doom3quest/Projects/Android/jni/Doom3Quest/VrInputDefault.c

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/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include "../../../../../../VrApi/Include/VrApi.h"
#include "../../../../../../VrApi/Include/VrApi_Helpers.h"
#include "../../../../../../VrApi/Include/VrApi_SystemUtils.h"
#include "../../../../../../VrApi/Include/VrApi_Input.h"
#include "../../../../../../VrApi/Include/VrApi_Types.h"
#include <android/keycodes.h>
#include <sys/time.h>
#include "VrInput.h"
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#include "doomkeys.h"
float vr_reloadtimeoutms = 200.0f;
float vr_walkdirection = 0;
float vr_weapon_pitchadjust = -30.0f;
float vr_teleport;
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float vr_switch_sticks = 0;
extern bool forceVirtualScreen;
/*
================
Sys_Milliseconds
================
*/
int curtime;
int sys_timeBase;
int Sys_Milliseconds( void ) {
struct timeval tp;
struct timezone tzp;
gettimeofday( &tp, &tzp );
if ( !sys_timeBase ) {
sys_timeBase = tp.tv_sec;
return tp.tv_usec / 1000;
}
curtime = ( tp.tv_sec - sys_timeBase ) * 1000 + tp.tv_usec / 1000;
return curtime;
}
void Android_SetImpulse(int impulse);
void Android_SetCommand(const char * cmd);
void Android_ButtonChange(int key, int state);
int Android_GetCVarInteger(const char* cvar);
extern bool inMenu;
extern bool inGameGuiActive;
extern bool objectiveSystemActive;
extern bool inCinematic;
void HandleInput_Default( int controlscheme, ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//Ensure handedness is set correctly
pVRClientInfo->right_handed = controlscheme < 10 ||
controlscheme == 99; // Always right-handed for weapon calibration
//pVRClientInfo->teleportenabled = vr_teleport != 0;
static bool dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
static bool canGrabFlashlight = false;
//Need this for the touch screen
ovrTracking * pWeapon = pDominantTracking;
ovrTracking * pOff = pOffTracking;
//All this to allow stick and button switching!
ovrVector2f *pPrimaryJoystick;
ovrVector2f *pSecondaryJoystick;
uint32_t primaryButtonsNew;
uint32_t primaryButtonsOld;
uint32_t secondaryButtonsNew;
uint32_t secondaryButtonsOld;
int primaryButton1;
int primaryButton2;
int secondaryButton1;
int secondaryButton2;
if (vr_switch_sticks)
{
//
// This will switch the joystick and A/B/X/Y button functions only
// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = offButton1;
primaryButton2 = offButton2;
secondaryButton1 = domButton1;
secondaryButton2 = domButton2;
}
else
{
pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = domButton1;
primaryButton2 = domButton2;
secondaryButton1 = offButton1;
secondaryButton2 = offButton2;
}
{
//Store original values
const ovrQuatf quatRHand = pWeapon->HeadPose.Pose.Orientation;
const ovrVector3f positionRHand = pWeapon->HeadPose.Pose.Position;
const ovrQuatf quatLHand = pOff->HeadPose.Pose.Orientation;
const ovrVector3f positionLHand = pOff->HeadPose.Pose.Position;
//Right Hand
if(pVRClientInfo->right_handed) {
VectorSet(pVRClientInfo->rhandposition, positionRHand.x, positionRHand.y, positionRHand.z);
Vector4Set(pVRClientInfo->rhand_orientation_quat, quatRHand.x, quatRHand.y, quatRHand.z, quatRHand.w);
VectorSet(pVRClientInfo->lhandposition, positionLHand.x, positionLHand.y, positionLHand.z);
Vector4Set(pVRClientInfo->lhand_orientation_quat, quatLHand.x, quatLHand.y, quatLHand.z, quatLHand.w);
} else {
VectorSet(pVRClientInfo->lhandposition, positionRHand.x, positionRHand.y, positionRHand.z);
Vector4Set(pVRClientInfo->lhand_orientation_quat, quatRHand.x, quatRHand.y, quatRHand.z, quatRHand.w);
VectorSet(pVRClientInfo->rhandposition, positionLHand.x, positionLHand.y, positionLHand.z);
Vector4Set(pVRClientInfo->rhand_orientation_quat, quatLHand.x, quatLHand.y, quatLHand.z, quatLHand.w);
}
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
rotation[PITCH] = 30;
rotation[PITCH] = vr_weapon_pitchadjust;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles_temp);
