jkxr/Projects/Android/jni/JKVR/VrInputCommon.cpp

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/************************************************************************************
Filename : VrInputRight.c
Content : Handles common controller input functionality
Created : September 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include "VrInput.h"
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#include <qcommon/qcommon.h>
#include <qcommon/q_platform.h>
cvar_t *vr_turn_mode;
cvar_t *vr_turn_angle;
cvar_t *vr_reloadtimeoutms;
cvar_t *vr_positional_factor;
cvar_t *vr_walkdirection;
cvar_t *vr_movement_multiplier;
cvar_t *vr_weapon_pitchadjust;
cvar_t *vr_lasersight;
cvar_t *vr_control_scheme;
cvar_t *vr_teleport;
cvar_t *vr_virtual_stock;
cvar_t *vr_switch_sticks;
cvar_t *vr_immersive_cinematics;
cvar_t *vr_screen_dist;
ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTracking leftRemoteTracking_new;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTracking rightRemoteTracking_new;
ovrInputStateGamepad footTrackedRemoteState_old;
ovrInputStateGamepad footTrackedRemoteState_new;
ovrDeviceID controllerIDs[2];
float remote_movementSideways;
float remote_movementForward;
float remote_movementUp;
float positional_movementSideways;
float positional_movementForward;
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bool openjk_initialised;
long long global_time;
float playerHeight;
float playerYaw;
ovrTracking2 tracking;
int ducked;
vr_client_info_t vr;
//keys.h
void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key)
{
if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button))
{
Sys_QueEvent( 0, SE_KEY, key, (trackedRemoteState->Buttons & button) != 0, 0, NULL );
// Key_Event(key, (trackedRemoteState->Buttons & button) != 0, global_time);
}
}
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
{
out[0] = cosf(DEG2RAD(-rotation)) * x + sinf(DEG2RAD(-rotation)) * y;
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
float length(float x, float y)
{
return sqrtf(powf(x, 2.0f) + powf(y, 2.0f));
}
#define NLF_DEADZONE 0.1
#define NLF_POWER 2.2
float nonLinearFilter(float in)
{
float val = 0.0f;
if (in > NLF_DEADZONE)
{
val = in;
val -= NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = powf(val, NLF_POWER);
}
else if (in < -NLF_DEADZONE)
{
val = in;
val += NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = -powf(fabsf(val), NLF_POWER);
}
return val;
}
void sendButtonActionSimple(const char* action)
{
char command[256];
snprintf( command, sizeof( command ), "%s\n", action );
Cbuf_AddText( command );
}
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bool between(float min, float val, float max)
{
return (min < val) && (val < max);
}
void sendButtonAction(const char* action, long buttonDown)
{
char command[256];
snprintf( command, sizeof( command ), "%s\n", action );
if (!buttonDown)
{
command[0] = '-';
}
Cbuf_AddText( command );
}
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void acquireTrackedRemotesData(ovrMobile *Ovr, double displayTime) {//The amount of yaw changed by controller
for ( uint32_t i = 0; ; i++ ) {
ovrInputCapabilityHeader cap;
ovrResult result = vrapi_EnumerateInputDevices(Ovr, i, &cap);
if (result < 0) {
break;
}
if (cap.Type == ovrControllerType_Gamepad) {
ovrInputGamepadCapabilities remoteCaps;
remoteCaps.Header = cap;
if (vrapi_GetInputDeviceCapabilities(Ovr, &remoteCaps.Header) >= 0) {
// remote is connected
ovrInputStateGamepad remoteState;
remoteState.Header.ControllerType = ovrControllerType_Gamepad;
if ( vrapi_GetCurrentInputState( Ovr, cap.DeviceID, &remoteState.Header ) >= 0 )
{
// act on device state returned in remoteState
footTrackedRemoteState_new = remoteState;
}
}
}
else if (cap.Type == ovrControllerType_TrackedRemote) {
ovrTracking remoteTracking;
ovrInputStateTrackedRemote trackedRemoteState;
trackedRemoteState.Header.ControllerType = ovrControllerType_TrackedRemote;
result = vrapi_GetCurrentInputState(Ovr, cap.DeviceID, &trackedRemoteState.Header);
if (result == ovrSuccess) {
ovrInputTrackedRemoteCapabilities remoteCapabilities;
remoteCapabilities.Header = cap;
result = vrapi_GetInputDeviceCapabilities(Ovr, &remoteCapabilities.Header);
result = vrapi_GetInputTrackingState(Ovr, cap.DeviceID, displayTime,
&remoteTracking);
if (remoteCapabilities.ControllerCapabilities & ovrControllerCaps_RightHand) {
rightTrackedRemoteState_new = trackedRemoteState;
rightRemoteTracking_new = remoteTracking;
controllerIDs[1] = cap.DeviceID;
} else{
leftTrackedRemoteState_new = trackedRemoteState;
leftRemoteTracking_new = remoteTracking;
controllerIDs[0] = cap.DeviceID;
}
}
}
}
}
//YAW: Left increase, Right decrease
void updateScopeAngles()
{
//Bit of a hack, but use weapon orientation / position for view when scope is engaged
static vec3_t currentScopeAngles;
static vec3_t lastScopeAngles;
if (vr.scopeengaged)
{
VectorSet(currentScopeAngles, vr.weaponangles[PITCH], vr.weaponangles[YAW], vr.hmdorientation[ROLL]);
//Set "view" Angles
VectorCopy(currentScopeAngles, vr.hmdorientation);
//Orientation
VectorSubtract(lastScopeAngles, currentScopeAngles, vr.hmdorientation_delta);
//Keep this for our records
VectorCopy(currentScopeAngles, lastScopeAngles);
} else {
VectorSet(currentScopeAngles, vr.weaponangles[PITCH], vr.weaponangles[YAW], vr.hmdorientation[ROLL]);
VectorCopy(currentScopeAngles, lastScopeAngles);
}
}
void PortableMouseAbs(float x,float y);
float clamp(float _min, float _val, float _max)
{
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return fmax(fmin(_val, _max), _min);
}
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void interactWithTouchScreen(bool reset, ovrInputStateTrackedRemote *newState, ovrInputStateTrackedRemote *oldState) {
static float centerYaw = 0;
if (reset || fabs(sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw))) > 0.5f)
{
centerYaw = vr.weaponangles[YAW];
}
float cursorX = -sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw)) + 0.5f;
float cursorY = (float)(vr.weaponangles[PITCH] / 90.0) + 0.5f;
PortableMouseAbs(cursorX, cursorY);
}