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OpenXR change the way of getting the head position
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859cecb424
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3 changed files with 9 additions and 17 deletions
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@ -1425,16 +1425,10 @@ void IN_VRUpdateControllers( float predictedDisplayTime )
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IN_VRController(qtrue, engine->appState.TrackedController[1].Pose);
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IN_VRController(qtrue, engine->appState.TrackedController[1].Pose);
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}
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}
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XrPosef IN_VRUpdateHMD( float predictedDisplayTime )
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void IN_VRUpdateHMD( XrPosef xfStageFromHead )
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{
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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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// 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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// 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 XrQuaternionf quatHmd = xfStageFromHead.orientation;
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const XrVector3f positionHmd = xfStageFromHead.position;
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const XrVector3f positionHmd = xfStageFromHead.position;
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vec3_t rotation = {0, 0, 0};
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vec3_t rotation = {0, 0, 0};
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@ -1457,8 +1451,6 @@ XrPosef IN_VRUpdateHMD( float predictedDisplayTime )
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const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
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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_delta = vr.clientview_yaw_last - clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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return xfStageFromHead;
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}
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}
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//#endif
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//#endif
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@ -9,7 +9,7 @@
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void IN_VRInputFrame( void );
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void IN_VRInputFrame( void );
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void IN_VRInit( void );
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void IN_VRInit( void );
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void IN_VRSyncActions( void );
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void IN_VRSyncActions( void );
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XrPosef IN_VRUpdateHMD( float predictedDisplayTime );
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void IN_VRUpdateHMD( XrPosef xfStageFromHead );
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void IN_VRUpdateControllers( 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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void QuatToYawPitchRoll(XrQuaternionf q, vec3_t rotation, vec3_t out);
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@ -384,11 +384,6 @@ void VR_DrawFrame( engine_t* engine ) {
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beginFrameDesc.next = NULL;
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beginFrameDesc.next = NULL;
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OXR(xrBeginFrame(engine->appState.Session, &beginFrameDesc));
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OXR(xrBeginFrame(engine->appState.Session, &beginFrameDesc));
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// Update HMD and controllers
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XrPosef xfStageFromHead = IN_VRUpdateHMD( frameState.predictedDisplayTime );
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IN_VRSyncActions();
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IN_VRUpdateControllers( frameState.predictedDisplayTime );
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XrViewLocateInfo projectionInfo = {};
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XrViewLocateInfo projectionInfo = {};
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projectionInfo.type = XR_TYPE_VIEW_LOCATE_INFO;
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projectionInfo.type = XR_TYPE_VIEW_LOCATE_INFO;
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projectionInfo.viewConfigurationType = engine->appState.ViewportConfig.viewConfigurationType;
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projectionInfo.viewConfigurationType = engine->appState.ViewportConfig.viewConfigurationType;
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@ -422,6 +417,11 @@ void VR_DrawFrame( engine_t* engine ) {
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vr.fov_x = (fabs(fov.angleLeft) + fabs(fov.angleRight)) * 180.0f / M_PI;
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vr.fov_x = (fabs(fov.angleLeft) + fabs(fov.angleRight)) * 180.0f / M_PI;
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vr.fov_y = (fabs(fov.angleUp) + fabs(fov.angleDown)) * 180.0f / M_PI;
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vr.fov_y = (fabs(fov.angleUp) + fabs(fov.angleDown)) * 180.0f / M_PI;
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// Update HMD and controllers
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IN_VRUpdateHMD( invViewTransform[0] );
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IN_VRSyncActions();
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IN_VRUpdateControllers( frameState.predictedDisplayTime );
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//Projection used for drawing HUD models etc
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//Projection used for drawing HUD models etc
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float hudScale = M_PI * 15.0f / 180.0f;
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float hudScale = M_PI * 15.0f / 180.0f;
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const ovrMatrix4f monoVRMatrix = ovrMatrix4f_CreateProjectionFov(
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const ovrMatrix4f monoVRMatrix = ovrMatrix4f_CreateProjectionFov(
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@ -505,9 +505,9 @@ void VR_DrawFrame( engine_t* engine ) {
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cylinder_layer.subImage.imageArrayIndex = 0;
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cylinder_layer.subImage.imageArrayIndex = 0;
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const XrVector3f axis = {0.0f, 1.0f, 0.0f};
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const XrVector3f axis = {0.0f, 1.0f, 0.0f};
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XrVector3f pos = {
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XrVector3f pos = {
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xfStageFromHead.position.x - sin(radians(vr.menuYaw)) * 4.0f,
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invViewTransform[0].position.x - sin(radians(vr.menuYaw)) * 4.0f,
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-0.25f,
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-0.25f,
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xfStageFromHead.position.z - cos(radians(vr.menuYaw)) * 4.0f
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invViewTransform[0].position.z - cos(radians(vr.menuYaw)) * 4.0f
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};
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};
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cylinder_layer.pose.orientation = XrQuaternionf_CreateFromVectorAngle(axis, radians(vr.menuYaw));
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cylinder_layer.pose.orientation = XrQuaternionf_CreateFromVectorAngle(axis, radians(vr.menuYaw));
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cylinder_layer.pose.position = pos;
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cylinder_layer.pose.position = pos;
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