2022-09-18 15:37:21 +00:00
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/************************************************************************************
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Filename : VrInputRight.c
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Content : Handles common controller input functionality
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Created : September 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include "VrInput.h"
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2022-09-19 21:46:47 +00:00
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#include <qcommon/qcommon.h>
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#include <qcommon/q_platform.h>
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2022-09-18 15:37:21 +00:00
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2022-09-20 22:15:52 +00:00
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cvar_t *vr_turn_mode;
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cvar_t *vr_turn_angle;
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cvar_t *vr_positional_factor;
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cvar_t *vr_walkdirection;
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cvar_t *vr_weapon_pitchadjust;
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cvar_t *vr_control_scheme;
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cvar_t *vr_virtual_stock;
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cvar_t *vr_switch_sticks;
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2022-09-27 22:19:12 +00:00
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cvar_t *vr_immersive_cinematics;
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2022-09-20 22:15:52 +00:00
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cvar_t *vr_screen_dist;
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2022-10-12 17:00:26 +00:00
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cvar_t *vr_weapon_velocity_trigger;
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2022-11-07 23:57:10 +00:00
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cvar_t *vr_force_velocity_trigger;
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2022-11-27 14:51:07 +00:00
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cvar_t *vr_force_distance_trigger;
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2022-10-20 16:47:12 +00:00
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cvar_t *vr_two_handed_weapons;
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2022-11-07 23:57:10 +00:00
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cvar_t *vr_force_motion_controlled;
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2022-11-11 23:43:50 +00:00
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cvar_t *vr_crouch_toggle;
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2022-11-16 21:27:36 +00:00
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cvar_t *vr_irl_crouch_enabled;
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cvar_t *vr_irl_crouch_to_stand_ratio;
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2022-11-12 17:05:39 +00:00
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cvar_t *vr_saber_block_debounce_time;
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2022-11-17 00:05:01 +00:00
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cvar_t *vr_haptic_intensity;
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2022-11-25 18:01:08 +00:00
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cvar_t *vr_comfort_vignette;
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2022-11-25 23:35:49 +00:00
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cvar_t *vr_saber_3rdperson_mode;
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2022-11-26 15:38:17 +00:00
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cvar_t *vr_gesture_triggered_use;
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2022-12-14 14:45:51 +00:00
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cvar_t *vr_use_gesture_boundary;
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2022-09-20 22:15:52 +00:00
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ovrInputStateTrackedRemote leftTrackedRemoteState_old;
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ovrInputStateTrackedRemote leftTrackedRemoteState_new;
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2022-12-04 11:46:32 +00:00
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ovrTrackedController leftRemoteTracking_new;
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2022-09-20 22:15:52 +00:00
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ovrInputStateTrackedRemote rightTrackedRemoteState_old;
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ovrInputStateTrackedRemote rightTrackedRemoteState_new;
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2022-12-04 11:46:32 +00:00
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ovrTrackedController rightRemoteTracking_new;
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2022-09-20 22:15:52 +00:00
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float remote_movementSideways;
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float remote_movementForward;
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float remote_movementUp;
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float positional_movementSideways;
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float positional_movementForward;
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2022-09-29 22:38:22 +00:00
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bool openjk_initialised;
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2022-09-20 22:15:52 +00:00
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long long global_time;
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int ducked;
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vr_client_info_t vr;
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2022-09-18 15:37:21 +00:00
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//keys.h
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void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
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void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key)
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{
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if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button))
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{
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Sys_QueEvent( 0, SE_KEY, key, (trackedRemoteState->Buttons & button) != 0, 0, NULL );
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// Key_Event(key, (trackedRemoteState->Buttons & button) != 0, global_time);
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}
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}
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void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
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{
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out[0] = cosf(DEG2RAD(-rotation)) * x + sinf(DEG2RAD(-rotation)) * y;
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out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
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}