VectorSubtract(pVRClientInfo->weaponangles_last_temp, pVRClientInfo->weaponangles_temp, pVRClientInfo->weaponangles_delta_temp);
VectorCopy(pVRClientInfo->weaponangles_temp, pVRClientInfo->weaponangles_last_temp);
/*
vec3_t rotation = {0};
rotation[PITCH] = 30;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles_unadjusted);
rotation[PITCH] = vr_weapon_pitchadjust;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles);
VectorSubtract(pVRClientInfo->weaponangles_last, pVRClientInfo->weaponangles, pVRClientInfo->weaponangles_delta);
VectorCopy(pVRClientInfo->weaponangles, pVRClientInfo->weaponangles_last);
*/
}
//Menu button - can be used in all modes
handleTrackedControllerButton_AsKey(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
if ( inMenu || inCinematic ) // Specific cases where we need to interact using mouse etc
{
controlMouse(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
}
/*if ( objectiveSystemActive )
{
controlMouse(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
if (((pOffTrackedRemoteNew->Buttons & offButton1) != (pOffTrackedRemoteOld->Buttons & offButton1)) && (pOffTrackedRemoteNew->Buttons & offButton1))
{
Android_SetImpulse(UB_IMPULSE19);
}
}*/
if ( !inCinematic && !inMenu )
{
static bool canUseQuickSave = false;
if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseQuickSave = false;
}
else if (!canUseQuickSave) {
int channel = (controlscheme >= 10) ? 1 : 0;
//Doom3Quest_Vibrate(channel, 0.5,0.5); // vibrate to let user know they can switch
canUseQuickSave = true;
}
if (canUseQuickSave)
{
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
Android_SetCommand("savegame quick");
}
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
(pOffTrackedRemoteNew->Buttons & offButton2)) {
Android_SetCommand("loadgame quick");
}
} else
{
//PDA
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
Android_SetImpulse(UB_IMPULSE19);
}
}
float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
//Turn on weapon stabilisation?
bool stabilised = false;
if (!pVRClientInfo->pistol && // Don't stabilise pistols
(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
{
stabilised = true;
}
pVRClientInfo->weapon_stabilised = stabilised;
//dominant hand stuff first
{
//Record recent weapon position for trajectory based stuff
/*
for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
{
VectorCopy(pVRClientInfo->weaponoffset_history[i-1], pVRClientInfo->weaponoffset_history[i]);
pVRClientInfo->weaponoffset_history_timestamp[i] = pVRClientInfo->weaponoffset_history_timestamp[i-1];
}
VectorCopy(pVRClientInfo->current_weaponoffset, pVRClientInfo->weaponoffset_history[0]);
pVRClientInfo->weaponoffset_history_timestamp[0] = pVRClientInfo->current_weaponoffset_timestamp;
///Weapon location relative to view
pVRClientInfo->current_weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
pVRClientInfo->current_weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
pVRClientInfo->current_weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
pVRClientInfo->current_weaponoffset_timestamp = Sys_Milliseconds( );
{
//Caclulate speed between two historic controller position readings
float distance = VectorDistance(pVRClientInfo->weaponoffset_history[NEWER_READING], pVRClientInfo->weaponoffset_history[OLDER_READING]);
float t = pVRClientInfo->weaponoffset_history_timestamp[NEWER_READING] - pVRClientInfo->weaponoffset_history_timestamp[OLDER_READING];
pVRClientInfo->throw_power = distance / (t/(float)1000.0);
//Calculate trajectory
VectorSubtract(pVRClientInfo->weaponoffset_history[NEWER_READING], pVRClientInfo->weaponoffset_history[OLDER_READING], pVRClientInfo->throw_trajectory);
VectorNormalize( pVRClientInfo->throw_trajectory );
//Set origin to the newer reading offset
VectorCopy(pVRClientInfo->weaponoffset_history[NEWER_READING], pVRClientInfo->throw_origin);
}*/
//Does weapon velocity trigger attack (knife) and is it fast enough
static bool velocityTriggeredAttack = false;
if (pVRClientInfo->velocitytriggered)
{
static bool fired = false;
float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
