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https://github.com/DrBeef/JKXR.git
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Motion controlled Force Push/Pull
This commit is contained in:
parent
62f1924dff
commit
0d70fae512
7 changed files with 536 additions and 460 deletions
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@ -1308,8 +1308,10 @@ void JKVR_Init()
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vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE);
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vr_screen_dist = Cvar_Get( "vr_screen_dist", "2.5", CVAR_ARCHIVE);
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vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.3", CVAR_ARCHIVE);
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vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.0", CVAR_ARCHIVE);
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vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.0", CVAR_ARCHIVE);
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vr_two_handed_weapons = Cvar_Get ("vr_two_handed_weapons", "1", CVAR_ARCHIVE);
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vr_force_motion_controlled = Cvar_Get ("vr_force_motion_controlled", "1", CVAR_ARCHIVE);
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cvar_t *expanded_menu_enabled = Cvar_Get ("expanded_menu_enabled", "0", CVAR_ARCHIVE);
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if (FS_FileExists("expanded_menu.pk3")) {
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@ -61,6 +61,7 @@ typedef struct {
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bool primaryVelocityTriggeredAttack;
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float secondaryswingvelocity;
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bool secondaryVelocityTriggeredAttack;
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vec3_t secondaryVelocityTriggerLocation;
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vec3_t offhandangles;
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vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
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@ -10,5 +10,7 @@ extern cvar_t *vr_switch_sticks;
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extern cvar_t *vr_immersive_cinematics;
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extern cvar_t *vr_screen_dist;
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extern cvar_t *vr_weapon_velocity_trigger;
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extern cvar_t *vr_force_velocity_trigger;
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extern cvar_t *vr_two_handed_weapons;
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extern cvar_t *vr_force_motion_controlled;
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@ -30,7 +30,9 @@ cvar_t *vr_switch_sticks;
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cvar_t *vr_immersive_cinematics;
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cvar_t *vr_screen_dist;
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cvar_t *vr_weapon_velocity_trigger;
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cvar_t *vr_force_velocity_trigger;
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cvar_t *vr_two_handed_weapons;
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cvar_t *vr_force_motion_controlled;
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ovrInputStateTrackedRemote leftTrackedRemoteState_old;
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ovrInputStateTrackedRemote leftTrackedRemoteState_new;
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@ -264,485 +264,515 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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}
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//if (!vr.item_selector)
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//Engage scope / virtual stock if conditions are right
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bool scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
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static bool lastScopeReady = qfalse;
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if (scopeready != lastScopeReady) {
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if (vr.scopedweapon && !vr.scopedetached) {
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if (!vr.scopeengaged && scopeready) {
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ALOGV("**WEAPON EVENT** trigger scope mode");
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sendButtonActionSimple("weapalt");
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} else if (vr.scopeengaged && !scopeready) {
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ALOGV("**WEAPON EVENT** disable scope mode");
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sendButtonActionSimple("weapalt");
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}
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lastScopeReady = scopeready;
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}
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}
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//Engage scope / virtual stock (iron sight lock) if conditions are right
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static bool scopeEngaged = qfalse;
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if (scopeEngaged != vr.scopeengaged) {
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scopeEngaged = vr.scopeengaged;
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}
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//dominant hand stuff first
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{
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//Engage scope / virtual stock if conditions are right
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bool scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
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static bool lastScopeReady = qfalse;
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if (scopeready != lastScopeReady) {
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if (vr.scopedweapon && !vr.scopedetached) {
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if (!vr.scopeengaged && scopeready) {
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ALOGV("**WEAPON EVENT** trigger scope mode");
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sendButtonActionSimple("weapalt");
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} else if (vr.scopeengaged && !scopeready) {
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ALOGV("**WEAPON EVENT** disable scope mode");
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sendButtonActionSimple("weapalt");
