mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 05:52:03 +00:00
Some changes...
- Make HMD weapon wheel use angles for weapon selection, allows selection immediately before show animation is complete - Proper model scaling in the Player Setup menu
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parent
18e4778d48
commit
83599b76ca
2 changed files with 68 additions and 26 deletions
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@ -2096,9 +2096,9 @@ void CG_DrawWeaponSelector( void )
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float thumbstickAxisX = 0.0f;
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float thumbstickAxisY = 0.0f;
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float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
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if (length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.95f)
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{
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float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
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thumbstickAxisX = sinf(a) * 0.95f;
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thumbstickAxisY = cosf(a) * 0.95f;
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}
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@ -2149,22 +2149,24 @@ void CG_DrawWeaponSelector( void )
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}
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}
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#define IGNORE_ANGLE -999.0f
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#ifdef MISSIONPACK
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float rollAngles[WP_NUM_WEAPONS] = {IGNORE_ANGLE, 30.0f, 60.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, IGNORE_ANGLE, 300.0f, 330.0f, 0.0f};
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, 300.0f, 330.0f, 360.0f, 390.0f};
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#else
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float rollAngles[WP_NUM_WEAPONS] = {IGNORE_ANGLE, 18.0f, 54.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 306.0f, 342.0f, IGNORE_ANGLE};
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 315.0f, 360.0f, 390.0f};
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#endif
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qboolean selected = qfalse;
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for (int c = 0; c < WP_NUM_WEAPONS-1; ++c)
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int w = 0;
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for (int index = 0; index < WP_NUM_WEAPONS-1; ++index)
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{
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int w = c+1;
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if (w == WP_GRAPPLING_HOOK)
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if ((index+1) == WP_GRAPPLING_HOOK)
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{
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continue;
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}
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//increment now we know we aren't looking at an invalid weapon id
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++w;
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CG_RegisterWeapon(w);
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{
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@ -2175,7 +2177,7 @@ void CG_DrawWeaponSelector( void )
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VectorClear(angles);
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angles[YAW] = holsterAngles[YAW];
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angles[PITCH] = holsterAngles[PITCH];
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angles[ROLL] = rollAngles[w];
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angles[ROLL] = iconAngles[w];
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vec3_t forward, up;
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AngleVectors(angles, forward, NULL, up);
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@ -2183,22 +2185,48 @@ void CG_DrawWeaponSelector( void )
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VectorMA(iconOrigin, 0.2f, forward, iconBackground);
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VectorMA(iconOrigin, -0.2f, forward, iconForeground);
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//Float sprite above selected weapon
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vec3_t diff;
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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float length = VectorLength(diff);
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if (length <= 1.2f &&
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frac == 1.0f &&
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selectable)
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{
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if (cg.weaponSelectorSelection != w)
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if (selectorMode == WS_CONTROLLER)
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{
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vec3_t diff;
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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float length = VectorLength(diff);
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if (length <= 1.2f &&
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frac == 1.0f &&
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selectable)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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if (cg.weaponSelectorSelection != w)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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selected = qtrue;
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}
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selected = qtrue;
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}
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}
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else
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{
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//For HMD selector, the weapon can be selected before the selector has finished
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//its opening animation, use angles to identify the selected weapon, rather than
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//the position of the selector pointer
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float angle = AngleNormalize360(RAD2DEG(a));
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float angle360 = angle + 360; // HACK - Account for the icon at the top
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float low = ((iconAngles[w-1]+iconAngles[w])/2.0f);
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float high = ((iconAngles[w]+iconAngles[w+1])/2.0f);
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if (((angle > low && angle <= high) || (angle360 > low && angle360 <= high)) &&
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(length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.5f) &&
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selectable)
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{
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if (cg.weaponSelectorSelection != w)
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{
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cg.weaponSelectorSelection = w;
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trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
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}
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selected = qtrue;
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}
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}
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if (cg.weaponSelectorSelection == w)
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{
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@ -591,6 +591,8 @@ static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3],
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float dest;
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float adjust;
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pi->viewAngles[YAW] = AngleNormalize360(uis.realtime / 50.0f);
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VectorCopy( pi->viewAngles, headAngles );
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headAngles[YAW] = AngleMod( headAngles[YAW] );
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VectorClear( legsAngles );
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@ -705,6 +707,12 @@ float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
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return angle;
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}
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static void UI_ScaleModel(refEntity_t *ent)
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{
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VectorScale(ent->axis[1], 1.6f, ent->axis[1]);
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VectorScale(ent->axis[2], 1.4f, ent->axis[2]);
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ent->nonNormalizedAxes = qtrue;
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}
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/*
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===============
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@ -767,8 +775,8 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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// calculate distance so the player nearly fills the box
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len = 0.7 * ( maxs[2] - mins[2] );
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origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
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origin[1] = 0.5 * ( mins[1] + maxs[1] );
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origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ) - 15;
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origin[1] = 0.5 * ( mins[1] + maxs[1] ) - 10;
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origin[2] = -0.5 * ( mins[2] + maxs[2] );
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refdef.time = dp_realtime;
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@ -796,6 +804,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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legs.renderfx = renderfx;
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VectorCopy (legs.origin, legs.oldorigin);
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UI_ScaleModel(&legs);
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//UI_ScaleModel(&torso);
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//UI_ScaleModel(&head);
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trap_R_AddRefEntityToScene( &legs );
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if (!legs.hModel) {
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@ -852,7 +864,8 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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VectorCopy( origin, gun.lightingOrigin );
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UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
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gun.renderfx = renderfx;
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trap_R_AddRefEntityToScene( &gun );
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//UI_ScaleModel(&gun);
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trap_R_AddRefEntityToScene( &gun );
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}
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//
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@ -870,8 +883,9 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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angles[PITCH] = 0;
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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AnglesToAxis( angles, barrel.axis );
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//UI_ScaleModel(&barrel);
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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trap_R_AddRefEntityToScene( &barrel );
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}
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