powf(pWeapon->HeadPose.LinearVelocity.z, 2));
velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
if (fired != velocityTriggeredAttack) {
ALOGV("**WEAPON EVENT** velocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
Android_ButtonChange(UB_ATTACK, velocityTriggeredAttack ? 1 : 0);
fired = velocityTriggeredAttack;
}
}
else if (velocityTriggeredAttack)
{
//send a stop attack as we have an unfinished velocity attack
velocityTriggeredAttack = false;
ALOGV("**WEAPON EVENT** velocity triggered -attack");
Android_ButtonChange(UB_ATTACK, velocityTriggeredAttack ? 1 : 0);
}
/*if (pVRClientInfo->weapon_stabilised)
{
{
float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
{
VectorSet(pVRClientInfo->weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), pVRClientInfo->weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
}
}
}
}*/
/*
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if (pVRClientInfo->weaponid != -1 &&
pVRClientInfo->weaponid != 11)
{
vec2_t v;
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rotateAboutOrigin(pVRClientInfo->right_handed ? -0.2f : 0.2f, 0.0f,
-pVRClientInfo->hmdorientation[YAW], v);
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pVRClientInfo->flashlightHolsterOffset[0] = -v[0];
pVRClientInfo->flashlightHolsterOffset[1] = -pVRClientInfo->hmdposition[1] * 0.45f; // almost half way down body "waist"
pVRClientInfo->flashlightHolsterOffset[2] = -v[1];
float distance = sqrtf(
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powf((pVRClientInfo->hmdposition[0] + pVRClientInfo->flashlightHolsterOffset[0]) - pWeapon->HeadPose.Pose.Position.x, 2) +
powf((pVRClientInfo->hmdposition[1] + pVRClientInfo->flashlightHolsterOffset[1]) - pWeapon->HeadPose.Pose.Position.y, 2) +
powf((pVRClientInfo->hmdposition[2] + pVRClientInfo->flashlightHolsterOffset[2]) - pWeapon->HeadPose.Pose.Position.z, 2));
if (distance > FLASHLIGHT_HOLSTER_DISTANCE) {
canGrabFlashlight = false;
}
else if (!canGrabFlashlight && pVRClientInfo->holsteritemactive == 0) {
int channel = (controlscheme >= 10) ? 0 : 1;
Doom3Quest_Vibrate(40, channel, 0.4); // vibrate to let user know they can switch
canGrabFlashlight = true;
}
}*/
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
if (dominantGripPushed) {
if (!canGrabFlashlight) {
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
}
}
else
{
if (pVRClientInfo->holsteritemactive == 0) {
pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
//Initiate flashlight from backpack mode
Android_SetImpulse(UB_IMPULSE11);
int channel = (controlscheme >= 10) ? 0 : 1;
//Doom3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
pVRClientInfo->holsteritemactive = 1;
}
}
}
else
{
if (pVRClientInfo->holsteritemactive == 1) {
//Restores last used weapon if possible
if (pVRClientInfo->weaponid != -1) {
Android_SetImpulse(UB_IMPULSE0 + pVRClientInfo->weaponid);
}
pVRClientInfo->holsteritemactive = 0;
}
else if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms) {
//Reload
Android_SetImpulse(UB_IMPULSE13);
}
dominantGripPushTime = 0;
}
}
float controllerYawHeading = 0.0f;
//GBFP - off-hand stuff
{
pVRClientInfo->offhandoffset_temp[0] = pOff->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
pVRClientInfo->offhandoffset_temp[1] = pOff->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
pVRClientInfo->offhandoffset_temp[2] = pOff->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
vec3_t rotation = {0};
rotation[PITCH] = -45;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, pVRClientInfo->offhandangles_temp);
}
/*
//off-hand stuff
{
pVRClientInfo->offhandoffset[0] = pOff->HeadPose.Pose.Position.x - pVRClientInfo->hmdposition[0];
pVRClientInfo->offhandoffset[1] = pOff->HeadPose.Pose.Position.y - pVRClientInfo->hmdposition[1];
pVRClientInfo->offhandoffset[2] = pOff->HeadPose.Pose.Position.z - pVRClientInfo->hmdposition[2];
vec3_t rotation = {0};
rotation[PITCH] = -45;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, pVRClientInfo->offhandangles);
if (vr_walkdirection == 0) {
