mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-29 23:32:23 +00:00
Even more changes...
- Removed 3DoF mode from multiplayer (it would never be used) - Prevent player clipping though solid objects/walls in Multiplayer - vr_weaponPitch - Allows adjustment of weapon pitch - default: -20 - vr_heightAdjust - Additional height adjustment in metres: default: 0.0 - vr_twoHandedWeapons - Allows disabling of two handed weapon mode, set to 0 to disable
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6 changed files with 51 additions and 45 deletions
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@ -2,8 +2,8 @@
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.ioq3quest"
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android:installLocation="preferExternal"
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android:versionCode="16"
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android:versionName="0.11.0">
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android:versionCode="17"
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android:versionName="0.12.0">
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<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
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<uses-feature android:glEsVersion="0x00030001" />
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@ -2685,20 +2685,28 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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cg.refdef.vieworg[2] -= PLAYER_HEIGHT;
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cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale;
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}
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else if (trap_Cvar_VariableValue("vr_mp6DoF") == 1.0f)
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else
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{
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//If connected to external server, allow some amount of faked positional tracking
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cg.refdef.vieworg[2] -= PLAYER_HEIGHT;
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cg.refdef.vieworg[2] += vr->hmdposition[1] * worldscale;
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if (cg.snap->ps.stats[STAT_HEALTH] > 0)
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{
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vec3_t pos, hmdposition;
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vec3_t pos, hmdposition, vieworg;
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VectorClear(pos);
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VectorSubtract(vr->hmdposition, vr->hmdorigin, hmdposition);
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rotateAboutOrigin(hmdposition[2], hmdposition[0],
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cg.refdefViewAngles[YAW] - vr->weaponangles[YAW], pos);
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VectorScale(pos, worldscale, pos);
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VectorSubtract(cg.refdef.vieworg, pos, cg.refdef.vieworg);
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VectorSubtract(cg.refdef.vieworg, pos, vieworg);
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//Prevent player clipping through solid objects
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trace_t trace;
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vec3_t mins = {-8, -8, -8};
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vec3_t maxs = {8, 8, 8};
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CG_Trace(&trace, cg.refdef.vieworg, mins, maxs, vieworg, cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY);
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VectorCopy(trace.endpos, cg.refdef.vieworg);
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}
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}
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@ -259,8 +259,7 @@ void CG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles, qboolean crossh
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if (!cgs.localServer)
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{
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if (trap_Cvar_VariableValue("vr_mp6DoF") == 1.0f &&
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!crosshair)
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if (!crosshair)
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{
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//Use absolute position for the faked 6DoF for multiplayer
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vec3_t offset, weaponposition;
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@ -275,14 +274,6 @@ void CG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles, qboolean crossh
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{
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vec3_t weaponoffset;
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VectorSet(weaponoffset, 0.0f, 0.0f, 0.0f);
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//Fixed point
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if (!crosshair) {
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vec2_t temp;
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rotateAboutOrigin(0.25f, -0.25f, -vr->hmdorientation[YAW], temp);
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VectorSet(weaponoffset, temp[0], -0.3f, temp[1]);
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}
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CG_ConvertFromVR(weaponoffset, cg.refdef.vieworg, origin);
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}
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}
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@ -20,6 +20,13 @@ static engine_t vr_engine;
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cvar_t *vr_worldscale = NULL;
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cvar_t *vr_hudDepth = NULL;
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cvar_t *vr_righthanded = NULL;
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cvar_t *vr_snapturn = NULL;
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cvar_t *vr_heightAdjust = NULL;
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cvar_t *vr_extralatencymode = NULL;
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cvar_t *vr_directionMode = NULL;
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cvar_t *vr_weaponPitch = NULL;
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cvar_t *vr_twoHandedWeapons = NULL;
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engine_t* VR_Init( ovrJava java )
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{
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@ -41,6 +48,13 @@ void VR_InitCvars( void )
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{
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vr_worldscale = Cvar_Get ("vr_worldscale", "32.0", CVAR_ARCHIVE);
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vr_hudDepth = Cvar_Get ("vr_hudDepth", "3", CVAR_ARCHIVE);
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vr_righthanded = Cvar_Get ("vr_righthanded", "1", CVAR_ARCHIVE);
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vr_snapturn = Cvar_Get ("vr_snapturn", "45", CVAR_ARCHIVE);
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vr_extralatencymode = Cvar_Get ("vr_extralatencymode", "1", CVAR_ARCHIVE);
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vr_directionMode = Cvar_Get ("vr_directionMode", "0", CVAR_ARCHIVE); // 0 = HMD, 1 = Off-hand
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vr_weaponPitch = Cvar_Get ("vr_weaponPitch", "-20", CVAR_ARCHIVE);
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vr_heightAdjust = Cvar_Get ("vr_heightAdjust", "0.0", CVAR_ARCHIVE);
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vr_twoHandedWeapons = Cvar_Get ("vr_twoHandedWeapons", "1", CVAR_ARCHIVE);
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// Values are: scale,right,up,forward,pitch,yaw,roll
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// VALUES PROVIDED BY SkillFur - Thank-you!
