-- interop, or a mid-session loss all land back on the flat screen with
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@@ -45,6 +51,7 @@ local BattleCam = V.require("BattleCam")
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local VRRig = V.require("VRRig")
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local VRXR = V.require("VRXR")
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local VRGL = V.require("VRGL")
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local Pokedex = V.require("Pokedex")
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local VR = {}
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@@ -52,7 +59,11 @@ local VR = {}
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-- spoken for, and a headset is not something to toggle by accident.
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VR.setting = ModSetting.new("vr", "VR", { false, true }, { "OFF", "ON" })
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-- where the diorama's UI panel floats vs first person's
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-- Where the diorama's UI panel floats vs first person's. These are the
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-- FALLBACK screens: wherever the pokedex is up and lit -- first
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-- person's menus, a battle's 2D scene -- no quad is submitted at all
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-- (see updateQuad), and these serve only the diorama and the no-tracked-
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-- controller case.
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local QUAD_DIORAMA = { pos = { 0, 0.1, -1.0 }, width = 0.8 }
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local QUAD_FP = { pos = { 0, 0, -1.4 }, width = 1.1 }
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@@ -74,12 +85,58 @@ local lastOrbit = 4 -- the 50-degree rung, a sane middle
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local held = {} -- GB buttons this module is holding down
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local lastHandY = nil -- the gripping hand's height, last frame
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-- First person's SNAP TURN: the right stick flicked left or right steps
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-- the whole XR-to-world mapping 45 degrees at a time (a smooth software
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-- turn is the classic comfort mistake -- vection with no vestibular
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-- signal; a snap is instant and the head does the rest). The offset
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-- turns the mapping itself, so the eyes, the walk direction and the
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-- pokedex all agree about which way the world now faces.
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local SNAP_TURN = math.rad(45)
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local fpYawOff = 0 -- accumulated snaps, radians
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local snapArmed = true -- re-arms when the stick returns to centre
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local function wrapPi(a)
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return (a + math.pi) % (2 * math.pi) - math.pi
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end
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-- The battle snap, made a FADE rather than a cut: when a fight is staged
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-- on the world (or stops being), black rises over both eyes, the camera
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-- swaps mounts behind it, and black lifts. A teleport inside VR is the
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-- one camera move that should never be SEEN happening -- the world
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-- sliding to a new seat reads as the room moving.
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local FADE_TIME = 0.35 -- seconds each way: out, then back in
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local camMode = "explore" -- "explore" (diorama / 1ST) or "battle"
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local fadeAlpha = 0 -- the black over the eyes right now
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-- The staged fight to look at, if there is one: arena, floor height.
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local function battleStage()
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local ok, arena, groundY = pcall(function()
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return V.require("OverworldBattle").stage()
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end)
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if not ok then return nil end
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return arena, groundY
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end
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-- the palette closure the engine hands drawWorld; stashed there (see
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-- main.lua) because the VR frame renders from update, where no ctx exists
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VR.paletteFor = nil
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-- Whether this platform can do VR AT ALL: the shipped loader and the GL
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-- interop are Win32 (openxr_loader.dll, wgl), so only Windows qualifies.
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-- Everywhere else -- Android above all -- the row is not offered on any
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-- menu, and a stored vr=true is ignored rather than read: a save that
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-- migrated over from the desktop must not leave a phone trying to start
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-- an OpenXR session (or silently forcing the battle rows). Headless runs
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-- have no love.system and answer true, which costs nothing: enabling VR
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-- there stops at VRXR.start like it always did.
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function VR.supported()
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local ok, os = pcall(function() return love.system.getOS() end)
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if not ok or not os then return true end
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return os == "Windows"
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end
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function VR.enabled()
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return VR.setting:get() == true
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return VR.supported() and VR.setting:get() == true
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end
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function VR.active()
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@@ -124,15 +181,68 @@ local function shutdown(reason)
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mirrorSrc = nil
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releaseInputs()
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BattleCam.still = false
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VoxelScene.spriteLean = nil
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Pokedex.clear()
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zoom, heightOff = 1, 0
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fpYawOff, snapArmed = 0, true
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camMode, fadeAlpha = "explore", 0
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status = reason or "off"
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end
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VR.shutdown = shutdown -- named for the probe driver
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-- Whether the flat screen is showing something the world pass cannot: a
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-- menu, a dialog, a battle, a transition wipe. The quad and the pokedex's
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-- screen both key on it.
