diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp index 4514a6c..32e2ff0 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Player.cpp @@ -3909,24 +3909,33 @@ void idPlayer::UpdateVrHud() hudPitch = vr_hudType.GetInteger() == VR_HUD_LOOK_DOWN ? vr_hudPosAngle.GetFloat() : 10.0f; //Fixed HUD, but make it take a short time to catch up with the player's yaw - if (resetHUDYaw) + if( gameLocal.inCinematic ) + { + hud_yaw_x = cosf(DEG2RAD(commonVr->lastHMDViewAxis.ToAngles().yaw)); + hud_yaw_y = sinf(DEG2RAD(commonVr->lastHMDViewAxis.ToAngles().yaw)); + hudOrigin = commonVr->lastHMDViewOrigin; + } + else if (resetHUDYaw) { hud_yaw_x = cosf(DEG2RAD(viewAngles.yaw)); hud_yaw_y = sinf(DEG2RAD(viewAngles.yaw)); resetHUDYaw = false; + GetViewPos( hudOrigin, hudAxis ); } else { hud_yaw_x = 0.97f * hud_yaw_x + 0.03f * cosf(DEG2RAD(viewAngles.yaw)); hud_yaw_y = 0.97f * hud_yaw_y + 0.03f * sinf(DEG2RAD(viewAngles.yaw)); + GetViewPos( hudOrigin, hudAxis ); } - - GetViewPos( hudOrigin, hudAxis ); hudAxis = idAngles( 10.0f, RAD2DEG(atan2(hud_yaw_y, hud_yaw_x)), 0.0f ).ToMat3(); - hudOrigin += hudAxis[0] * 24.0f; - hudOrigin.z += 4.0f; - hudOrigin += hudAxis[1] * -8.5f; + hudOrigin += hudAxis[0] * vr_hudPosDis.GetFloat(); + hudOrigin += hudAxis[1] * vr_hudPosHor.GetFloat(); + hudOrigin.z += vr_hudPosVer.GetFloat(); + /*hudOrigin += hudAxis[0] * vr_hudPosDis.GetFloat(); + hudOrigin += hudAxis[1] * vr_hudPosHor.GetFloat(); + hudOrigin.z += vr_hudPosVer.GetFloat();*/ /*float yaw; if( gameLocal.inCinematic ) diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp index a17c3e2..aa46ced 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Vr.cpp @@ -64,9 +64,9 @@ idCVar vr_guiMode( "vr_guiMode", "2", CVAR_INTEGER | CVAR_GAME | CVAR_ARCHIVE, " //In menu - test idCVar vr_hudScale( "vr_hudScale", "1.3", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud scale", 0.1f, 2.0f ); -idCVar vr_hudPosHor( "vr_hudPosHor", "-8", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Horizontal offset in inches" ); -idCVar vr_hudPosVer( "vr_hudPosVer", "7", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Vertical offset in inches" ); -idCVar vr_hudPosDis( "vr_hudPosDis", "32", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Distance from view in inches" ); +idCVar vr_hudPosHor( "vr_hudPosHor", "-8.5", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Horizontal offset in inches" ); +idCVar vr_hudPosVer( "vr_hudPosVer", "4", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Vertical offset in inches" ); +idCVar vr_hudPosDis( "vr_hudPosDis", "24", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud Distance from view in inches" ); idCVar vr_hudPosAngle( "vr_hudPosAngle", "30", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE, "Hud View Angle" ); //In Menu - working diff --git a/assets/quest1_default.cfg b/assets/quest1_default.cfg index 7e863d9..8d5b421 100644 --- a/assets/quest1_default.cfg +++ b/assets/quest1_default.cfg @@ -266,9 +266,9 @@ seta vr_hudRevealAngle "40" seta vr_hudType "1" seta vr_hudPosLock "1" seta vr_hudPosAngle "30" -seta vr_hudPosDis "32" -seta vr_hudPosVer "7" -seta vr_hudPosHor "-8" +seta vr_hudPosDis "24" +seta vr_hudPosVer "4" +seta vr_hudPosHor "-8.5" seta vr_hudScale "1.033065" seta vr_guiMode "2" seta vr_guiSeparation ".01" diff --git a/assets/quest2_default.cfg b/assets/quest2_default.cfg index bb28c25..6d0bc17 100644 --- a/assets/quest2_default.cfg +++ b/assets/quest2_default.cfg @@ -266,9 +266,9 @@ seta vr_hudRevealAngle "40" seta vr_hudType "1" seta vr_hudPosLock "1" seta vr_hudPosAngle "30" -seta vr_hudPosDis "32" -seta vr_hudPosVer "7" -seta vr_hudPosHor "-8" +seta vr_hudPosDis "24" +seta vr_hudPosVer "4" +seta vr_hudPosHor "-8.5" seta vr_hudScale "1.069837" seta vr_guiMode "2" seta vr_guiSeparation ".01"