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}
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lastScopeReady = scopeready;
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}
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES - 1); i != 0; --i) {
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VectorCopy(vr.weaponoffset_history[i - 1], vr.weaponoffset_history[i]);
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vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i - 1];
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}
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VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
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vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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//Engage scope / virtual stock (iron sight lock) if conditions are right
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static bool scopeEngaged = qfalse;
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if (scopeEngaged != vr.scopeengaged) {
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scopeEngaged = vr.scopeengaged;
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}
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VectorSet(vr.weaponposition, pWeapon->HeadPose.Pose.Position.x,
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pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
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//dominant hand stuff first
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{
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES - 1); i != 0; --i) {
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VectorCopy(vr.weaponoffset_history[i - 1], vr.weaponoffset_history[i]);
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vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i - 1];
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}
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VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
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vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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///Weapon location relative to view
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VectorSet(vr.weaponoffset, pWeapon->HeadPose.Pose.Position.x,
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pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
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VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset);
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vr.weaponoffset_timestamp = Sys_Milliseconds();
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VectorSet(vr.weaponposition, pWeapon->HeadPose.Pose.Position.x,
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pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
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vec3_t velocity;
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VectorSet(velocity, pWeapon->HeadPose.LinearVelocity.x,
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pWeapon->HeadPose.LinearVelocity.y, pWeapon->HeadPose.LinearVelocity.z);
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vr.primaryswingvelocity = VectorLength(velocity);
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///Weapon location relative to view
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VectorSet(vr.weaponoffset, pWeapon->HeadPose.Pose.Position.x,
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pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
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VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset);
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vr.weaponoffset_timestamp = Sys_Milliseconds();
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vec3_t velocity;
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VectorSet(velocity, pWeapon->HeadPose.LinearVelocity.x,
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pWeapon->HeadPose.LinearVelocity.y, pWeapon->HeadPose.LinearVelocity.z);
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vr.primaryswingvelocity = VectorLength(velocity);
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VectorSet(velocity, pOff->HeadPose.LinearVelocity.x,
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pOff->HeadPose.LinearVelocity.y, pOff->HeadPose.LinearVelocity.z);
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vr.secondaryswingvelocity = VectorLength(velocity);
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VectorSet(velocity, pOff->HeadPose.LinearVelocity.x,
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pOff->HeadPose.LinearVelocity.y, pOff->HeadPose.LinearVelocity.z);
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vr.secondaryswingvelocity = VectorLength(velocity);
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//For melee right hand is alt attack and left hand is attack
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if (vr.weaponid == WP_MELEE) {
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//Does weapon velocity trigger attack (melee) and is it fast enough
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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//For melee right hand is alt attack and left hand is attack
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if (vr.weaponid == WP_MELEE) {
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//Does weapon velocity trigger attack (melee) and is it fast enough
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+altattack" : "-altattack");
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//normal attack is a punch with the left hand
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sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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} else if (vr.primaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.primaryVelocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -altattack");
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+altattack" : "-altattack");
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//normal attack is a punch with the left hand
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sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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} else if (vr.primaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.primaryVelocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -altattack");
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sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack);
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}