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float length(float x, float y)
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{
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return sqrtf(powf(x, 2.0f) + powf(y, 2.0f));
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}
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#define NLF_DEADZONE 0.1
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#define NLF_POWER 2.2
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float nonLinearFilter(float in)
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{
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float val = 0.0f;
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if (in > NLF_DEADZONE)
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{
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val = in;
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val -= NLF_DEADZONE;
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val /= (1.0f - NLF_DEADZONE);
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val = powf(val, NLF_POWER);
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}
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else if (in < -NLF_DEADZONE)
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{
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val = in;
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val += NLF_DEADZONE;
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val /= (1.0f - NLF_DEADZONE);
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val = -powf(fabsf(val), NLF_POWER);
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}
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return val;
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}
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void sendButtonActionSimple(const char* action)
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{
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char command[256];
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snprintf( command, sizeof( command ), "%s\n", action );
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Cbuf_AddText( command );
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}
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2022-09-19 21:46:47 +00:00
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bool between(float min, float val, float max)
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2022-09-18 15:37:21 +00:00
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{
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return (min < val) && (val < max);
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}
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void sendButtonAction(const char* action, long buttonDown)
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{
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char command[256];
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snprintf( command, sizeof( command ), "%s\n", action );
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if (!buttonDown)
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{
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command[0] = '-';
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}
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Cbuf_AddText( command );
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}
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void PortableMouseAbs(float x,float y);
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float clamp(float _min, float _val, float _max)
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{
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2022-09-19 21:46:47 +00:00
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return fmax(fmin(_val, _max), _min);
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2022-09-18 15:37:21 +00:00
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}
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2022-09-19 21:46:47 +00:00
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void interactWithTouchScreen(bool reset, ovrInputStateTrackedRemote *newState, ovrInputStateTrackedRemote *oldState) {
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2022-09-18 15:37:21 +00:00
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2022-10-04 21:48:30 +00:00
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static float centerYaw = 0;
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2022-10-05 20:54:36 +00:00
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if (reset || Q_isnan(centerYaw) || fabs(sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw))) > 0.9f)
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2022-10-04 21:48:30 +00:00
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{
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centerYaw = vr.weaponangles[YAW];
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}
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float cursorX = -sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw)) + 0.5f;
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2022-09-23 22:10:32 +00:00
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float cursorY = (float)(vr.weaponangles[PITCH] / 90.0) + 0.5f;
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2022-09-18 15:37:21 +00:00
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PortableMouseAbs(cursorX, cursorY);
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2022-12-04 11:46:32 +00:00
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}
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/*
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================================================================================
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ovrMatrix4f
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================================================================================
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*/
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ovrMatrix4f ovrMatrix4f_CreateProjectionFov(
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const float angleLeft,
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const float angleRight,
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const float angleUp,
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const float angleDown,
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const float nearZ,
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const float farZ) {
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const float tanAngleLeft = tanf(angleLeft);
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const float tanAngleRight = tanf(angleRight);
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const float tanAngleDown = tanf(angleDown);
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const float tanAngleUp = tanf(angleUp);
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const float tanAngleWidth = tanAngleRight - tanAngleLeft;
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// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
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// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
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// positive Y up (OpenGL / D3D / Metal).
