mirror of
https://github.com/DrBeef/Doom3Quest.git
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Watch + Height
+ Other bits and pieces
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parent
057408009a
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2c8c5198d5
5 changed files with 27 additions and 34 deletions
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@ -2702,7 +2702,8 @@ idGameLocal::RunFrame
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*/
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*/
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void idGameLocal::EndFrame()
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void idGameLocal::EndFrame()
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{
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{
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CheckRenderCvars();
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//Gb Is this causing weird movement (if so add back in height offset)
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//CheckRenderCvars();
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}
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}
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/*
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/*
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@ -13899,7 +13899,7 @@ idVec3 idPlayer::GetEyePosition( void ) const {
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} else {
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} else {
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org = GetPhysics()->GetOrigin();
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org = GetPhysics()->GetOrigin();
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}
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}
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return org + (GetPhysics()->GetGravityNormal() * -eyeOffset.z) + idVec3(0, 0, commonVr->headHeightDiff);
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return org + (GetPhysics()->GetGravityNormal() * -eyeOffset.z) + idVec3(0, 0, commonVr->headHeightDiff + vr_heightoffset.GetFloat());
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/*
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/*
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if (pVRClientInfo)
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if (pVRClientInfo)
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@ -28,11 +28,9 @@
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// *** Oculus HMD Variables
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// *** Oculus HMD Variables
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idCVar vr_scale( "vr_scale", "1.0", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "World scale. Everything virtual is this times as big." );
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idCVar vr_scale( "vr_scale", "1.0", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "World scale. Everything virtual is this times as big." );
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//In Menu - added virtual function - needs testing
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//In Menu - added virtual function - needs testing
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idCVar vr_useFloorHeight( "vr_useFloorHeight", "0", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "0 = Custom eye height. 1 = Marine Eye Height. 2 = Normal View Height. 3 = make floor line up by Doomguy crouching. 4 = make everything line up by scaling world to your height.", 0, 4 );
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idCVar vr_useFloorHeight( "vr_useFloorHeight", "1", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "0 = Custom eye height. 1 = Marine Eye Height. 2 = Normal View Height. 3 = make floor line up by Doomguy crouching. 4 = make everything line up by scaling world to your height.", 0, 4 );
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idCVar vr_normalViewHeight( "vr_normalViewHeight", "73", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "Height of player's view while standing, in real world inches." );
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idCVar vr_normalViewHeight( "vr_normalViewHeight", "73", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "Height of player's view while standing, in real world inches." );
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//In Menu - don't think gun is working - investigate
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//In Menu - don't think gun is working - investigate
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idCVar vr_flashlightMode( "vr_flashlightMode", "3", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Flashlight mount.\n0 = Body\n1 = Head\n2 = Gun\n3= Hand ( if motion controls available.)" );
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idCVar vr_flashlightMode( "vr_flashlightMode", "3", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Flashlight mount.\n0 = Body\n1 = Head\n2 = Gun\n3= Hand ( if motion controls available.)" );
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idCVar vr_flashlightStrict( "vr_flashlightStrict", "0", CVAR_BOOL | CVAR_ARCHIVE | CVAR_GAME, "Flashlight location should be strictly enforced." ); // Carl
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idCVar vr_flashlightStrict( "vr_flashlightStrict", "0", CVAR_BOOL | CVAR_ARCHIVE | CVAR_GAME, "Flashlight location should be strictly enforced." ); // Carl
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@ -551,7 +549,7 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV
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trackingOriginOffset = lastHmdPosition;
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trackingOriginOffset = lastHmdPosition;
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trackingOriginHeight = trackingOriginOffset.z;
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trackingOriginHeight = trackingOriginOffset.z;
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if (vr_useFloorHeight.GetInteger() == 0)
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/*if (vr_useFloorHeight.GetInteger() == 0)
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trackingOriginOffset.z += pm_normalviewheight.GetFloat() + 5 + CM_CLIP_EPSILON - vr_normalViewHeight.GetFloat() / vr_scale.GetFloat();
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trackingOriginOffset.z += pm_normalviewheight.GetFloat() + 5 + CM_CLIP_EPSILON - vr_normalViewHeight.GetFloat() / vr_scale.GetFloat();
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else if (vr_useFloorHeight.GetInteger() == 2)
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else if (vr_useFloorHeight.GetInteger() == 2)
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trackingOriginOffset.z += 5;
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trackingOriginOffset.z += 5;
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@ -565,7 +563,7 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV
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trackingOriginHeight *= oldScale / newScale;
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trackingOriginHeight *= oldScale / newScale;
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trackingOriginOffset *= oldScale / newScale;
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trackingOriginOffset *= oldScale / newScale;
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vr_scale.SetFloat( newScale );
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vr_scale.SetFloat( newScale );
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}
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}*/
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common->Printf( "Resetting tracking yaw offset.\n Yaw = %f old offset = %f ", hmdAngles.yaw, trackingOriginYawOffset );
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common->Printf( "Resetting tracking yaw offset.\n Yaw = %f old offset = %f ", hmdAngles.yaw, trackingOriginYawOffset );
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trackingOriginYawOffset = hmdAngles.yaw;