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.secondaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.secondaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack);
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fired = vr.secondaryVelocityTriggeredAttack;
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}
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} else if (vr.secondaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.secondaryVelocityTriggeredAttack = qfalse;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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if (fired != vr.secondaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.secondaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack);
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fired = vr.secondaryVelocityTriggeredAttack;
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}
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} else if (vr.weaponid == WP_SABER) {
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//Does weapon velocity trigger attack
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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} else if (vr.secondaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.secondaryVelocityTriggeredAttack = qfalse;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack);
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}
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} else if (vr.weaponid == WP_SABER) {
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//Does weapon velocity trigger attack
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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} else if (vr.primaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.primaryVelocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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}
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if (vr.weapon_stabilised) {
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if (vr.scopeengaged || vr_virtual_stock->integer == 1) {
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//offset to the appropriate eye a little bit
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vec2_t xy;
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rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f,
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-vr.hmdorientation[YAW], xy);
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float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]);
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float y = pOff->HeadPose.Pose.Position.y -
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(vr.hmdposition[1] - 0.1f); // Use a point lower
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float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]);
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), 0);
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}
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} else {
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float x =
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pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
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float y =
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pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
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float z =
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pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] /
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2.0f); //Dampen roll on stabilised weapon
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}
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}
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}
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// Calculate if player tries to reach backpack
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bool handInBackpack = false;
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bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
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vec3_t hmdForwardXY = {}, weaponForwardXY = {};
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float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0;
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static vec3_t downVector = {0.0, 0.0, -1.0};
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bool bpTrackOk = pOffTracking->Status &
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VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked
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if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <=
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0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range
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&& (bpWeaponHeightOk = vr.weaponoffset[1] >= -0.10 && vr.weaponoffset[1] <=
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0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range
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{
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AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
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AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL);
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float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY);
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// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
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if (bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0) {
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hmdForwardXY[2] = 0;
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VectorNormalize(hmdForwardXY);
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weaponForwardXY[2] = 0;
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VectorNormalize(weaponForwardXY);
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hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY);
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// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
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handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0;
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}
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}
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//off-hand stuff (done here as I reference it in the save state thing
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{
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vr.offhandposition[0] = pOff->HeadPose.Pose.Position.x;
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vr.offhandposition[1] = pOff->HeadPose.Pose.Position.y;
