Decouple HUD from face

This commit is contained in:
Simon 2022-04-03 17:01:36 +01:00
parent c808c877f3
commit 4fcd8bb0e1
2 changed files with 20 additions and 6 deletions

View file

@ -2902,15 +2902,29 @@ void CG_DrawActive( void ) {
refEntity_t ent;
trace_t trace;
vec3_t viewaxis[3];
vec3_t weaponangles;
vec3_t origin, endpos;
vec3_t origin, endpos, angles;
vec3_t forward, right, up;
float scale = trap_Cvar_VariableValue("vr_worldscaleScaler");
float dist = (trap_Cvar_VariableValue("vr_hudDepth")+1) * 6 * scale;
float dist = (trap_Cvar_VariableValue("vr_hudDepth")+2) * 6 * scale;
float radius = dist / 3.0f;
VectorMA(cg.refdef.vieworg, dist, cg.refdef.viewaxis[0], endpos);
VectorMA(endpos, trap_Cvar_VariableValue("vr_hudYOffset") / 20, cg.refdef.viewaxis[2], endpos);
float viewYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]) + (vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
static float hmd_yaw_x = 0.0f;
static float hmd_yaw_y = 1.0f;
{
hmd_yaw_x = 0.95f * hmd_yaw_x + 0.05f * cosf(DEG2RAD(vr->hmdorientation[YAW]));
hmd_yaw_y = 0.95f * hmd_yaw_y + 0.05f * sinf(DEG2RAD(vr->hmdorientation[YAW]));
}
angles[YAW] = viewYaw + RAD2DEG(atan2(hmd_yaw_y, hmd_yaw_x));
angles[PITCH] = 0;
angles[ROLL] = 0;
AngleVectors(angles, forward, right, up);
VectorMA(cg.refdef.vieworg, dist, forward, endpos);
VectorMA(endpos, trap_Cvar_VariableValue("vr_hudYOffset") / 20, up, endpos);
memset(&ent, 0, sizeof(ent));
ent.reType = RT_SPRITE;

View file

@ -2,7 +2,7 @@
setlocal
set BUILD_TYPE=debug
set BUILD_TYPE=release
set VERSION=0.29.2-multiview
@REM Define the following environment variables to sign a release build