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trackingOriginYawOffset = hmdAngles.yaw;
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common->Printf( "New Tracking yaw offset %f\n", hmdAngles.yaw, trackingOriginYawOffset );
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common->Printf( "New Tracking yaw offset %f\n", hmdAngles.yaw, trackingOriginYawOffset );
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@ -675,7 +673,7 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV
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trackingOriginOffset = lastHmdPosition;
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trackingOriginOffset = lastHmdPosition;
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trackingOriginHeight = trackingOriginOffset.z;
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trackingOriginHeight = trackingOriginOffset.z;
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if (vr_useFloorHeight.GetInteger() == 0)
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/*if (vr_useFloorHeight.GetInteger() == 0)
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trackingOriginOffset.z += pm_normalviewheight.GetFloat() + 5 + CM_CLIP_EPSILON - vr_normalViewHeight.GetFloat() / vr_scale.GetFloat();
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trackingOriginOffset.z += pm_normalviewheight.GetFloat() + 5 + CM_CLIP_EPSILON - vr_normalViewHeight.GetFloat() / vr_scale.GetFloat();
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else if (vr_useFloorHeight.GetInteger() == 2)
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else if (vr_useFloorHeight.GetInteger() == 2)
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trackingOriginOffset.z += 5;
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trackingOriginOffset.z += 5;
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@ -689,7 +687,7 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV
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trackingOriginHeight *= oldScale / newScale;
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trackingOriginHeight *= oldScale / newScale;
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trackingOriginOffset *= oldScale / newScale;
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trackingOriginOffset *= oldScale / newScale;
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vr_scale.SetFloat(newScale);
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vr_scale.SetFloat(newScale);
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}
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}*/
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common->Printf("Resetting tracking yaw offset.\n Yaw = %f old offset = %f ", hmdAngles.yaw, trackingOriginYawOffset);
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common->Printf("Resetting tracking yaw offset.\n Yaw = %f old offset = %f ", hmdAngles.yaw, trackingOriginYawOffset);
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trackingOriginYawOffset = hmdAngles.yaw;
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trackingOriginYawOffset = hmdAngles.yaw;
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common->Printf( "New Tracking yaw offset %f\n", hmdAngles.yaw, trackingOriginYawOffset );
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common->Printf( "New Tracking yaw offset %f\n", hmdAngles.yaw, trackingOriginYawOffset );
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@ -1414,10 +1414,11 @@ void idWeapon::UpdateVRGUI()
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if ( !player ) return;
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if ( !player ) return;
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if ( rvrStatGui == NULL )
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if (lvrStatGui == NULL)
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{
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{
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return;
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common->Printf("Left Hand stat gui not found.\n");
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}
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return;
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}
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if ( status == WP_HOLSTERED )
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if ( status == WP_HOLSTERED )
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{
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{
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@ -1458,7 +1459,8 @@ void idWeapon::UpdateVRGUI()
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// update the right hand statwatch
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// update the right hand statwatch
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if ( ammoamount[HAND_RIGHT] < 0 )
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/*if ( ammoamount[HAND_RIGHT] < 0 )
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{
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{
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// show infinite ammo
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// show infinite ammo
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rvrStatGui->SetStateString( "player_ammo", "" );
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rvrStatGui->SetStateString( "player_ammo", "" );
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@ -1489,7 +1491,7 @@ void idWeapon::UpdateVRGUI()
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rvrStatGui->SetStateString( "grabber_state", va( "%i", grabberState ) );
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rvrStatGui->SetStateString( "grabber_state", va( "%i", grabberState ) );
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//health and armor
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//health and armor
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*/
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if ( player )
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if ( player )
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{
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{
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healthv = (float)player->health;
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healthv = (float)player->health;
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@ -1511,21 +1513,13 @@ void idWeapon::UpdateVRGUI()
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armorb = idMath::ClampFloat( 0.0, 100.0, armorb );
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armorb = idMath::ClampFloat( 0.0, 100.0, armorb );
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}
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}
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/*
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rvrStatGui->SetStateString( "player_health", va( "%f", healthv ) );
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rvrStatGui->SetStateString( "player_health", va( "%f", healthv ) );
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//vrStatGui->SetStateString( "player_armor", va( "%i%%", armorv ) );
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//vrStatGui->SetStateString( "player_armor", va( "%i%%", armorv ) );
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rvrStatGui->SetStateString( "player_armor", va( "%f", armorv ) );
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rvrStatGui->SetStateString( "player_armor", va( "%f", armorv ) );
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rvrStatGui->SetStateString( "player_healthb", va( "%f", healthb ) );
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rvrStatGui->SetStateString( "player_healthb", va( "%f", healthb ) );
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rvrStatGui->SetStateString( "player_armorb", va( "%f", armorb ) );
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rvrStatGui->SetStateString( "player_armorb", va( "%f", armorb ) );
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*/
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// update the left hand stat watch gui.