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const float tanAngleHeight = tanAngleUp - tanAngleDown;
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// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
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// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
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const float offsetZ = nearZ;
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ovrMatrix4f result;
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if (farZ <= nearZ) {
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// place the far plane at infinity
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result.M[0][0] = 2 / tanAngleWidth;
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result.M[0][1] = 0;
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result.M[0][2] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result.M[0][3] = 0;
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result.M[1][0] = 0;
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result.M[1][1] = 2 / tanAngleHeight;
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result.M[1][2] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result.M[1][3] = 0;
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result.M[2][0] = 0;
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result.M[2][1] = 0;
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result.M[2][2] = -1;
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result.M[2][3] = -(nearZ + offsetZ);
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result.M[3][0] = 0;
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result.M[3][1] = 0;
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result.M[3][2] = -1;
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result.M[3][3] = 0;
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} else {
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// normal projection
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result.M[0][0] = 2 / tanAngleWidth;
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result.M[0][1] = 0;
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result.M[0][2] = (tanAngleRight + tanAngleLeft) / tanAngleWidth;
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result.M[0][3] = 0;
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result.M[1][0] = 0;
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result.M[1][1] = 2 / tanAngleHeight;
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result.M[1][2] = (tanAngleUp + tanAngleDown) / tanAngleHeight;
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result.M[1][3] = 0;
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result.M[2][0] = 0;
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result.M[2][1] = 0;
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result.M[2][2] = -(farZ + offsetZ) / (farZ - nearZ);
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result.M[2][3] = -(farZ * (nearZ + offsetZ)) / (farZ - nearZ);
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result.M[3][0] = 0;
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result.M[3][1] = 0;
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result.M[3][2] = -1;
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result.M[3][3] = 0;
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}
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return result;
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}
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ovrMatrix4f ovrMatrix4f_CreateFromQuaternion(const XrQuaternionf* q) {
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const float ww = q->w * q->w;
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const float xx = q->x * q->x;
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const float yy = q->y * q->y;
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const float zz = q->z * q->z;
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ovrMatrix4f out;
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out.M[0][0] = ww + xx - yy - zz;
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out.M[0][1] = 2 * (q->x * q->y - q->w * q->z);
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out.M[0][2] = 2 * (q->x * q->z + q->w * q->y);
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out.M[0][3] = 0;
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out.M[1][0] = 2 * (q->x * q->y + q->w * q->z);
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out.M[1][1] = ww - xx + yy - zz;
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out.M[1][2] = 2 * (q->y * q->z - q->w * q->x);
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out.M[1][3] = 0;
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out.M[2][0] = 2 * (q->x * q->z - q->w * q->y);
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out.M[2][1] = 2 * (q->y * q->z + q->w * q->x);
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out.M[2][2] = ww - xx - yy + zz;
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out.M[2][3] = 0;
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out.M[3][0] = 0;
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out.M[3][1] = 0;
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out.M[3][2] = 0;
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out.M[3][3] = 1;
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return out;
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}
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/// Use left-multiplication to accumulate transformations.
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ovrMatrix4f ovrMatrix4f_Multiply(const ovrMatrix4f* a, const ovrMatrix4f* b) {
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ovrMatrix4f out;
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out.M[0][0] = a->M[0][0] * b->M[0][0] + a->M[0][1] * b->M[1][0] + a->M[0][2] * b->M[2][0] +
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a->M[0][3] * b->M[3][0];
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out.M[1][0] = a->M[1][0] * b->M[0][0] + a->M[1][1] * b->M[1][0] + a->M[1][2] * b->M[2][0] +
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a->M[1][3] * b->M[3][0];
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out.M[2][0] = a->M[2][0] * b->M[0][0] + a->M[2][1] * b->M[1][0] + a->M[2][2] * b->M[2][0] +