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local function uiShowing()
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local ok, showing = pcall(function()
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local Game = require("src.core.Game")
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local top = Game.stack and Game.stack:top()
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return top ~= Game.overworld
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or (Game.overworld and Game.overworld.transitioning) or false
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end)
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return ok and showing or false
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end
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-- ------- the pokedex's screen
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--
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-- What the device in the hand shows during a battle: the flat window --
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-- which IS the 2D battle screen for as long as the battle state draws --
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-- copied into a canvas the scene pass can texture with, cropped by UV to
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-- the battle's own letterbox so the screen wears the GB frame edge to
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-- edge. Menus over the battle (the party, the bag) ride along for free:
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-- they are the flat screen too, and reading them on the device in your
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-- hand is exactly the point.
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local dexCanvas = nil
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local function dexScreen()
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local ok, out = pcall(function()
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local ww, wh = love.graphics.getPixelDimensions()
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if not (ww and ww > 0 and wh and wh > 0) then return nil end
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if not (dexCanvas and dexCanvas:getWidth() == ww
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and dexCanvas:getHeight() == wh) then
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dexCanvas = love.graphics.newCanvas(ww, wh)
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pcall(dexCanvas.setFilter, dexCanvas, "nearest", "nearest")
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end
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local fbo = fboCache[dexCanvas]
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if not fbo then
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fbo = VRGL.canvasFBO(dexCanvas)
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fboCache[dexCanvas] = fbo
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end
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if not (fbo and VRGL.copyFrontToCanvas(fbo, ww, wh)) then return nil end
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local BattleScene = V.require("BattleScene")
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local lx, ly, s = BattleScene.letterbox()
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return { dexCanvas,
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lx / ww, ly / wh,
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(lx + BattleScene.GB_W * s) / ww,
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(ly + BattleScene.GB_H * s) / wh }
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end)
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return ok and out or nil
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end
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-- ------- the world, once per eye
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local function renderWorld(views)
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local function renderWorld(views, ctl)
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local ok, Game = pcall(require, "src.core.Game")
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local ow = ok and Game.overworld or nil
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if not (ow and ow.map and ow.camera and Voxel.active()
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@@ -142,19 +252,39 @@ local function renderWorld(views)
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local vw, vh = 320, 288
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pcall(function() vw, vh = Game.renderer:worldViewSize() end)
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local pivot, anchor, scale
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-- Whatever the camera does, the CARDS hold the top rung's near-upright
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-- lean: a head that roams has no one pitch for them to match, and 75
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-- degrees is the pose that reads as "standing" from anywhere. Cleared
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-- on shutdown, so the flat screen leans with the rung as ever.
