/************************************************************************************ 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 #include #include "VrInput.h" #include "doomkeys.h" float vr_reloadtimeoutms = 200.0f; float vr_walkdirection = 0; float vr_weapon_pitchadjust = -30.0f; float vr_teleport; 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, int switchsticks, ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ) { //pVRClientInfo->teleportenabled = vr_teleport != 0; static bool dominantGripPushed = false; static float dominantGripPushTime = 0.0f; //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(controlscheme == 1) //Left Handed { secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons; secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons; primaryButtonsNew = pOffTrackedRemoteNew->Buttons; primaryButtonsOld = pOffTrackedRemoteOld->Buttons; secondaryButton1 = domButton1; secondaryButton2 = domButton2; primaryButton1 = offButton1; primaryButton2 = offButton2; if (switchsticks == 1) //Switch { pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick; pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick; } else { pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick; pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick; } } else //Right Handed { primaryButtonsNew = pDominantTrackedRemoteNew->Buttons; primaryButtonsOld = pDominantTrackedRemoteOld->Buttons; secondaryButtonsNew = pOffTrackedRemoteNew->Buttons; secondaryButtonsOld = pOffTrackedRemoteOld->Buttons; primaryButton1 = domButton1; primaryButton2 = domButton2; secondaryButton1 = offButton1; secondaryButton2 = offButton2; if (switchsticks == 1) //Switch { pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick; pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick; } else { pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick; pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick; } } { //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; /*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);*/ //Right Hand //GB - FP Already does this so we end up with backward hands if(controlscheme == 1) {//Left Handed 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); } else { 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); } //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); } //Does weapon velocity trigger attack (knife) and is it fast enough static bool velocityTriggeredAttackOffHand = false; pVRClientInfo->velocitytriggeredoffhandstate = false; if (pVRClientInfo->velocitytriggeredoffhand) { static bool firedOffHand = false; float velocity = sqrtf(powf(pOff->HeadPose.LinearVelocity.x, 2) + powf(pOff->HeadPose.LinearVelocity.y, 2) + powf(pOff->HeadPose.LinearVelocity.z, 2)); velocityTriggeredAttackOffHand = (velocity > VELOCITY_TRIGGER); if (firedOffHand != velocityTriggeredAttackOffHand) { ALOGV("**WEAPON EVENT** velocity triggered (offhand) %s", velocityTriggeredAttackOffHand ? "+attack" : "-attack"); //Android_ButtonChange(UB_IMPULSE37, velocityTriggeredAttackOffHand ? 1 : 0); //Android_SetImpulse(UB_IMPULSE37); pVRClientInfo->velocitytriggeredoffhandstate = true; firedOffHand = velocityTriggeredAttackOffHand; } } else //GB This actually nevers gets run currently as we are always returning true for pVRClientInfo->velocitytriggeredoffhand (but we might not in the future when weapons are sorted) { //send a stop attack as we have an unfinished velocity attack velocityTriggeredAttackOffHand = false; ALOGV("**WEAPON EVENT** velocity triggered -attack (offhand)"); //Android_ButtonChange(UB_IMPULSE37, velocityTriggeredAttackOffHand ? 1 : 0); pVRClientInfo->velocitytriggeredoffhandstate = false; } /*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 } } } }*/ dominantGripPushed = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0; if (dominantGripPushed) { if (dominantGripPushTime == 0) { dominantGripPushTime = GetTimeInMilliSeconds(); } } 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 ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) { handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, primaryButton2, UB_UP); } //Fire Primary if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-"); handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, ovrButton_Trigger, UB_ATTACK); } //Duck if ((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)) { //forceVirtualScreen = !forceVirtualScreen; 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 snapTurn = 0; 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; }