doom3quest/Projects/Android/jni/Doom3Quest/VrInputDefault.c
Simon e096223048 Positional Tracking
Made positional tracking consistent regardless of framerate
2020-09-13 10:36:58 +01:00

603 lines
No EOL
25 KiB
C

/************************************************************************************
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"
#include "doomkeys.h"
float vr_turn_mode = 0.0f;
float vr_turn_angle = 45.0f;
float vr_reloadtimeoutms;
float vr_walkdirection;
float vr_movement_multiplier;
float vr_weapon_pitchadjust;
float vr_lasersight;
float vr_control_scheme;
float vr_teleport;
float vr_virtual_stock;
float vr_switch_sticks = 0;
float vr_cinematic_stereo;
float vr_screen_dist;
/*
================
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_SetImpuse(int impulse);
void Android_SetCommand(const char * cmd);
void HandleInput_Default( 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 = vr_control_scheme < 10 ||
vr_control_scheme == 99; // Always right-handed for weapon calibration
pVRClientInfo->teleportenabled = vr_teleport != 0;
static bool dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
static bool canUseBackpack = 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;
}
{
//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;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, pVRClientInfo->weaponangles_flashlight);
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
handleTrackedControllerButton_AsKey(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
static bool resetCursor = true;
if ( Doom3Quest_useScreenLayer() )
{
interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, true, ovrButton_Trigger, 1);
}
else
{
resetCursor = true;
static bool canUseQuickSave = false;
if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseQuickSave = false;
}
else if (!canUseQuickSave) {
int channel = (vr_control_scheme >= 10) ? 1 : 0;
Doom3Quest_Vibrate(40, channel, 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 {
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1))) {
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, offButton1, 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));
float distanceToHMD = sqrtf(powf(pVRClientInfo->hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(pVRClientInfo->hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(pVRClientInfo->hmdposition[2] - 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;
//Engage scope / virtual stock if conditions are right
bool scopeready = pVRClientInfo->weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
static bool lastScopeReady = false;
if (scopeready != lastScopeReady) {
if (pVRClientInfo->scopedweapon && !pVRClientInfo->scopedetached) {
if (!pVRClientInfo->scopeengaged && scopeready) {
ALOGV("**WEAPON EVENT** trigger scope mode");
sendButtonActionSimple("weapalt");
}
else if (pVRClientInfo->scopeengaged && !scopeready) {
ALOGV("**WEAPON EVENT** disable scope mode");
sendButtonActionSimple("weapalt");
}
lastScopeReady = scopeready;
}
}
//Engage scope / virtual stock (iron sight lock) if conditions are right
static bool scopeEngaged = false;
if (scopeEngaged != pVRClientInfo->scopeengaged)
{
scopeEngaged = pVRClientInfo->scopeengaged;
}
//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( );
//Just copy to calculated offset, used to use this in case we wanted to apply any modifiers, but don't any more
VectorCopy(pVRClientInfo->current_weaponoffset, pVRClientInfo->calculated_weaponoffset);
//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** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
sendButtonAction("+attack", velocityTriggeredAttack);
fired = velocityTriggeredAttack;
}
}
else if (velocityTriggeredAttack)
{
//send a stop attack as we have an unfinished velocity attack
velocityTriggeredAttack = false;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", velocityTriggeredAttack);
}
if (pVRClientInfo->weapon_stabilised)
{
if (pVRClientInfo->scopeengaged)
{
//offset to the appropriate eye a little bit
vec2_t xy;
rotateAboutOrigin(0.065f / 2.0f, 0.0f, -pVRClientInfo->hmdorientation[YAW], xy);
float x = pOff->HeadPose.Pose.Position.x - (pVRClientInfo->hmdposition[0] + xy[0]);
float y = pOff->HeadPose.Pose.Position.y - (pVRClientInfo->hmdposition[1] - 0.1f); // Use a point lower
float z = pOff->HeadPose.Pose.Position.z - (pVRClientInfo->hmdposition[2] + xy[1]);
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(pVRClientInfo->weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), 0);
}
}
else
{
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
}
}
}
}
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseBackpack = false;
}
else if (!canUseBackpack && pVRClientInfo->backpackitemactive == 0) {