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@ -48,10 +48,6 @@ extern cvar_t *cl_sensitivity;
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extern cvar_t *m_pitch;
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extern cvar_t *m_yaw;
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cvar_t *vr_righthanded;
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cvar_t *vr_snapturn;
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float radians(float deg) {
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return (deg * M_PI) / 180.0;
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}
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@ -65,9 +61,13 @@ float degrees(float rad) {
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#define EPSILON 0.001f
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#endif
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cvar_t *vr_extralatencymode = NULL;
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cvar_t *vr_directionMode = NULL;
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cvar_t *vr_mp6DoF = NULL;
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extern cvar_t *vr_righthanded;
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extern cvar_t *vr_snapturn;
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extern cvar_t *vr_extralatencymode;
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extern cvar_t *vr_directionMode;
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extern cvar_t *vr_weaponPitch;
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extern cvar_t *vr_heightAdjust;
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extern cvar_t *vr_twoHandedWeapons;
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void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
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{
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@ -193,12 +193,6 @@ static float length(float x, float y)
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void IN_VRInit( void )
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{
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vr_righthanded = Cvar_Get ("vr_righthanded", "1", CVAR_ARCHIVE);
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vr_snapturn = Cvar_Get ("vr_snapturn", "45", CVAR_ARCHIVE);
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vr_extralatencymode = Cvar_Get ("vr_extralatencymode", "1", CVAR_ARCHIVE);
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vr_directionMode = Cvar_Get ("vr_directionMode", "0", CVAR_ARCHIVE); // 0 = HMD, 1 = Off-hand
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vr_mp6DoF = Cvar_Get ("vr_mp6DoF", "1", CVAR_ARCHIVE); // if 0 then multiplayer will use only 3DoF for headset
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memset(&vr, 0, sizeof(vr));
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}
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@ -208,7 +202,7 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
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{
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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vec3_t rotation = {0};
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rotation[PITCH] =-20.0f;
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rotation[PITCH] = vr_weaponPitch->value;
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QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.weaponangles);
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VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
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@ -216,28 +210,28 @@ static void IN_VRController( qboolean isRightController, ovrTracking remoteTrack
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///Weapon location relative to view
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vr.weaponposition[0] = remoteTracking.HeadPose.Pose.Position.x;
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vr.weaponposition[1] = remoteTracking.HeadPose.Pose.Position.y;
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vr.weaponposition[1] = remoteTracking.HeadPose.Pose.Position.y + vr_heightAdjust->value;
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vr.weaponposition[2] = remoteTracking.HeadPose.Pose.Position.z;
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vr.weaponoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.weaponoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.weaponoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.weaponoffset[0] = vr.weaponposition[0] - vr.hmdposition[0];
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vr.weaponoffset[1] = vr.weaponposition[1] - vr.hmdposition[1];
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vr.weaponoffset[2] = vr.weaponposition[2] - vr.hmdposition[2];
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} else {
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vec3_t rotation = {0};
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rotation[PITCH] =-20.0f;
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rotation[PITCH] = vr_weaponPitch->value;
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QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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///location relative to view
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vr.offhandposition[0] = remoteTracking.HeadPose.Pose.Position.x;
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vr.offhandposition[1] = remoteTracking.HeadPose.Pose.Position.y;
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vr.offhandposition[1] = remoteTracking.HeadPose.Pose.Position.y + vr_heightAdjust->value;
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vr.offhandposition[2] = remoteTracking.HeadPose.Pose.Position.z;
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vr.offhandoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.offhandoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.offhandoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.offhandoffset[0] = vr.offhandposition[0] - vr.hmdposition[0];
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vr.offhandoffset[1] = vr.offhandposition[1] - vr.hmdposition[1];
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vr.offhandoffset[2] = vr.offhandposition[2] - vr.hmdposition[2];
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}
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if (vr.weapon_stabilised)
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if (vr_twoHandedWeapons->integer && vr.weapon_stabilised)
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{
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float x = vr.offhandoffset[0] - vr.weaponoffset[0];
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float y = vr.offhandoffset[1] - vr.weaponoffset[1];
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//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_X, qfalse, 0, NULL);
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}
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// Y button - unassigned right now
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if ((buttons & ovrButton_Y) && !(controller->buttons & ovrButton_Y)) {
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int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
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Cvar_SetValue("cg_thirdPerson", 1-thirdPerson);
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//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
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Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
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} else if (!(buttons & ovrButton_Y) && (controller->buttons & ovrButton_Y)) {
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//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL);
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Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL);
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}
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controller->buttons = buttons;
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@ -505,7 +498,7 @@ void IN_VRInputFrame( void )
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const ovrVector3f positionHmd = VR_GetEngine()->tracking.HeadPose.Pose.Position;
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vec3_t rotation = {0, 0, 0};
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QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation);
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VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y, positionHmd.z);
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VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y + vr_heightAdjust->value, positionHmd.z);
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//Position
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VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
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@ -244,7 +244,7 @@ void VR_DrawFrame( engine_t* engine ) {
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const ovrMatrix4f projectionMatrix = ovrMatrix4f_CreateProjectionFov(
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fov_x, fov_y, 0.0f, 0.0f, 1.0f, 0.0f );
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static int playerYaw = 0;
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static float playerYaw = 0;
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int eyeW, eyeH;
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VR_GetResolution(engine, &eyeW, &eyeH);
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