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VoxelScene.spriteLean = math.rad(75)
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local pivot, anchor, scale, mountYaw
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local fp = FirstPerson.engaged()
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if fp then
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local battle, battleFloor
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if camMode == "battle" then battle, battleFloor = battleStage() end
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if battle then
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-- the over-the-shoulder seat the flat battle shot stands in, pulled
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-- close enough for a headset's own lens (see VRRig.battleMount), at
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-- life scale, turned to face the arena
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local rec = BattleCam.rig(battle, battleFloor)
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pivot, mountYaw = VRRig.battleMount(rec.eye, rec.focus)
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anchor = { 0, 0, 0 }
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scale = VRRig.FP_SCALE
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elseif fp then
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local p = ow.player
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local gh = 0
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pcall(function() gh = VoxelScene.groundAt(ow.map, p.cellX, p.cellY) end)
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pivot = VRRig.fpPivot(p.px, p.py, gh, FirstPerson.EYE_HEIGHT)
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anchor = { 0, 0, 0 }
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scale = VRRig.FP_SCALE
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-- the HMD is the head: its yaw and pitch become FirstPerson's, so
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-- FreeMove walks where you look and A talks to what you face
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-- the snap turn is a yaw on the MAPPING, same seam the battle mount
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-- turns through
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if fpYawOff ~= 0 then mountYaw = fpYawOff end
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-- the HMD is the head: its yaw and pitch (plus the snaps) become
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-- FirstPerson's, so FreeMove walks where you look and A talks to
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-- what you face
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local yaw, pitch = VRRig.headYawPitch(views[1].pose.quat)
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FirstPerson.yaw = yaw
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FirstPerson.yaw = wrapPi(yaw + fpYawOff)
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FirstPerson.pitch = math.max(FirstPerson.PITCH_UP,
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math.min(FirstPerson.PITCH_DOWN, pitch))
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else
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@@ -168,14 +298,37 @@ local function renderWorld(views)
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scale = VRRig.dioramaScale(vh, Voxel.FOCAL) / zoom
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end
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-- The pokedex, on the tracked left hand, under this very mapping --
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-- but only where it earns its keep: FIRST PERSON, where its screen is
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-- every menu, dialog and wipe the flat screen shows (and the floating
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-- billboard is retired outright -- see updateQuad), and the BATTLE
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-- seat, where its screen is the fight's own 2D scene. The diorama
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-- does without: a hand-sized device hovering over a tabletop town is
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-- clutter, and the panel serves there. No hand tracked, no device.
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local hand = ctl and ctl.handl or nil
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if hand and (battle or fp) then
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Pokedex.place(hand, pivot, anchor, scale, mountYaw)
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if uiShowing() then
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local scr = dexScreen()
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if scr then
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Pokedex.screen(scr[1], scr[2], scr[3], scr[4], scr[5])
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end
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end
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else
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Pokedex.clear()
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end
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local eyes = {}
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for i = 1, 2 do
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local v = views[i]
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eyes[i] = {
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camera = VRRig.eyeCamera(v.pose, v.fov, pivot, anchor, scale),
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camera = VRRig.eyeCamera(v.pose, v.fov, pivot, anchor, scale, mountYaw),
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w = v.w, h = v.h,
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slot = i == 1 and "vrL" or "vrR",
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adopt = true,
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-- the battle seat is a placed shot, not the first-person rig: the
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-- cards keep their stage lean rather than yawing at this eye, and
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-- the player's own card stays visible in it
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adopt = not battle,
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}
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end
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eyes.cx, eyes.cy = pivot[1], pivot[3]
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@@ -187,6 +340,21 @@ local function renderWorld(views)
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return false
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end
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-- the snap's fade, over the finished eyes: plain black at this moment's
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-- strength, drawn before the blit so the headset never sees the swap
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if fadeAlpha > 0 then
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pcall(function()
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for i = 1, 2 do
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local c = canvases[i]
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love.graphics.setCanvas(c)
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love.graphics.setColor(0, 0, 0, math.min(1, fadeAlpha))
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love.graphics.rectangle("fill", 0, 0, c:getWidth(), c:getHeight())
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end
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love.graphics.setCanvas()
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love.graphics.setColor(1, 1, 1, 1)
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end)
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end
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for i = 1, 2 do
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local canvas = canvases[i]
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local tex, tw, th = VRXR.acquireEye(i)
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@@ -214,24 +382,44 @@ end
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-- world pass is off entirely.
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local function wantQuad(worldUp)
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if not worldUp then return true end
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local ok, showing = pcall(function()
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local Game = require("src.core.Game")
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local top = Game.stack and Game.stack:top()
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return top ~= Game.overworld
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or (Game.overworld and Game.overworld.transitioning) or false
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end)
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return ok and showing or false
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return uiShowing()
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end
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local function updateQuad(worldUp, fp)
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if not wantQuad(worldUp) then return nil end
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-- Wherever the pokedex is up and lit -- first person's menus, the
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-- battle seat's 2D fight -- it IS the screen, and no floating
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-- billboard is submitted at all. (No tracked left hand still gets
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-- the panel: the UI must be readable somewhere.)