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vr.offhandposition[2] = pOff->HeadPose.Pose.Position.z;
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vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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if (vr_walkdirection->value == 0) {
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controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
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} else {
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controllerYawHeading = 0.0f;
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}
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}
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// Use off hand as well to trigger save condition
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canUseQuickSave = false;
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bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
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vec3_t offhandForwardXY = {};
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float hmdToOffhandDotProduct = 0;
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float offhandToDownAngle = 0;
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if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 &&
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distanceToHMDOff <=
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0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
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&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <=
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0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
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{
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//Need to do this again as might not have done it above and cant be bothered to refactor
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AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
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AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
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offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
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// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
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if (bpOffhandAngleOk =
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offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0) {
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hmdForwardXY[2] = 0;
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VectorNormalize(hmdForwardXY);
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offhandForwardXY[2] = 0;
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VectorNormalize(offhandForwardXY);
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hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
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// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
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canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
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}
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}
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// Uncomment to debug offhand reaching
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||||
|
||||
/* ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
|
||||
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0],
|
||||
vr.offhandoffset[1], vr.offhandoffset[2],
|
||||
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0],
|
||||
offhandForwardXY[1],
|
||||
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk,
|
||||
bpHmdToOffhandAngleOk);
|
||||
*/
|
||||
|
||||
// Check quicksave
|
||||
if (canUseQuickSave) {
|
||||
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
|
||||
JKVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
|
||||
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
||||
(pOffTrackedRemoteNew->Buttons & offButton1)) {
|
||||
sendButtonActionSimple("savegame quicksave");
|
||||
}
|
||||
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
|
||||
(pOffTrackedRemoteNew->Buttons & offButton2)) {
|
||||
sendButtonActionSimple("loadgame quicksave");
|
||||
}
|
||||
} else if (vr.primaryVelocityTriggeredAttack) {
|
||||
//send a stop attack as we have an unfinished velocity attack
|
||||
vr.primaryVelocityTriggeredAttack = false;
|
||||
ALOGV("**WEAPON EVENT** veocity triggered -attack");
|
||||
sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
//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
|
||||
if (vr.weapon_stabilised) {
|
||||
if (vr.scopeengaged || vr_virtual_stock->integer == 1) {
|
||||
//offset to the appropriate eye a little bit
|
||||
vec2_t xy;
|
||||
rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f,
|
||||
-vr.hmdorientation[YAW], xy);
|
||||
float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]);
|
||||
float y = pOff->HeadPose.Pose.Position.y -
|
||||
(vr.hmdposition[1] - 0.1f); // Use a point lower
|
||||
float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]);
|
||||
float zxDist = length(x, z);
|
||||
|
||||
//Positional movement speed correction for when we are not hitting target framerate
|
||||
static double lastframetime = 0;
|
||||
int refresh = GetRefresh();
|
||||
double newframetime = GetTimeInMilliSeconds();
|
||||
float multiplier = (float) ((1000.0 / refresh) / (newframetime - lastframetime));
|
||||
lastframetime = newframetime;
|
||||
|
||||
vec2_t v;
|
||||
float factor = (refresh / 72.0F) *
|
||||
vr_positional_factor->value; // adjust positional factor based on refresh rate
|
||||
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
|
||||
vr.hmdposition_delta[2] * factor * multiplier,
|
||||
-vr.hmdorientation[YAW], v);
|
||||
positional_movementSideways = v[0];
|
||||
positional_movementForward = v[1];
|
||||
|
||||
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
||||
positional_movementSideways,
|
||||
positional_movementForward);
|
||||
|
||||
|
||||
//Jump (A Button)
|
||||
if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) {
|
||||
sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1));
|
||||
}
|
||||
|
||||
//Alt Fire (B Button)
|
||||
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) {
|
||||
if (vr.cgzoommode > 0)
|
||||
{
|
||||
sendButtonActionSimple("invuse");
|
||||
}
|
||||
else if (vr.weaponid == WP_SABER && vr.velocitytriggered)
|
||||
{
|
||||
//B button toggles saber on/off in first person
|
||||
if (primaryButtonsNew & primaryButton2) {
|
||||
sendButtonActionSimple("togglesaber");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static bool firing = false;
|
||||
