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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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345 lines
14 KiB
Lua
345 lines
14 KiB
Lua
-- The DIORAMA modes: Kanto as a model you can pick up.
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--
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-- STANDARD VR presents whatever rung the player is on -- the orbit rungs
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-- become a tabletop, 1ST stands you inside the world (see lib/VR.lua).
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-- DIORAMA is a different promise, and it is one promise rather than a
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-- ladder: the world is ALWAYS the model on the table, seen from outside,
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-- and what the headset adds is that the model is a THING IN THE ROOM --
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-- grab it, turn it, set it down somewhere else, decide how much of it you
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-- want to be holding.
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--
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-- Two pieces make that read, and this file owns both.
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--
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-- THE VIEWPORT. Everything outside an invisible BOX centred on the view
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-- is simply not drawn -- the Final Fantasy Tactics read, a square slab
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-- of the world sitting in the air rather than a map running off to a
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-- horizon. A square cut with a HARD edge, because a flat world is a
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-- thing with sides and the sides are what say so.
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--
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-- V-CURVE is what changes its shape. With the bend on, the world is not
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-- flat any more -- it is a little globe curling away over its own
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-- horizon -- and a square cut through a globe is a lie about what is
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-- being looked at. So the box becomes a BALL, and its rim becomes a
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-- GRADIENT that dissolves into the sky rather than an edge that
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-- guillotines it. One click of the left stick (which throws V-CURVE --
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-- see lib/VR) swaps between the two readings of the same model.
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--
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-- A staged fight ignores both and cuts a vertical PILLAR about the
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-- arena, which lifts the fight out of the map as a floating disc.
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--
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-- (A BASE was built under all this once -- the ground extruded a tile
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-- deep, cut to the viewport's shape, wearing Mt Moon's cave floor down
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-- its sides -- and it was REMOVED at the user's request. The cut ends at
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-- the ground plane now; don't put a plinth back under it.)
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--
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-- THE GRIP. Squeeze one and the model follows that hand through the
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-- room; squeeze both and it turns with them and the viewport resizes
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-- to whatever you open your hands to. All of it is arithmetic on the
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-- XR-to-world mapping lib/VRRig already had (an anchor, a yaw and a
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-- scale), so nothing about the world's own geometry knows this is
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-- happening.
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--
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-- DIORAMA-MR is the same mode with the background keyed pure green, for
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-- a mixed-reality capture that composites the model into the room the
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-- player is actually standing in.
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--
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-- Nothing here reaches the flat screen: every field is set by lib/VR for
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-- the length of one headset frame and cleared with the session.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local Diorama = {}
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-- ------- the viewport
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--
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-- The half-size at rest, as a fraction of the view height the flat screen
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-- frames. Sized off the VIEW rather than fixed in world pixels so the zoom
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-- rows keep meaning what they mean -- a zoomed-in rung frames less world
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-- and gets a smaller model, exactly as it frames a smaller picture.
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--
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-- The BOX takes half of it, so the square is exactly the view the standard
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-- rung would have shown, edge to edge. The BALL takes rather more: a ball
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-- inscribed in that square holds noticeably less world (its corners are
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-- the four biggest pieces of it), and the point of the V-CURVE throw is to
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-- see the same model curl, not to lose a quarter of it.
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Diorama.BOX_FRAC = 0.5
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Diorama.BALL_FRAC = 0.62
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-- How far the grips may open and close it, as a multiplier on that.
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Diorama.SCALE_MIN = 0.3
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Diorama.SCALE_MAX = 4
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-- The rim under V-CURVE, as a fraction of the radius: where the world
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-- starts fading and where it has finished. Wide enough to read as a
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-- dissolve rather than an edge, narrow enough that the middle of the model
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-- is solid. The BOX has no fade at all -- see fadeFor.
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Diorama.FADE_FRAC = 0.16
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-- The staged fight's disc: the arena's own half-length plus an apron, in
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-- world pixels (a map cell is 16). The two mons stand three cells apart,
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-- so this is a disc about seven cells across -- the fight, the ground it
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-- is fought on, and nothing else.
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Diorama.ARENA_APRON = 32
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-- ------- what the live frame is
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--
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-- All three set by lib/VR for the length of one headset frame, and by
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-- nothing else. `on` is the whole mode's gate; VoxelScene reads it once
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-- per frame and every diorama-shaped thing hangs off that read.
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Diorama.on = false
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Diorama.keyed = false
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Diorama.cull = nil -- { x, y, z, r, invFade, kind }
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-- Chroma green, and PURE green deliberately: a keyer wants the one colour
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-- nothing in the picture can accidentally be, and no palette this mod can
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-- paint the world in reaches 0,255,0.
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Diorama.KEY_COLOR = { 0, 1, 0 }
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-- ------- what the grips have done to it
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--
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-- Kept across frames (this is where the model IS, as far as the player is
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-- concerned) and cleared only when the session ends. `offset` is in LOCAL
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-- metres and rides the mapping's anchor, `yaw` turns the mapping, `zoom`
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-- multiplies the viewport's radius.