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a->M[2][3] * b->M[3][0];
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out.M[3][0] = a->M[3][0] * b->M[0][0] + a->M[3][1] * b->M[1][0] + a->M[3][2] * b->M[2][0] +
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a->M[3][3] * b->M[3][0];
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out.M[0][1] = a->M[0][0] * b->M[0][1] + a->M[0][1] * b->M[1][1] + a->M[0][2] * b->M[2][1] +
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a->M[0][3] * b->M[3][1];
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out.M[1][1] = a->M[1][0] * b->M[0][1] + a->M[1][1] * b->M[1][1] + a->M[1][2] * b->M[2][1] +
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a->M[1][3] * b->M[3][1];
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out.M[2][1] = a->M[2][0] * b->M[0][1] + a->M[2][1] * b->M[1][1] + a->M[2][2] * b->M[2][1] +
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a->M[2][3] * b->M[3][1];
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out.M[3][1] = a->M[3][0] * b->M[0][1] + a->M[3][1] * b->M[1][1] + a->M[3][2] * b->M[2][1] +
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a->M[3][3] * b->M[3][1];
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out.M[0][2] = a->M[0][0] * b->M[0][2] + a->M[0][1] * b->M[1][2] + a->M[0][2] * b->M[2][2] +
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a->M[0][3] * b->M[3][2];
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out.M[1][2] = a->M[1][0] * b->M[0][2] + a->M[1][1] * b->M[1][2] + a->M[1][2] * b->M[2][2] +
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a->M[1][3] * b->M[3][2];
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out.M[2][2] = a->M[2][0] * b->M[0][2] + a->M[2][1] * b->M[1][2] + a->M[2][2] * b->M[2][2] +
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a->M[2][3] * b->M[3][2];
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out.M[3][2] = a->M[3][0] * b->M[0][2] + a->M[3][1] * b->M[1][2] + a->M[3][2] * b->M[2][2] +
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a->M[3][3] * b->M[3][2];
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out.M[0][3] = a->M[0][0] * b->M[0][3] + a->M[0][1] * b->M[1][3] + a->M[0][2] * b->M[2][3] +
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a->M[0][3] * b->M[3][3];
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out.M[1][3] = a->M[1][0] * b->M[0][3] + a->M[1][1] * b->M[1][3] + a->M[1][2] * b->M[2][3] +
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a->M[1][3] * b->M[3][3];
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out.M[2][3] = a->M[2][0] * b->M[0][3] + a->M[2][1] * b->M[1][3] + a->M[2][2] * b->M[2][3] +
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a->M[2][3] * b->M[3][3];
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out.M[3][3] = a->M[3][0] * b->M[0][3] + a->M[3][1] * b->M[1][3] + a->M[3][2] * b->M[2][3] +
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a->M[3][3] * b->M[3][3];
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return out;
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}
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ovrMatrix4f ovrMatrix4f_CreateRotation(const float radiansX, const float radiansY, const float radiansZ) {
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const float sinX = sinf(radiansX);
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const float cosX = cosf(radiansX);
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const ovrMatrix4f rotationX = {
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{{1, 0, 0, 0}, {0, cosX, -sinX, 0}, {0, sinX, cosX, 0}, {0, 0, 0, 1}}};
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const float sinY = sinf(radiansY);
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const float cosY = cosf(radiansY);
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const ovrMatrix4f rotationY = {
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{{cosY, 0, sinY, 0}, {0, 1, 0, 0}, {-sinY, 0, cosY, 0}, {0, 0, 0, 1}}};
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const float sinZ = sinf(radiansZ);
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const float cosZ = cosf(radiansZ);
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const ovrMatrix4f rotationZ = {
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{{cosZ, -sinZ, 0, 0}, {sinZ, cosZ, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}}};
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const ovrMatrix4f rotationXY = ovrMatrix4f_Multiply(&rotationY, &rotationX);
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return ovrMatrix4f_Multiply(&rotationZ, &rotationXY);
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}
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XrVector4f XrVector4f_MultiplyMatrix4f(const ovrMatrix4f* a, const XrVector4f* v) {
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XrVector4f out;
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out.x = a->M[0][0] * v->x + a->M[0][1] * v->y + a->M[0][2] * v->z + a->M[0][3] * v->w;
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out.y = a->M[1][0] * v->x + a->M[1][1] * v->y + a->M[1][2] * v->z + a->M[1][3] * v->w;
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out.z = a->M[2][0] * v->x + a->M[2][1] * v->y + a->M[2][2] * v->z + a->M[2][3] * v->w;
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out.w = a->M[3][0] * v->x + a->M[3][1] * v->y + a->M[3][2] * v->z + a->M[3][3] * v->w;
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return out;
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}
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/*
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================================================================================
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ovrTrackedController
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================================================================================
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*/
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void ovrTrackedController_Clear(ovrTrackedController* controller) {
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controller->Active = false;
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controller->Pose = XrPosef_Identity();
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}
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