static bool throwing = false;
|
||||
|
||||
int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
|
||||
|
||||
if (vr.weaponid == WP_SABER && !thirdPerson && vr.cgzoommode == 0)
|
||||
{
|
||||
static bool previous_throwing = false;
|
||||
previous_throwing = throwing;
|
||||
if (!throwing &&
|
||||
vr.primaryVelocityTriggeredAttack &&
|
||||
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
throwing = true;
|
||||
}
|
||||
else if (throwing && !(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
throwing = false;
|
||||
}
|
||||
|
||||
if (previous_throwing != throwing) {
|
||||
sendButtonAction("+altattack", throwing);
|
||||
}
|
||||
}
|
||||
else if (!vr.velocitytriggered) // Don't fire velocity triggered weapons
|
||||
{
|
||||
//Fire Primary - Doesn't trigger the saber
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||||
|
||||
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack",
|
||||
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
||||
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firing);
|
||||
}
|
||||
|
||||
if (throwing)
|
||||
{
|
||||
//if throwing is still activated here, just disable
|
||||
throwing = false;
|
||||
sendButtonAction("+altattack", throwing);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Duck - off hand joystick
|
||||
if ((secondaryButtonsNew & secondaryThumb) !=
|
||||
(secondaryButtonsOld & secondaryThumb)) {
|
||||
|
||||
sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
|
||||
}
|
||||
|
||||
//Use
|
||||
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
|
||||
|
||||
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x;
|
||||
float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y;
|
||||
|
||||
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
|
||||
|
||||
//Adjust to be off-hand controller oriented
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||||
|
||||
//Move a lot slower if scope is engaged
|
||||
remote_movementSideways =
|
||||
v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
||||
remote_movementForward =
|
||||
v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
||||
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
||||
remote_movementSideways,
|
||||
remote_movementForward);
|
||||
|
||||
|
||||
if (!canUseQuickSave) {
|
||||
if ((secondaryButtonsNew & secondaryButton1) !=
|
||||
(secondaryButtonsOld & secondaryButton1)) {
|
||||
//Toggle walk/run somehow?!
|
||||
}
|
||||
}
|
||||
|
||||
//Open the datapad
|
||||
if (!canUseQuickSave) {
|
||||
if (((secondaryButtonsNew & secondaryButton2) !=
|
||||
(secondaryButtonsOld & secondaryButton2)) &&
|
||||
(secondaryButtonsNew & secondaryButton2)) {
|
||||
Sys_QueEvent(0, SE_KEY, A_TAB, true, 0, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
//Use Force - off hand trigger
|
||||
{
|
||||
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pOffTrackedRemoteOld->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
sendButtonAction("+useforce", (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
|
||||
//Use smooth in 3rd person
|
||||
bool usingSnapTurn = vr_turn_mode->integer == 0 ||
|
||||
(!vr.third_person && vr_turn_mode->integer == 1);
|
||||
|
||||
static int increaseSnap = true;
|
||||
if (!vr.item_selector && !vr.scopeengaged) {
|
||||
if (usingSnapTurn) {
|
||||
if (primaryJoystickX > 0.7f) {
|
||||
if (increaseSnap) {
|
||||
vr.snapTurn -= vr_turn_angle->value;
|
||||
increaseSnap = false;
|
||||
if (vr.snapTurn < -180.0f) {
|
||||
vr.snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
} else if (primaryJoystickX < 0.3f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
}
|
||||
|
||||
static int decreaseSnap = true;
|
||||
if (usingSnapTurn) {
|
||||
if (primaryJoystickX < -0.7f) {
|
||||
if (decreaseSnap) {
|
||||
vr.snapTurn += vr_turn_angle->value;
|
||||
decreaseSnap = false;
|
||||
|
||||
if (vr.snapTurn > 180.0f) {
|
||||
vr.snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else if (primaryJoystickX > -0.3f) {
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!usingSnapTurn && fabs(primaryJoystickX) > 0.1f) //smooth turn
|
||||
{
|
||||
vr.snapTurn -= ((vr_turn_angle->value / 10.0f) *
|
||||
primaryJoystickX);
|
||||
if (vr.snapTurn > 180.0f) {
|
||||
vr.snapTurn -= 360.f;
|
||||
}
|
||||
if (zxDist != 0.0f && z != 0.0f) {
|
||||
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
|
||||
-degrees(atan2f(x, -z)), 0);
|
||||
}
|
||||
} else {
|
||||
if (fabs(primaryJoystickX) > 0.5f) {
|
||||
increaseSnap = false;
|
||||
} else {
|
||||
float x =
|
||||
pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
|
||||
float y =
|
||||
pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
|
||||
float z =
|
||||
pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
|
||||
float zxDist = length(x, z);
|
||||
|
||||
if (zxDist != 0.0f && z != 0.0f) {
|
||||
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
|
||||
-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] /
|
||||
2.0f); //Dampen roll on stabilised weapon
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate if player tries to reach backpack
|
||||
bool handInBackpack = false;
|
||||
bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
|
||||
vec3_t hmdForwardXY = {}, weaponForwardXY = {};
|
||||
float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0;
|
||||
static vec3_t downVector = {0.0, 0.0, -1.0};
|
||||
|
||||
bool bpTrackOk = pOffTracking->Status &
|
||||
VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked
|
||||
if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <=
|
||||
0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range
|
||||
&& (bpWeaponHeightOk = vr.weaponoffset[1] >= -0.10 && vr.weaponoffset[1] <=
|
||||
0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range
|
||||
{
|
||||
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
|
||||
AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL);
|
||||
|
||||
float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY);
|
||||
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
|
||||
if (bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0) {
|
||||
hmdForwardXY[2] = 0;
|
||||
VectorNormalize(hmdForwardXY);
|
||||
|
||||
weaponForwardXY[2] = 0;
|
||||
VectorNormalize(weaponForwardXY);
|
||||
|
||||
hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY);
|
||||
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
|
||||
handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0;
|
||||
}
|
||||
}
|
||||
|
||||
//off-hand stuff (done here as I reference it in the save state thing
|
||||
{
|
||||
vr.offhandposition[0] = pOff->HeadPose.Pose.Position.x;
|
||||
vr.offhandposition[1] = pOff->HeadPose.Pose.Position.y;
|
||||
vr.offhandposition[2] = pOff->HeadPose.Pose.Position.z;
|
||||
|
||||
vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