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Diorama.offset = { 0, 0, 0 }
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Diorama.yaw = 0
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Diorama.zoom = 1
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function Diorama.reset()
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Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
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Diorama.offset = { 0, 0, 0 }
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Diorama.yaw, Diorama.zoom = 0, 1
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Diorama.release()
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end
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-- ------- which way a staged fight lies on the table
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--
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-- The disc's bearing while a battle is up: the player's own hand-turn, with
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-- the ARENA's quarter turn taken back out of it.
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--
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-- An arena may be laid down any of the four ways (BattleArena's `turn`), and
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-- the promise that field makes everywhere else is that turning it changes the
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-- GROUND under the fight and never the fight itself -- the two Pokemon land
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-- on the same marks, seen the same way round. Every other camera keeps that
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-- promise by construction: the flat shot and the standard VR mount are both
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-- built from BattleCam's eye, which turns with the arena, so the composition
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-- follows it round.
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--
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-- This one is not built from that eye. It is a disc of map lifted onto the
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-- table, and its bearing is the arena's bearing in the WORLD -- so a fight
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-- staged on a turned arena arrived on the table lying across the head that
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-- was looking at it, while the same fight on an unturned one faced properly.
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-- Same fight, same composition everywhere else, sideways here.
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--
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-- So the turn comes back out. Subtracted, matching the sign the standard
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-- mount already lands on: its yaw is atan2 of (eye - focus), and rotating
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-- that pair by +turn takes the bearing to (bearing - turn). One rule, two
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-- seats.
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--
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-- The hand-turn stays on top of it, because that is the player moving the
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-- model and is theirs to keep.
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function Diorama.battleYaw(arena)
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local turn = (arena and arena.turn) or 0
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if turn == 0 then return Diorama.yaw end
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local yaw = Diorama.yaw - math.rad(turn)
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-- kept in (-pi, pi] like the grips leave it, so nothing downstream has to
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-- care which way round it came
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return (yaw + math.pi) % (2 * math.pi) - math.pi
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end
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-- Open a diorama frame. `mode` is VR.mode()'s answer; anything that is
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-- not a diorama mode closes it.
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function Diorama.begin(mode)
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Diorama.on = (mode == "diorama" or mode == "diorama-mr")
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Diorama.keyed = Diorama.on and mode == "diorama-mr"
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if not Diorama.on then Diorama.cull = nil end
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return Diorama.on
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end
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function Diorama.stop()
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Diorama.on, Diorama.keyed, Diorama.cull = false, false, nil
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end
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-- What the world's background must be cleared to, or nil to leave the sky
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-- alone. Only ever a colour in DIORAMA-MR, and only while a frame is open.
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function Diorama.keyColor()
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if not (Diorama.on and Diorama.keyed) then return nil end
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return Diorama.KEY_COLOR
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end
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-- ------- the viewport, as the shaders take it
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--
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-- `kind` is the shader's own switch: 0 no cut, 1 the box, 2 the ball, 3
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-- the fight's pillar. `invFade` is one over the fade band in world pixels,
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-- so the rim is a single multiply out there -- and a hard edge is simply a
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-- band under a pixel wide, which costs the shader no branch of its own.
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Diorama.BOX = 1
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Diorama.BALL = 2
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Diorama.PILLAR = 3
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-- The half-size the viewport stands at right now, for a view `vh` world
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-- pixels tall -- the flat framing this rung would have shown -- and for
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-- the shape it is currently in.
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function Diorama.radius(vh, curved)
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local frac = curved and Diorama.BALL_FRAC or Diorama.BOX_FRAC
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return math.max(24, (vh or 288) * frac * Diorama.zoom)
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end
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-- Whether the world is BENT right now, which is the whole of what decides
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-- the viewport's shape: a square cut suits a flat slab of map, and a
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-- curved world rolling away over its own horizon wants a ball with a
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-- dissolve. Asked of the row rather than remembered, so the V-CURVE the
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-- stick click throws (and the "7" key, and the OPTIONS row) all reach it.
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function Diorama.curved()
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local ok, on = pcall(function()
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return V.require("WorldCurve").active()
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end)
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return ok and on or false
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end
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-- The fade band for a cut of half-size `r`: the curve's dissolve, or a
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-- hard edge (band 0) for the box.
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function Diorama.fadeFor(r, curved)
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if not curved then return 0 end
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return math.max(1, r * Diorama.FADE_FRAC)
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end
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local function volume(kind, x, y, z, r, fade)
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return { x = x, y = y, z = z, r = r,
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-- The BOX kind is rectangular in the shader, because the flat
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-- screen's box is the WINDOW's own footprint and a window is not
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-- square (lib/ViewBox). A headset's model has no window to be
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-- shaped like, so this one is: the same half-size twice.
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rx = r, rz = r,
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-- a zero band is a hard edge: half a pixel of ramp, which is
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-- one pixel of antialiasing rather than a stair
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invFade = 1 / math.max(fade or 0, 0.5), kind = kind }
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end
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-- The viewport this frame, centred on the world point the model is pinned
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-- by: the BOX ordinarily, and the BALL while the world is curved.