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if Pokedex.frame and Pokedex.frame.tex then return nil end
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local tex, qw, qh = VRXR.acquireQuad()
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if not tex then return nil end
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local ww, wh = qw, qh
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pcall(function() ww, wh = love.graphics.getPixelDimensions() end)
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VRGL.copyFrontBuffer(tex, math.min(qw, ww), math.min(qh, wh))
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VRXR.releaseQuad()
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return fp and QUAD_FP or QUAD_DIORAMA
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-- The panel wears the GB FRAME, not the window: everything the flat
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-- screen has to say lives in the 160x144 letterbox (the world around
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-- it is just the mirror's picture), so the quad's sub-rect crops to
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-- it and the panel presents near-square instead of monitor-wide.
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-- Image space is GL's, origin bottom-left -- exactly how
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-- copyFrontBuffer landed the window in the texture.
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local crop = nil
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pcall(function()
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local BattleScene = V.require("BattleScene")
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local lx, ly, s = BattleScene.letterbox()
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local wpx = BattleScene.GB_W * s
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local hpx = BattleScene.GB_H * s
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local x = math.max(0, math.floor(lx))
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local y = math.max(0, math.floor(wh - ly - hpx))
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crop = { x, y,
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math.min(qw - x, math.ceil(wpx)),
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math.min(qh - y, math.ceil(hpx)) }
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if crop[3] < 1 or crop[4] < 1 then crop = nil end
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end)
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local base = fp and QUAD_FP or QUAD_DIORAMA
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if not crop then return base end
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return { pos = base.pos, width = base.width, crop = crop }
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end
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-- ------- the controllers
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@@ -242,10 +430,13 @@ end
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-- so it grid-walks the diorama and free-walks 1ST);
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-- A/B are A/B; either trigger is START; clicking the
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-- LEFT stick toggles first/third person.
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-- diorama only right stick up/down zooms the model; clicking the
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-- RIGHT stick cycles the viewing angle through the orbit
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-- rungs; squeezing a grip and moving that hand up or
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-- down drags the whole table with it.
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-- 1ST only right stick left/right SNAP-TURNS 45 degrees a flick.
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-- diorama only right stick up/down zooms the model; squeezing a grip
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-- and moving that hand up or down drags the whole table
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-- with it.
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--
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-- Leaving VR is the VR row's job alone (OPTIONS menu or the manager) --
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-- no controller button does it. VR.leave below stays as the API for it.
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-- Flip between the 1ST rung and the last orbit rung, through the same
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-- gate and plumbing the keyboard hotkey uses.
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@@ -269,33 +460,15 @@ function VR.toggleView()
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end)
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end
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-- Step the diorama's presentation angle through the orbit rungs (the
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-- anchor re-derives from the rung's angle, so the table re-tilts on the
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-- rung's own tween). FULL counts as its 35-degree twin, like the hotkey.
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function VR.cycleAngle()
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-- Leave VR: the VR row toggled back off and persisted, exactly as if
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-- stepped on the OPTIONS menu, so the next update tears the session down
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-- and the flat screen takes the picture back. Deliberately bound to NO
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-- controller button (a click that ejects you from the headset is a trap
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-- mid-fight); kept as the one programmatic door out.
