Steam VR template: /project.lua code sample - Stingray Lua API Reference
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-- This implementation uses the default SimpleProject and the Project extensions are
-- used to extend the SimpleProject behavior.
-- This is the global table name used by Appkit Basic project to extend behavior
Project = Project or {}
require 'script/lua/flow_callbacks'
require 'script/lua/project_utils'
Project.level_names = {
default_level = "content/levels/vr_learning"
}
-- AppKit
SimpleProject = SimpleProject or require 'core/appkit/lua/simple_project'
InputMapper = InputMapper or require 'core/appkit/lua/input_mapper'
-- SteamVR
require 'vr_steam/script/lua/steam_vr'
require 'vr_steam/script/lua/steam_vr_input_mapper'
require 'vr_steam/script/lua/steam_vr_flow_callbacks'
Project.vr_system = Project.vr_system or nil
Project.vr_input_mapper = Project.vr_input_mapper or nil
-- Custom config for the basic project.
SimpleProject.config = {
standalone_init_level_name = Project.level_names.default_level,
camera_unit = "core/appkit/units/camera/camera",
camera_index = 1,
shading_environment = nil, -- Will override levels that have env set in editor.
create_free_cam_player = true, -- Project will provide its own player.
exit_standalone_with_esc_key = true
-- Loading screen disabled until 2D gui VR is fully supported.
-- loading_screen_materials = {"core/appkit/materials/loading_screen"},
-- loading_screen_start_package = "loading_screen",
-- loading_screen_end_package = "main",
-- loading_screen_shading_env = "core/stingray_renderer/environments/midday/midday" -- Controls the shading environment used by default by the loading screen.
}
-- check to see if there are player starts in the level, if not return world 0
local function get_player_start_pose()
local player_starts = stingray.World.units_by_resource(SimpleProject.world, "tools/player_start")
if #player_starts > 0 then
local index = stingray.Math.random(1, #player_starts)
local pose = stingray.Unit.world_pose(player_starts[index], 1)
local scale = stingray.Unit.local_scale(player_starts[index], 1)
stingray.Matrix4x4.set_scale(pose, scale)
return pose
else
return stingray.Matrix4x4.identity()
end
end
-- SimpleProject function extensions
function Project.on_init_complete()
local level_name = SimpleProject.level_name
local managed_world = Appkit.managed_world
-- Initialize VR
Project.vr_system = SteamVRSystem(managed_world.world)
SteamVRSystem.initialize(Project.vr_system, 0.01, 1000.0, "vr_target", "vr_hud")
if SteamVRSystem.is_initialized(Project.vr_system) then
if stingray.SteamVR then
local pose = get_player_start_pose()
stingray.SteamVR.set_tracking_space(stingray.Matrix4x4.translation(pose), stingray.Matrix4x4.rotation(pose), stingray.Matrix4x4.scale(pose))
end
Project.vr_input_mapper = SteamVRInputMapper(Project.vr_system, managed_world.world)
SteamVRSystem.enable(Project.vr_system)
else
-- level_name is nil if this is an unsaved Test Level.
local view_position = Appkit.get_editor_view_position() or stingray.Vector3(0, 0, 0)
local view_rotation = Appkit.get_editor_view_rotation() or stingray.Quaternion.identity()
local Player = require 'script/lua/player'
Player.spawn_player(SimpleProject.level, view_position, view_rotation)
end
end
function Project.shutdown()
SteamVRSystem.shutdown(Project.vr_system)
end
function Project.update(dt)
if not SteamVRSystem.is_enabled(Project.vr_system) then
return
end
-- Update VR input
SteamVRInputMapper.update(Project.vr_input_mapper, dt)
end
function Project.render()
local managed_world = Appkit.managed_world
if SteamVRSystem.is_enabled(Project.vr_system) and managed_world then
SteamVRSystem.render(Project.vr_system, managed_world.shading_env)
return true -- Override the regular SimpleProject rendering with VR rendering
end
end
return Project