int channel = (vr_control_scheme >= 10) ? 0 : 1;
Doom3Quest_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
canUseBackpack = true;
}
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton1) != 0;
bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton2) != 0;
if (!canUseBackpack)
{
if (dominantGripPushed) {
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
}
}
else
{
if (pVRClientInfo->backpackitemactive == 1) {
//Restores last used weapon if possible
char buffer[32];
sprintf(buffer, "weapon %i", pVRClientInfo->lastweaponid);
sendButtonActionSimple(buffer);
pVRClientInfo->backpackitemactive = 0;
}
else if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms) {
Android_SetImpuse(UB_IMPULSE13);
}
dominantGripPushTime = 0;
}
if (!dominantButton1Pushed && pVRClientInfo->backpackitemactive == 2)
{
char buffer[32];
sprintf(buffer, "weapon %i", pVRClientInfo->lastweaponid);
sendButtonActionSimple(buffer);
pVRClientInfo->backpackitemactive = 0;
}
if (!dominantButton2Pushed && pVRClientInfo->backpackitemactive == 3)
{
pVRClientInfo->backpackitemactive = 0;
}
} else {
if (pVRClientInfo->backpackitemactive == 0) {
if (dominantGripPushed) {
pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
//Initiate grenade from backpack mode
sendButtonActionSimple("weaponbank 6");
int channel = (vr_control_scheme >= 10) ? 0 : 1;
Doom3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
pVRClientInfo->backpackitemactive = 1;
}
else if (dominantButton1Pushed)
{
pVRClientInfo->lastweaponid = pVRClientInfo->weaponid;
//Initiate knife from backpack mode
sendButtonActionSimple("weapon 1");
int channel = (vr_control_scheme >= 10) ? 0 : 1;
Doom3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
pVRClientInfo->backpackitemactive = 2;
}
/*else if (dominantButton2Pushed && pVRClientInfo->hasbinoculars)
{
int channel = (vr_control_scheme >= 10) ? 0 : 1;
Doom3Quest_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
pVRClientInfo->backpackitemactive = 3;
}*/
}
}
}
float controllerYawHeading = 0.0f;
//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};
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)
//NOTE: it'll never be above ~60fps since we use com_fixedTic of "-1"
static float lastSampleTime = 0;
float sampleTime = Sys_Milliseconds();
float vr_positional_factor = 2400.0f * ((1000.0f / TIC_RATE) / (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->backpackitemactive != 2 && !canUseBackpack) {
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
{
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, primaryButton2, UB_UP);
}
}
//Fire Primary
if (pVRClientInfo->backpackitemactive != 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) ? "+" : "-");
handleTrackedControllerButton_AsButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, false, ovrButton_Trigger, UB_ATTACK);
}
//Duck
if (pVRClientInfo->backpackitemactive != 2 &&
!canUseBackpack &&
(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_SetImpuse(UB_IMPULSE15);
}
else
{
//Next Weapon
Android_SetImpuse(UB_IMPULSE14);
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
{
//"Use"
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
//Use Vehicle
Android_SetImpuse(UB_IMPULSE40);
}
//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
vr_movement_multiplier = 127;
remote_movementSideways = v[0] * (pVRClientInfo->scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier;
remote_movementForward = v[1] * (pVRClientInfo->scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier;
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) &&
(secondaryButtonsNew & secondaryButton1)) {
if (dominantGripPushed) {
Android_SetCommand("give all");
} else {
pVRClientInfo->visible_hud = !pVRClientInfo->visible_hud;
}
}
}
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
//UNUSED
}
//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
if (!pVRClientInfo->teleportenabled)
{
//Run
handleTrackedControllerButton_AsButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, false, ovrButton_Trigger, UB_SPEED);
} else {
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
{
pVRClientInfo->teleportseek = true;
}
else if (pVRClientInfo->teleportseek)
{
pVRClientInfo->teleportseek = false;
pVRClientInfo->teleportexecute = pVRClientInfo->teleportready;
pVRClientInfo->teleportready = false;
}
}
//No snap turn when using mounted gun
static int increaseSnap = true;
if (!pVRClientInfo->scopeengaged) {
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 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 if (pPrimaryJoystick->x > -0.3f) {
decreaseSnap = true;
}
}
else {
if (fabs(pPrimaryJoystick->x) > 0.5f) {
increaseSnap = false;
}
else
{
increaseSnap = true;
}
}
}
updateScopeAngles();
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}