|
||||
vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
|
||||
vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
|
||||
|
||||
vec3_t rotation = {0};
|
||||
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
|
||||
|
||||
if (vr_walkdirection->value == 0) {
|
||||
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
|
||||
} else {
|
||||
controllerYawHeading = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Use off hand as well to trigger save condition
|
||||
canUseQuickSave = false;
|
||||
bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
|
||||
vec3_t offhandForwardXY = {};
|
||||
float hmdToOffhandDotProduct = 0;
|
||||
float offhandToDownAngle = 0;
|
||||
if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 &&
|
||||
distanceToHMDOff <=
|
||||
0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
|
||||
&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <=
|
||||
0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
|
||||
{
|
||||
//Need to do this again as might not have done it above and cant be bothered to refactor
|
||||
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
|
||||
AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
|
||||
|
||||
offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
|
||||
|
||||
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
|
||||
if (bpOffhandAngleOk =
|
||||
offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0) {
|
||||
hmdForwardXY[2] = 0;
|
||||
VectorNormalize(hmdForwardXY);
|
||||
|
||||
offhandForwardXY[2] = 0;
|
||||
VectorNormalize(offhandForwardXY);
|
||||
|
||||
hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
|
||||
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
|
||||
canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Uncomment to debug offhand reaching
|
||||
|
||||
/* ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
|
||||
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0],
|
||||
vr.offhandoffset[1], vr.offhandoffset[2],
|
||||
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0],
|
||||
offhandForwardXY[1],
|
||||
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk,
|
||||
bpHmdToOffhandAngleOk);
|
||||
*/
|
||||
|
||||
// Check quicksave
|
||||
if (canUseQuickSave) {
|
||||
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
|
||||
JKVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
|
||||
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
||||
(pOffTrackedRemoteNew->Buttons & offButton1)) {
|
||||
sendButtonActionSimple("savegame quicksave");
|
||||
}
|
||||
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
|
||||
(pOffTrackedRemoteNew->Buttons & offButton2)) {
|
||||
sendButtonActionSimple("loadgame quicksave");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
//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
|
||||
|
||||
//Positional movement speed correction for when we are not hitting target framerate
|
||||
static double lastframetime = 0;
|
||||
int refresh = GetRefresh();
|
||||
double newframetime = GetTimeInMilliSeconds();
|
||||
float multiplier = (float) ((1000.0 / refresh) / (newframetime - lastframetime));
|
||||
lastframetime = newframetime;
|
||||
|
||||
vec2_t v;
|
||||
float factor = (refresh / 72.0F) *
|
||||
vr_positional_factor->value; // adjust positional factor based on refresh rate
|
||||
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
|
||||
vr.hmdposition_delta[2] * factor * multiplier,
|
||||
-vr.hmdorientation[YAW], v);
|
||||
positional_movementSideways = v[0];
|
||||
positional_movementForward = v[1];
|
||||
|
||||
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
||||
positional_movementSideways,
|
||||
positional_movementForward);
|
||||
|
||||
|
||||
//Jump (A Button)
|
||||
if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) {
|
||||
sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1));
|
||||
}
|
||||
|
||||
//Alt Fire (B Button)
|
||||
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) {
|
||||
if (vr.cgzoommode > 0)
|
||||
{
|
||||
sendButtonActionSimple("invuse");
|
||||
}
|
||||
else if (vr.weaponid == WP_SABER && vr.velocitytriggered)
|
||||
{
|
||||
//B button toggles saber on/off in first person
|
||||
if (primaryButtonsNew & primaryButton2) {
|
||||
sendButtonActionSimple("togglesaber");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static bool firing = false;
|
||||
static bool throwing = false;
|
||||
|
||||
int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
|
||||
|
||||
if (vr.weaponid == WP_SABER && !thirdPerson && vr.cgzoommode == 0)
|
||||
{
|
||||
static bool previous_throwing = false;
|
||||
previous_throwing = throwing;
|
||||
if (!throwing &&
|
||||
vr.primaryVelocityTriggeredAttack &&
|
||||
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
throwing = true;
|
||||
}
|
||||
else if (throwing && !(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
throwing = false;
|
||||
}
|
||||
|
||||
if (previous_throwing != throwing) {
|
||||
sendButtonAction("+altattack", throwing);
|
||||
}
|
||||
}
|
||||
else if (!vr.velocitytriggered) // Don't fire velocity triggered weapons
|
||||
{
|
||||
//Fire Primary - Doesn't trigger the saber
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||||
|
||||
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack",
|
||||
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
||||
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firing);
|
||||
}
|
||||
|
||||
if (throwing)
|
||||
{
|
||||
//if throwing is still activated here, just disable
|
||||
throwing = false;
|
||||
sendButtonAction("+altattack", throwing);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Duck - off hand joystick
|
||||
if ((secondaryButtonsNew & secondaryThumb) !=
|
||||
(secondaryButtonsOld & secondaryThumb)) {
|
||||
|
||||
sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
|
||||
}
|
||||
|
||||
//Use
|
||||
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
|
||||
|
||||
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x;
|
||||
float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y;
|
||||
|
||||
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
|
||||
|
||||
//Adjust to be off-hand controller oriented
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||||
|
||||
//Move a lot slower if scope is engaged
|
||||
remote_movementSideways =
|
||||
v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
||||
remote_movementForward =
|
||||
v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
||||
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
||||
remote_movementSideways,
|
||||
remote_movementForward);
|
||||
|
||||
|
||||
if (!canUseQuickSave) {
|
||||
if ((secondaryButtonsNew & secondaryButton1) !=
|
||||
(secondaryButtonsOld & secondaryButton1)) {
|
||||
//Toggle walk/run somehow?!