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function Diorama.viewport(cx, cy, vh)
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local curved = Diorama.curved()
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local r = Diorama.radius(vh, curved)
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Diorama.cull = volume(curved and Diorama.BALL or Diorama.BOX,
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cx, 0, cy, r, Diorama.fadeFor(r, curved))
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return Diorama.cull
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end
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-- The staged fight's disc: a vertical pillar about the arena's midpoint,
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-- wide enough for both mons and their apron. Vertical means UNBOUNDED --
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-- a tree standing on the disc keeps all of its height, which is what
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-- makes the cut read as the ground having been lifted out rather than as
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-- the world having been sliced through at eye level.
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function Diorama.pillar(arena)
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if not (arena and arena.mid) then return nil end
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local mx, mz = arena.mid[1], arena.mid[2]
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local r = Diorama.ARENA_APRON
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if arena.player and arena.enemy then
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local dx = arena.player[1] - mx
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local dz = arena.player[2] - mz
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r = r + math.sqrt(dx * dx + dz * dz)
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end
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-- Round whatever the curve is doing -- a fight is a disc, and a square
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-- arena tile floating in the air is not the picture -- and ALWAYS
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-- dissolved at the rim, curve or no curve. The box's hard edge is there
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-- to say "this is a flat slab of map with sides"; a fight is a thing
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-- lifted out of the world and hanging in the air, and a hard edge on it
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-- reads as a cookie cutter rather than as a piece of ground.
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Diorama.cull = volume(Diorama.PILLAR, mx, 0, mz, r,
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Diorama.fadeFor(r, true))
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return Diorama.cull
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end
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-- ------- the grips
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--
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-- One hand carries the model; two turn it and open the viewport. The
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-- gesture is measured as a DELTA per frame rather than from where the
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-- squeeze started, so letting go and taking hold again never snaps
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-- anything -- the model simply stops following and starts again.
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Diorama.GRIP = 0.6 -- squeezed past this counts as holding on
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Diorama.SPREAD_MIN = 0.08 -- hands closer than this give no scale
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local lastOne = nil -- the carrying hand's position, last frame
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local lastMid = nil -- both hands' midpoint
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local lastAngle = nil -- and the bearing of the line between them
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local lastSpread = nil -- and its length
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local function clearGrab()
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lastOne, lastMid, lastAngle, lastSpread = nil, nil, nil, nil
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end
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Diorama.releaseGrab = clearGrab
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-- Advance the grab from this frame's controller state (lib/VRXR's table:
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-- gripL/gripR in 0..1, handl/handr as { pos, quat } when tracked).
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-- Returns true while the model is being held.
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function Diorama.gesture(ctl)
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if not ctl then
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clearGrab()
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return false
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end
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local gl, gr = ctl.gripL or 0, ctl.gripR or 0
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local hl = (gl > Diorama.GRIP) and ctl.handl or nil
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local hr = (gr > Diorama.GRIP) and ctl.handr or nil
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if hl and hr then
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lastOne = nil
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local lp, rp = hl.pos, hr.pos
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local mid = { (lp[1] + rp[1]) / 2, (lp[2] + rp[2]) / 2,
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(lp[3] + rp[3]) / 2 }
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local dx, dy, dz = rp[1] - lp[1], rp[2] - lp[2], rp[3] - lp[3]
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local spread = math.sqrt(dx * dx + dy * dy + dz * dz)
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-- the bearing of the line between the hands, in the same convention
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-- the mapping's yaw turns through (see VRRig.eyeCamera): atan2 of the
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-- x component over the z one, so a hand-over-hand turn and the model's
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-- turn are the same number
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local angle = math.atan2(dx, dz)
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if lastMid then
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for i = 1, 3 do
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Diorama.offset[i] = Diorama.offset[i] + (mid[i] - lastMid[i])
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end
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end
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if lastAngle then
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local d = (angle - lastAngle + math.pi) % (2 * math.pi) - math.pi
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Diorama.yaw = (Diorama.yaw + d + math.pi) % (2 * math.pi) - math.pi
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end
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if lastSpread and lastSpread > Diorama.SPREAD_MIN
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and spread > Diorama.SPREAD_MIN then
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Diorama.zoom = math.max(Diorama.SCALE_MIN,
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math.min(Diorama.SCALE_MAX,
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Diorama.zoom * (spread / lastSpread)))
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end
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lastMid, lastAngle, lastSpread = mid, angle, spread
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return true
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end
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lastMid, lastAngle, lastSpread = nil, nil, nil
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local one = hl or hr
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if one then
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if lastOne then
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for i = 1, 3 do
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Diorama.offset[i] = Diorama.offset[i] + (one.pos[i] - lastOne[i])
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end
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end
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lastOne = { one.pos[1], one.pos[2], one.pos[3] }
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return true
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end
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lastOne = nil
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return false
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end
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-- Nothing here owns a GPU object any more (the base did, and it is gone --
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-- see the header), so this is only the grab's own hand-to-hand state: a
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-- window resize or a hot reload should not leave the model following a
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-- delta measured against a frame that no longer exists.
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function Diorama.release()
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clearGrab()
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end
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Diorama.invalidate = Diorama.release
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return Diorama
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