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OpenXR input cleanup
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be158b4ad9
commit
ab1e853554
3 changed files with 38 additions and 31 deletions
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@ -1418,4 +1418,38 @@ void IN_VRUpdateControllers( float predictedDisplayTime )
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IN_VRController(qtrue, engine->appState.TrackedController[1].Pose);
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}
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void IN_VRUpdateHMD( float predictedDisplayTime )
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{
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engine_t* engine = VR_GetEngine();
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// We extract Yaw, Pitch, Roll instead of directly using the orientation
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// to allow "additional" yaw manipulation with mouse/controller.
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XrSpaceLocation loc = {};
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loc.type = XR_TYPE_SPACE_LOCATION;
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OXR(xrLocateSpace(engine->appState.HeadSpace, engine->appState.CurrentSpace, predictedDisplayTime, &loc));
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XrPosef xfStageFromHead = loc.pose;
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const XrQuaternionf quatHmd = xfStageFromHead.orientation;
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const XrVector3f positionHmd = xfStageFromHead.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 + 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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//Keep this for our records
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VectorCopy(vr.hmdposition, vr.hmdposition_last);
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//Orientation
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VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
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//Keep this for our records
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VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
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// View yaw delta
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const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
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vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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}
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//#endif
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@ -9,6 +9,7 @@
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void IN_VRInputFrame( void );
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void IN_VRInit( void );
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void IN_VRSyncActions( void );
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void IN_VRUpdateHMD( float predictedDisplayTime );
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void IN_VRUpdateControllers( float predictedDisplayTime );
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void QuatToYawPitchRoll(XrQuaternionf q, vec3_t rotation, vec3_t out);
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@ -384,38 +384,10 @@ void VR_DrawFrame( engine_t* engine ) {
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beginFrameDesc.next = NULL;
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OXR(xrBeginFrame(engine->appState.Session, &beginFrameDesc));
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// We extract Yaw, Pitch, Roll instead of directly using the orientation
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// to allow "additional" yaw manipulation with mouse/controller.
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XrSpaceLocation loc = {};
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loc.type = XR_TYPE_SPACE_LOCATION;
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OXR(xrLocateSpace(engine->appState.HeadSpace, engine->appState.CurrentSpace, frameState.predictedDisplayTime, &loc));
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XrPosef xfStageFromHead = loc.pose;
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const XrQuaternionf quatHmd = xfStageFromHead.orientation;
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const XrVector3f positionHmd = xfStageFromHead.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 + 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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//Keep this for our records
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VectorCopy(vr.hmdposition, vr.hmdposition_last);
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//Orientation
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VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
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//Keep this for our records
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VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
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// View yaw delta
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const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
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vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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// Update controllers
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IN_VRSyncActions();
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// Update HMD and controllers
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IN_VRUpdateHMD( frameState.predictedDisplayTime );
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IN_VRUpdateControllers( frameState.predictedDisplayTime );
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IN_VRSyncActions();
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XrViewLocateInfo projectionInfo = {};
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projectionInfo.type = XR_TYPE_VIEW_LOCATE_INFO;
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