|
||||
}
|
||||
}
|
||||
|
||||
//Open the datapad
|
||||
if (!canUseQuickSave) {
|
||||
if (((secondaryButtonsNew & secondaryButton2) !=
|
||||
(secondaryButtonsOld & secondaryButton2)) &&
|
||||
(secondaryButtonsNew & secondaryButton2)) {
|
||||
Sys_QueEvent(0, SE_KEY, A_TAB, true, 0, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
//Use Force - off hand trigger
|
||||
{
|
||||
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pOffTrackedRemoteOld->Buttons & ovrButton_Trigger))
|
||||
{
|
||||
sendButtonAction("+useforce", (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
|
||||
//Use smooth in 3rd person
|
||||
bool usingSnapTurn = vr_turn_mode->integer == 0 ||
|
||||
(!vr.third_person && vr_turn_mode->integer == 1);
|
||||
|
||||
static int increaseSnap = true;
|
||||
if (!vr.item_selector && !vr.scopeengaged) {
|
||||
if (usingSnapTurn) {
|
||||
if (primaryJoystickX > 0.7f) {
|
||||
if (increaseSnap) {
|
||||
vr.snapTurn -= vr_turn_angle->value;
|
||||
increaseSnap = false;
|
||||
if (vr.snapTurn < -180.0f) {
|
||||
vr.snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
} else if (primaryJoystickX < 0.3f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateScopeAngles();
|
||||
static int decreaseSnap = true;
|
||||
if (usingSnapTurn) {
|
||||
if (primaryJoystickX < -0.7f) {
|
||||
if (decreaseSnap) {
|
||||
vr.snapTurn += vr_turn_angle->value;
|
||||
decreaseSnap = false;
|
||||
|
||||
if (vr.snapTurn > 180.0f) {
|
||||
vr.snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else if (primaryJoystickX > -0.3f) {
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!usingSnapTurn && fabs(primaryJoystickX) > 0.1f) //smooth turn
|
||||
{
|
||||
vr.snapTurn -= ((vr_turn_angle->value / 10.0f) *
|
||||
primaryJoystickX);
|
||||
if (vr.snapTurn > 180.0f) {
|
||||
vr.snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (fabs(primaryJoystickX) > 0.5f) {
|
||||
increaseSnap = false;
|
||||
} else {
|
||||
increaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//process force motion controls here
|
||||
if (vr_force_motion_controlled->integer)
|
||||
{
|
||||
if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
|
||||
{
|
||||
if (!vr.secondaryVelocityTriggeredAttack)
|
||||
{
|
||||
VectorCopy(vr.offhandposition, vr.secondaryVelocityTriggerLocation);
|
||||
vr.secondaryVelocityTriggeredAttack = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (vr.secondaryVelocityTriggeredAttack)
|
||||
{
|
||||
vec3_t delta1, delta2;
|
||||
VectorSubtract(vr.offhandposition, vr.hmdposition, delta1);
|
||||
VectorSubtract(vr.secondaryVelocityTriggerLocation, vr.hmdposition, delta2);
|
||||
if (VectorLength(delta1) > VectorLength(delta2))
|
||||
{
|
||||
sendButtonActionSimple("useGivenForce 3"); // PULL
|
||||
}
|
||||
else
|
||||
{
|
||||
sendButtonActionSimple("useGivenForce 4"); // PUSH
|
||||
}
|
||||
|
||||
vr.secondaryVelocityTriggeredAttack = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateScopeAngles();
|
||||
}
|
||||
|
||||
|
||||
//Save state
|
||||
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
||||
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
||||
|
|
|
@ -1980,6 +1980,40 @@ usually be a couple times for each server frame on fast clients.
