Merge pull request #45 from petr666/feature/fake-6dof-for-local-multiplayer

Use fake 6DoF also for local multiplayer
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Simon 2022-04-02 23:34:54 +01:00 committed by GitHub
commit 6701699932
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10 changed files with 42 additions and 29 deletions

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@ -2821,9 +2821,9 @@ void CG_DrawActive( void ) {
cg.refdef.vieworg[2] += (vr->hmdposition[1] + heightOffset) * worldscale;
}
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//If connected to a remote server, allow some amount of faked positional tracking
//If running multiplayer, allow some amount of faked positional tracking
if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
//Don't use fake positional if following another player - this is handled in the
//VR third person code

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@ -1976,6 +1976,13 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
const char *serverinfo = CG_ConfigString( CS_SERVERINFO );
vr->no_crosshair = (strcasestr(serverinfo, "nocrosshair") != NULL || strcasestr(serverinfo, "no crosshair") != NULL);
vr->local_server = cgs.localServer;
#ifdef MISSIONPACK
vr->single_player = trap_Cvar_VariableValue("ui_singlePlayerActive");
#else
vr->single_player = trap_Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER;
#endif
vr->use_fake_6dof = !vr->single_player;
}
/*

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@ -745,7 +745,7 @@ static int CG_CalcViewValues( ) {
VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
}
if (!cgs.localServer && cg.stereoView == STEREO_LEFT)
if (vr->use_fake_6dof && cg.stereoView == STEREO_LEFT && !vr->virtual_screen)
{
vec3_t weaponorigin, weaponangles;
CG_CalculateVRWeaponPosition(weaponorigin, weaponangles);
@ -807,7 +807,7 @@ static int CG_CalcViewValues( ) {
}
// position eye relative to origin
if (!cgs.localServer)
if (vr->use_fake_6dof && !vr->virtual_screen)
{
if (vr->weapon_zoomed) {
//If we are zoomed, then we use the refdefViewANgles (which are the weapon angles)

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@ -231,9 +231,9 @@ void CG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
VectorSet(vrSpace, in[2], in[0], in[1] );
vec2_t r;
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//We are connected to a multiplayer server, so make the appropriate adjustment to the view
//We are running multiplayer, so make the appropriate adjustment to the view
//angles as we send orientation to the server that includes the weapon angles
float deltaYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]);
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
@ -262,7 +262,7 @@ void CG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles )
{
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//Use absolute position for the faked 6DoF for multiplayer
vec3_t offset;
@ -274,7 +274,7 @@ static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset
}
else
{
//Local server - true 6DoF offset from HMD
//Singleplayer - true 6DoF offset from HMD
vec3_t offset;
VectorCopy(in_offset, offset);
offset[1] = 0; // up/down is index 1 in this case
@ -284,7 +284,7 @@ static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset
}
VectorCopy(in_orientation, angles);
if ( !cgs.localServer )
if ( vr->use_fake_6dof )
{
//Calculate the offhand angles from "first principles"
float deltaYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]);

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@ -599,12 +599,10 @@ void CL_FinishMove( usercmd_t *cmd ) {
vr.clientNum = cl.snap.ps.clientNum;
//If we are running with a remote non-vr server, then the best we can do is pass the angles from the weapon
//and adjust the move values accordingly, to "fake" a 3DoF weapon but keeping the movement correct
if ( !com_sv_running || !com_sv_running->integer )
//If we are running multiplayer, pass the angles from the weapon and adjust the move values accordingly,
// to "fake" a 3DoF weapon but keeping the movement correct (necessary with a remote non-vr server)
if ( vr.use_fake_6dof )
{
vr.local_server = qfalse;
//Realign in playspace
if (--vr.realign == 0)
{
@ -633,10 +631,6 @@ void CL_FinishMove( usercmd_t *cmd ) {
cmd->forwardmove = out[1];
}
else {
//Record client number - local server uses this to know we can use absolute angles
//rather than deltas
vr.local_server = qtrue;
for (i = 0; i < 3; i++) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}

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@ -50,7 +50,7 @@ extern vr_clientinfo_t *vr;
float PM_GetFrictionCoefficient( void ) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && vr->local_server) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && !vr->use_fake_6dof) {
return 10.0f;
} else {
return 6.0f;
@ -58,7 +58,7 @@ float PM_GetFrictionCoefficient( void ) {
}
float PM_GetAccelerationCoefficient( void ) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && vr->local_server) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && !vr->use_fake_6dof) {
return 1000.0f;
} else {
return 10.0f;
@ -1828,14 +1828,14 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
if (vr != NULL && vr->clientNum == ps->clientNum && vr->local_server)
if (vr != NULL && vr->clientNum == ps->clientNum && !vr->use_fake_6dof)
{
//Client is the VR player on the "local" server
//Client is the VR player in the singleplayer game
temp = cmd->angles[i] + (i == YAW ? ps->delta_angles[i] : 0);
}
else
{
//Client is either a BOT or a remote/connected player, or
//Client is either a BOT or we are running multiplayer, or
//the vr player playing on a remote server (since this is shared code by game and cgame)
temp = cmd->angles[i] + ps->delta_angles[i];
}

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@ -519,6 +519,13 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
char serverinfo[MAX_INFO_STRING];
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
vr->no_crosshair = (strcasestr(serverinfo, "nocrosshair") != NULL || strcasestr(serverinfo, "no crosshair") != NULL);
vr->local_server = qtrue;
#ifdef MISSIONPACK
vr->single_player = trap_Cvar_VariableValue("ui_singlePlayerActive");
#else
vr->single_player = trap_Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER;
#endif
vr->use_fake_6dof = !vr->single_player;
}

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@ -109,7 +109,8 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
vec3_t angles;
if ( !( ent->r.svFlags & SVF_BOT ) &&
vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
(ent->client->ps.clientNum == vr->clientNum) &&
!vr->use_fake_6dof)
{
VectorCopy(vr->weaponangles, angles);
angles[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];
@ -817,7 +818,8 @@ set muzzle location relative to pivoting eye
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
if ( ( ent->r.svFlags & SVF_BOT ) ||
//Can't use the vr_clientinfo if this isn't the vr client
vr == NULL || (ent->client->ps.clientNum != vr->clientNum))
vr == NULL || (ent->client->ps.clientNum != vr->clientNum) ||
vr->use_fake_6dof)
{
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
@ -881,7 +883,8 @@ void FireWeapon( gentity_t *ent ) {
vec3_t viewang;
if ( !( ent->r.svFlags & SVF_BOT ) &&
vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
(ent->client->ps.clientNum == vr->clientNum) &&
!vr->use_fake_6dof)
{
VectorCopy(vr->weaponangles, viewang);
viewang[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];

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@ -18,7 +18,9 @@ typedef struct {
float weapon_zoomLevel;
qboolean right_handed;
qboolean virtual_screen;
qboolean local_server; // used in bg_pmove.c
qboolean local_server;
qboolean single_player;
qboolean use_fake_6dof;
vrFollowMode_t follow_mode;
qboolean weapon_select;
qboolean weapon_select_autoclose;

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@ -531,9 +531,9 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
VectorClear(positional);
vec2_t joystick;
if ( !com_sv_running || !com_sv_running->integer )
if ( vr.use_fake_6dof )
{
//multiplayer server
//multiplayer game
if (!vr_directionMode->integer) {
//HMD Based
rotateAboutOrigin(joystickX, joystickY, vr.hmdorientation[YAW], joystick);