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if (lvrStatGui == NULL)
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{
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common->Printf("Left Hand stat gui not found.\n");
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return;
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}
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lvrStatGui->SetStateString("player_health", va("%f", healthv));
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lvrStatGui->SetStateString("player_health", va("%f", healthv));
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//vrStatGui->SetStateString( "player_armor", va( "%i%%", armorv ) );
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//vrStatGui->SetStateString( "player_armor", va( "%i%%", armorv ) );
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@ -1533,7 +1527,7 @@ void idWeapon::UpdateVRGUI()
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lvrStatGui->SetStateString("player_healthb", va("%f", healthb));
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lvrStatGui->SetStateString("player_healthb", va("%f", healthb));
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lvrStatGui->SetStateString("player_armorb", va("%f", armorb));
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lvrStatGui->SetStateString("player_armorb", va("%f", armorb));
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if (ammoamount[HAND_LEFT] < 0)
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if (ammoamount[vr_weaponHand.GetInteger()] < 0)
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{
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{
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// show infinite ammo
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// show infinite ammo
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lvrStatGui->SetStateString("player_ammo", "");
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lvrStatGui->SetStateString("player_ammo", "");
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@ -1541,14 +1535,14 @@ void idWeapon::UpdateVRGUI()
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else
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else
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{
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{
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// show remaining ammo
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// show remaining ammo
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lvrStatGui->SetStateString("player_totalammo", va("%i", ammoamount[HAND_LEFT]));
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lvrStatGui->SetStateString("player_totalammo", va("%i", ammoamount[vr_weaponHand.GetInteger()]));
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lvrStatGui->SetStateString("player_ammo", clipsize[HAND_LEFT] ? va("%i", inclip[HAND_LEFT]) : "--");
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lvrStatGui->SetStateString("player_ammo", clipsize[vr_weaponHand.GetInteger()] ? va("%i", inclip[vr_weaponHand.GetInteger()]) : "--");
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lvrStatGui->SetStateString("player_clips", clipsize[HAND_LEFT] ? va("%i", ammoamount[HAND_LEFT] / clipsize[HAND_LEFT]) : "--");
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lvrStatGui->SetStateString("player_clips", clipsize[vr_weaponHand.GetInteger()] ? va("%i", ammoamount[vr_weaponHand.GetInteger()] / clipsize[vr_weaponHand.GetInteger()]) : "--");
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lvrStatGui->SetStateString("player_allammo", va("%i/%i", inclip[HAND_LEFT], ammoamount[HAND_LEFT]));
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lvrStatGui->SetStateString("player_allammo", va("%i/%i", inclip[vr_weaponHand.GetInteger()], ammoamount[vr_weaponHand.GetInteger()]));
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}
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}
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lvrStatGui->SetStateBool("player_ammo_empty", (ammoEmpty[HAND_LEFT]));
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lvrStatGui->SetStateBool("player_ammo_empty", (ammoEmpty[vr_weaponHand.GetInteger()]));
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lvrStatGui->SetStateBool("player_clip_empty", (clipEmpty[HAND_LEFT]));
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lvrStatGui->SetStateBool("player_clip_empty", (clipEmpty[vr_weaponHand.GetInteger()]));
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lvrStatGui->SetStateBool("player_clip_low", (clipLow[HAND_LEFT]));
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lvrStatGui->SetStateBool("player_clip_low", (clipLow[vr_weaponHand.GetInteger()]));
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// koz todo
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// koz todo
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@ -1556,7 +1550,7 @@ void idWeapon::UpdateVRGUI()
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//Let the GUI know the total amount of ammo regardless of the ammo required value
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//Let the GUI know the total amount of ammo regardless of the ammo required value
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//rvrStatGui->SetStateString( "player_ammo_count", va( "%i", AmmoCount() ) );
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//rvrStatGui->SetStateString( "player_ammo_count", va( "%i", AmmoCount() ) );
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lvrStatGui->SetStateString("player_ammo_count", va("%i", ammoamount[HAND_LEFT]));
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lvrStatGui->SetStateString("player_ammo_count", va("%i", ammoamount[vr_weaponHand.GetInteger()]));
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// koz end
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// koz end
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// koz todo also need to figure this out for dual guis
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// koz todo also need to figure this out for dual guis
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