controllerYawHeading = pVRClientInfo->offhandangles[YAW] - pVRClientInfo->hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
}*/
//Right-hand specific stuff
{
//Adjust positional factor for this sample based on how long the last frame took, it should
//approximately even out the positional movement on a per frame basis (especially when fps is much lower than 60)
/*
static float lastSampleTime = 0;
float sampleTime = Sys_Milliseconds();
float vr_positional_factor = 2400.0f * ((1000.0f / (float)Doom3Quest_GetRefresh()) / (sampleTime-lastSampleTime));
lastSampleTime = sampleTime;
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
vec2_t v;
rotateAboutOrigin(-pVRClientInfo->hmdposition_delta[0] * vr_positional_factor,
pVRClientInfo->hmdposition_delta[2] * vr_positional_factor, - pVRClientInfo->hmdorientation[YAW], v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
*/
//Jump (B Button)
if (pVRClientInfo->holsteritemactive != 2 && !canGrabFlashlight) {
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
{
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, primaryButton2, UB_UP);
}
}
//Fire Primary
if (pVRClientInfo->holsteritemactive != 3 && // Can't fire while holding binoculars
!pVRClientInfo->velocitytriggered && // Don't fire velocity triggered weapons
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, ovrButton_Trigger, UB_ATTACK);
}
//Duck
if (pVRClientInfo->holsteritemactive != 2 &&
!canGrabFlashlight &&
(primaryButtonsNew & primaryButton1) !=
(primaryButtonsOld & primaryButton1)) {
handleTrackedControllerButton_AsToggleButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, primaryButton1, UB_DOWN);
}
//Weapon Chooser
static bool itemSwitched = false;
if (between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
between(-1.0f, pPrimaryJoystick->y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pPrimaryJoystick->y, 1.0f))
{
//Previous Weapon
Android_SetImpulse(UB_IMPULSE15);
}
else
{
//Next Weapon
Android_SetImpulse(UB_IMPULSE14);
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
{
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
float nlf = nonLinearFilter(dist);
float x = nlf * pSecondaryJoystick->x;
float y = nlf * pSecondaryJoystick->y;
pVRClientInfo->player_moving = (fabs(x) + fabs(y)) > 0.05f;
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
//Move a lot slower if scope is engaged
float vr_movement_multiplier = 127;
remote_movementSideways = v[0] * vr_movement_multiplier;
remote_movementForward = v[1] * vr_movement_multiplier;
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2)) &&
(secondaryButtonsNew & secondaryButton2)) {
if (dominantGripPushed) {
Android_SetCommand("give all");
}
}
}
if (((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) &&
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
pVRClientInfo->visible_hud = !pVRClientInfo->visible_hud;
//Turn on Flashlight
Android_SetImpulse(UB_IMPULSE16);
}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
handleTrackedControllerButton_AsButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, false, ovrButton_Trigger, UB_SPEED);
int vr_turn_mode = Android_GetCVarInteger("vr_turnmode");
float vr_turn_angle = Android_GetCVarInteger("vr_turnangle");
//No snap turn when using mounted gun
static int increaseSnap = true;
{
if (pPrimaryJoystick->x > 0.7f) {
if (increaseSnap) {
float turnAngle = vr_turn_mode ? (vr_turn_angle / 9.0f) : vr_turn_angle;
snapTurn -= turnAngle;
if (vr_turn_mode == 0) {
increaseSnap = false;
}
if (snapTurn < -180.0f) {
snapTurn += 360.f;
}
} else {
snapTurn = 0;
}
} else if (pPrimaryJoystick->x < 0.3f) {
increaseSnap = true;
}
static int decreaseSnap = true;
if (pPrimaryJoystick->x < -0.7f) {
if (decreaseSnap) {
float turnAngle = vr_turn_mode ? (vr_turn_angle / 9.0f) : vr_turn_angle;
snapTurn += turnAngle;
//If snap turn configured for less than 10 degrees
if (vr_turn_mode == 0) {
decreaseSnap = false;
}
if (snapTurn > 180.0f) {
snapTurn -= 360.f;
}
} else {
snapTurn = 0;
}
} else if (pPrimaryJoystick->x > -0.3f) {
decreaseSnap = true;
}
}
}
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}