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
This commit is contained in:
Simon 2022-03-15 22:38:26 +00:00
parent 18e4778d48
commit 83599b76ca
2 changed files with 68 additions and 26 deletions

View file

@ -2096,9 +2096,9 @@ void CG_DrawWeaponSelector( void )
float thumbstickAxisX = 0.0f;
float thumbstickAxisY = 0.0f;
float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
if (length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.95f)
{
float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
thumbstickAxisX = sinf(a) * 0.95f;
thumbstickAxisY = cosf(a) * 0.95f;
}
@ -2149,22 +2149,24 @@ void CG_DrawWeaponSelector( void )
}
}
#define IGNORE_ANGLE -999.0f
#ifdef MISSIONPACK
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};
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};
#else
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};
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};
#endif
qboolean selected = qfalse;
for (int c = 0; c < WP_NUM_WEAPONS-1; ++c)
int w = 0;
for (int index = 0; index < WP_NUM_WEAPONS-1; ++index)
{
int w = c+1;
if (w == WP_GRAPPLING_HOOK)
if ((index+1) == WP_GRAPPLING_HOOK)
{
continue;
}
//increment now we know we aren't looking at an invalid weapon id
++w;
CG_RegisterWeapon(w);
{
@ -2175,7 +2177,7 @@ void CG_DrawWeaponSelector( void )
VectorClear(angles);
angles[YAW] = holsterAngles[YAW];
angles[PITCH] = holsterAngles[PITCH];
angles[ROLL] = rollAngles[w];
angles[ROLL] = iconAngles[w];
vec3_t forward, up;
AngleVectors(angles, forward, NULL, up);
@ -2183,7 +2185,8 @@ void CG_DrawWeaponSelector( void )
VectorMA(iconOrigin, 0.2f, forward, iconBackground);
VectorMA(iconOrigin, -0.2f, forward, iconForeground);
//Float sprite above selected weapon
if (selectorMode == WS_CONTROLLER)
{
vec3_t diff;
VectorSubtract(selectorOrigin, iconOrigin, diff);
float length = VectorLength(diff);
@ -2199,6 +2202,31 @@ void CG_DrawWeaponSelector( void )
selected = qtrue;
}
}
else
{
//For HMD selector, the weapon can be selected before the selector has finished
//its opening animation, use angles to identify the selected weapon, rather than
//the position of the selector pointer
float angle = AngleNormalize360(RAD2DEG(a));
float angle360 = angle + 360; // HACK - Account for the icon at the top
float low = ((iconAngles[w-1]+iconAngles[w])/2.0f);
float high = ((iconAngles[w]+iconAngles[w+1])/2.0f);
if (((angle > low && angle <= high) || (angle360 > low && angle360 <= high)) &&
(length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.5f) &&
selectable)
{
if (cg.weaponSelectorSelection != w)
{
cg.weaponSelectorSelection = w;
trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
}
selected = qtrue;
}
}
if (cg.weaponSelectorSelection == w)
{

View file

@ -591,6 +591,8 @@ static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3],
float dest;
float adjust;
pi->viewAngles[YAW] = AngleNormalize360(uis.realtime / 50.0f);
VectorCopy( pi->viewAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
@ -705,6 +707,12 @@ float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
return angle;
}
static void UI_ScaleModel(refEntity_t *ent)
{
VectorScale(ent->axis[1], 1.6f, ent->axis[1]);
VectorScale(ent->axis[2], 1.4f, ent->axis[2]);
ent->nonNormalizedAxes = qtrue;
}
/*
===============
@ -767,8 +775,8 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
// calculate distance so the player nearly fills the box
len = 0.7 * ( maxs[2] - mins[2] );
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ) - 15;
origin[1] = 0.5 * ( mins[1] + maxs[1] ) - 10;
origin[2] = -0.5 * ( mins[2] + maxs[2] );
refdef.time = dp_realtime;
@ -796,6 +804,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
legs.renderfx = renderfx;
VectorCopy (legs.origin, legs.oldorigin);
UI_ScaleModel(&legs);
//UI_ScaleModel(&torso);
//UI_ScaleModel(&head);
trap_R_AddRefEntityToScene( &legs );
if (!legs.hModel) {
@ -852,6 +864,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
VectorCopy( origin, gun.lightingOrigin );
UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
gun.renderfx = renderfx;
//UI_ScaleModel(&gun);
trap_R_AddRefEntityToScene( &gun );
}
@ -870,6 +883,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
angles[PITCH] = 0;
angles[ROLL] = UI_MachinegunSpinAngle( pi );
AnglesToAxis( angles, barrel.axis );
//UI_ScaleModel(&barrel);
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");