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

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/************************************************************************************
Filename : VrInputWeaponAlign.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include <android/keycodes.h>
#include "VrInput.h"
#include "VrCvars.h"
#include "../jk2/code/client/client.h"
cvar_t *sv_cheats;
void CG_CenterPrint( const char *str, int y, int charWidth );
void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//always right handed for this
vr.right_handed = true;
static qboolean dominantGripPushed = false;
/*
char cvar_name[64];
Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", vr.weaponid);
char weapon_adjustment[256];
Cvar_VariableStringBuffer(cvar_name, weapon_adjustment, 256);
sscanf(weapon_adjustment, "%f,%f,%f,%f,%f,%f,%f", &vr.test_scale,
&(vr.test_offset[0]), &(vr.test_offset[1]), &(vr.test_offset[2]),
&(vr.test_angles[PITCH]), &(vr.test_angles[YAW]), &(vr.test_angles[ROLL]));
VectorScale(vr.test_offset, vr.test_scale, vr.test_offset);
*/
//Need this for the touch screen
{
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
rotation[PITCH] = 10;
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
VectorCopy(vr.weaponangles, vr.weaponangles_last);
ALOGV(" weaponangles_last: %f, %f, %f",
vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
}
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
static qboolean resetCursor = qtrue;
if ( JKVR_useScreenLayer() )
{
interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
resetCursor = qfalse;
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
}
else
{
resetCursor = qtrue;
//dominant hand stuff first
{
///Weapon location relative to view
vr.current_weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.current_weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.current_weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
vr.current_weaponoffset_timestamp = Sys_Milliseconds( );
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
vr.offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - vr.hmdposition[2];
vec3_t rotation = {0};
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
}
ALOGV(" Right-Controller-Position: %f, %f, %f",
pDominantTracking->HeadPose.Pose.Position.x,
pDominantTracking->HeadPose.Pose.Position.y,
pDominantTracking->HeadPose.Pose.Position.z);
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
vec2_t v;
rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value,
vr.hmdposition_delta[2] * vr_positional_factor->value, - vr.hmdorientation[YAW], v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
if (dominantGripPushed)
{
//Fire Secondary
if (((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger))
&& (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
{
sendButtonActionSimple("weapalt");
}
}
else
{
//Fire Primary
if (!vr.velocitytriggered && // Don't fire velocity triggered weapons
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
sendButtonAction("+attack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
}
}
//Next Weapon with A
if (((pDominantTrackedRemoteNew->Buttons & domButton1) !=
(pDominantTrackedRemoteOld->Buttons & domButton1)) &&
(pDominantTrackedRemoteOld->Buttons & domButton1)){
sendButtonActionSimple("weapnext");
}
//Prev Weapon with B
if (((pDominantTrackedRemoteNew->Buttons & domButton2) !=
(pDominantTrackedRemoteOld->Buttons & domButton2)) &&
(pDominantTrackedRemoteOld->Buttons & domButton2)){
sendButtonActionSimple("weapprev");
}
static int item_index = 0;
float* items[7] = {&vr.test_scale, &(vr.test_offset[0]), &(vr.test_offset[1]), &(vr.test_offset[2]),
&(vr.test_angles[PITCH]), &(vr.test_angles[YAW]), &(vr.test_angles[ROLL])};
char* item_names[7] = {"scale", "right", "up", "forward", "pitch", "yaw", "roll"};
float item_inc[7] = {0.002, 0.02, 0.02, 0.02, 0.1, 0.1, 0.1};
//Weapon/Inventory Chooser
static qboolean itemSwitched = false;
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.y, 0.2f) &&
(between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f) ||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.x, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f))
{
item_index++;
if (item_index == 7)
item_index = 0;
}
else
{
item_index--;
if (item_index < 0)
item_index = 6;
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
if (((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) &&
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick))
{
*(items[item_index]) = 0.0;
}
//Left-hand specific stuff
{
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteOld->Buttons & offButton1)){
//If cheats enabled, give all weapons/pickups to player
Cbuf_AddText("give all\n");
}
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f))
{
if (pDominantTrackedRemoteNew->Joystick.y > 0.6f) {
*(items[item_index]) += item_inc[item_index];
}
if (pDominantTrackedRemoteNew->Joystick.y < -0.6f) {
*(items[item_index]) -= item_inc[item_index];
}
}
}
Com_sprintf(vr.test_name, sizeof(vr.test_name), "%s: %.3f", item_names[item_index], *(items[item_index]));
char cvar_name[64];
Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", vr.weaponid);
char buffer[256];
Com_sprintf(buffer, sizeof(buffer), "%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f", vr.test_scale, (vr.test_offset[0] / vr.test_scale), (vr.test_offset[1] / vr.test_scale), (vr.test_offset[2] / vr.test_scale),
(vr.test_angles[PITCH]), (vr.test_angles[YAW]), (vr.test_angles[ROLL]));
Cvar_Set(cvar_name, buffer );
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}