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function VR.leave()
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pcall(function()
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local Game = require("src.core.Game")
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local Pipelines = require("src.render.Pipelines")
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local top = Game.stack and Game.stack:top()
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if not Pipelines.canToggle("voxel", top, Game.overworld) then return end
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local level = Pipelines.level("voxel")
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if Voxel.isFirstPerson(level) then return end
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local order = { 2, 3, 4, 5 }
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local at = nil
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for i, rung in ipairs(order) do
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if rung == level then at = i break end
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end
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if not at then
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local deg = Voxel.ANGLES_DEG[level + 1]
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for i, rung in ipairs(order) do
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if Voxel.ANGLES_DEG[rung + 1] == deg then at = i break end
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end
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end
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Pipelines.setLevel("voxel", order[at and (at % #order + 1) or 1])
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if Game.save and Game.save.options then
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Pipelines.syncOptions(Game.save.options)
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pcall(Game.writeOptions, Game)
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end
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VR.setting:setIndex(VR.setting:read() + 1, Game)
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end)
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end
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@@ -331,12 +504,28 @@ local function driveControls(ctl, dt, fp)
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||||
|
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if ctl.toggleChanged and ctl.toggle then VR.toggleView() end
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||||
|
||||
if not fp then
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||||
-- first person's snap turn: a flick of the right stick steps the view
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||||
-- 45 degrees, once per flick -- it re-arms only when the stick comes
|
||||
-- back toward centre, so holding it turns exactly once
|
||||
if fp and camMode ~= "battle" then
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local sx = ctl.lookX or 0
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if math.abs(sx) > 0.65 then
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||||
if snapArmed then
|
||||
snapArmed = false
|
||||
-- increasing yaw turns LEFT in this mod's compass, so a stick
|
||||
-- pushed right subtracts
|
||||
fpYawOff = wrapPi(fpYawOff + (sx > 0 and -SNAP_TURN or SNAP_TURN))
|
||||
end
|
||||
elseif math.abs(sx) < 0.35 then
|
||||
snapArmed = true
|
||||
end
|
||||
end
|
||||
|
||||
if not fp and camMode ~= "battle" then
|
||||
local zy = ctl.lookY or 0
|
||||
if math.abs(zy) > 0.15 then
|
||||
zoom = math.max(0.35, math.min(4, zoom * math.exp(zy * (dt or 0) * 1.6)))
|
||||
end
|
||||
if ctl.angleChanged and ctl.angle then VR.cycleAngle() end
|
||||
-- the grab-drag: while a grip is squeezed, the table follows that
|
||||
-- hand's height, metre for metre
|
||||
local gl, gr = ctl.gripL or 0, ctl.gripR or 0
|
||||
@@ -406,18 +595,33 @@ function VR.update(dt)
|
||||
-- VR reads as the world lurching
|
||||
BattleCam.still = true
|
||||
|
||||
-- The battle snap's fade: while the camera the frame WANTS is not the
|
||||
-- one it is showing, black rises; at full black the mount swaps; then
|
||||
-- black lifts. Driven here, on game time, so a fight that ends during
|
||||
-- the fade just turns it around.
|
||||
local want = battleStage() and "battle" or "explore"
|
||||
if want ~= camMode then
|
||||
fadeAlpha = math.min(1, fadeAlpha + (dt or 0) / FADE_TIME)
|
||||
if fadeAlpha >= 1 then camMode = want end
|
||||
else
|
||||
fadeAlpha = math.max(0, fadeAlpha - (dt or 0) / FADE_TIME)
|
||||
end
|
||||
|
||||
local time, should = VRXR.waitFrame()
|
||||
if not time then return end
|
||||
|
||||
-- the controllers, before the world renders: the frame the toggle
|
||||
-- flips rungs on should be the frame that renders the new rig
|
||||
driveControls(VRXR.input(time), dt, FirstPerson.engaged())
|
||||
-- flips rungs on should be the frame that renders the new rig. The
|
||||
-- state is kept in hand for renderWorld too -- the pokedex stands on
|
||||
-- the same frame's left-hand pose.
|
||||
local ctl = VRXR.input(time)
|
||||
driveControls(ctl, dt, FirstPerson.engaged())
|
||||
|
||||
local worldUp = false
|
||||
if should then
|
||||
local views = VRXR.locateViews(time)
|
||||
if views then
|
||||
worldUp = renderWorld(views)
|
||||
worldUp = renderWorld(views, ctl)
|
||||
end
|
||||
end
|
||||
local quadPose = updateQuad(worldUp, FirstPerson.engaged())
|
||||
@@ -458,6 +662,9 @@ function VR.invalidate()
|
||||
pcall(mirrorCanvas.release, mirrorCanvas)
|
||||
end
|
||||
mirrorCanvas, mirrorSrc = nil, nil
|
||||
if dexCanvas and dexCanvas.release then pcall(dexCanvas.release, dexCanvas) end
|
||||
dexCanvas = nil
|
||||
Pokedex.invalidate()
|
||||
for k in pairs(fboCache) do fboCache[k] = nil end
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user