|
|||
*/
|
||||
|
||||
extern int G_FindLocalInterestPoint( gentity_t *self );
|
||||
extern void ForceGrip(gentity_t *ent);
|
||||
extern void ForceLightning(gentity_t *ent);
|
||||
extern void ForceTelepathy(gentity_t *ent);
|
||||
extern void ForceHeal(gentity_t *ent);
|
||||
extern void ForceThrowEx( gentity_t *self, qboolean pull, qboolean aimByViewAngles );
|
||||
static void ProcessGenericCmd(gentity_t *ent, byte cmd)
|
||||
{
|
||||
switch(cmd) {
|
||||
default:
|
||||
break;
|
||||
case GENCMD_FORCE_HEAL:
|
||||
ForceHeal( ent );
|
||||
break;
|
||||
case GENCMD_FORCE_SPEED:
|
||||
ForceSpeed( ent );
|
||||
break;
|
||||
case GENCMD_FORCE_THROW:
|
||||
ForceThrowEx(ent, qfalse, qtrue);
|
||||
break;
|
||||
case GENCMD_FORCE_PULL:
|
||||
ForceThrowEx(ent, qtrue, qtrue);
|
||||
break;
|
||||
case GENCMD_FORCE_DISTRACT:
|
||||
ForceTelepathy(ent);
|
||||
break;
|
||||
case GENCMD_FORCE_GRIP:
|
||||
ForceGrip(ent);
|
||||
break;
|
||||
case GENCMD_FORCE_LIGHTNING:
|
||||
ForceLightning(ent);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ClientThink_real( gentity_t *ent, usercmd_t *ucmd )
|
||||
{
|
||||
gclient_t *client;
|
||||
|
@ -2768,6 +2802,8 @@ extern cvar_t *g_skippingcin;
|
|||
// perform a pmove
|
||||
Pmove( &pm );
|
||||
|
||||
ProcessGenericCmd(ent, pm.cmd.generic_cmd);
|
||||
|
||||
// save results of pmove
|
||||
if ( ent->client->ps.eventSequence != oldEventSequence )
|
||||
{
|
||||
|
|
|
@ -5599,7 +5599,13 @@ void WP_ForceKnockdown( gentity_t *self, gentity_t *pusher, qboolean pull, qbool
|
|||
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
||||
}
|
||||
|
||||
void ForceThrowEx( gentity_t *self, qboolean pull, qboolean aimByViewAngles );
|
||||
void ForceThrow( gentity_t *self, qboolean pull )
|
||||
{
|
||||
ForceThrowEx(self, pull, qfalse);
|
||||
}
|
||||
|
||||
void ForceThrowEx( gentity_t *self, qboolean pull, qboolean aimByViewAngles )
|
||||
{//FIXME: pass in a target ent so we (an NPC) can push/pull just one targeted ent.
|
||||
//shove things in front of you away
|
||||
float dist;
|
||||
|
@ -5721,10 +5727,11 @@ void ForceThrow( gentity_t *self, qboolean pull )
|
|||
G_Sound( self, soundIndex );
|
||||
|
||||
vec3_t origin, angles;
|
||||
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
|
||||
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson && !aimByViewAngles)
|
||||
{
|
||||
BG_CalculateVROffHandPosition(origin, fwdangles);
|
||||
|
||||
AngleVectors( fwdangles, forward, right, NULL );
|
||||
VectorCopy( origin, center );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -8178,9 +8185,7 @@ static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd
|
|||
self->client->ps.forceGripEntityInitialDist == ENTITYNUM_NONE)
|
||||
{
|
||||
vec3_t diff;
|
||||
diff[2] = 0;
|
||||
VectorSubtract2(self->client->renderInfo.handLPoint,
|
||||
self->client->renderInfo.eyePoint, diff);
|
||||
VectorSubtract(vr->offhandposition, vr->hmdposition, diff);
|
||||
self->client->ps.forceGripEntityInitialDist = VectorLength(diff);
|
||||
}
|
||||
|
||||
|
@ -8199,13 +8204,11 @@ static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd
|
|||
{//carry
|
||||
if (isFirstPersonPlayer) {
|
||||
vec3_t diff;
|
||||
diff[2] = 0;
|
||||
VectorSubtract2(self->client->renderInfo.handLPoint,
|
||||
self->client->renderInfo.eyePoint, diff);
|
||||
VectorSubtract(vr->offhandposition, vr->hmdposition, diff);
|
||||
float length = VectorLength(diff);
|
||||
if (fabs(length - self->client->ps.forceGripEntityInitialDist) > 1.0f) {
|
||||
dist += (length - self->client->ps.forceGripEntityInitialDist) *
|
||||
5.0f;
|
||||
float movedLength = (length - self->client->ps.forceGripEntityInitialDist) * cg_worldScale.value;
|
||||
if (fabs(movedLength) > 1.0f) {
|
||||
dist += movedLength * 5.0f;
|
||||
}
|
||||
if (dist > 384) {
|
||||
dist = 384;
|
||||
|
|
Loading…
Reference in a new issue