Support for first person sabers - including dual wield and two-handed

needs more work, but going well
This commit is contained in:
Simon 2023-02-02 22:53:34 +00:00
parent b67d87fd5c
commit 348bd46f62
9 changed files with 123 additions and 44 deletions

View file

@ -75,6 +75,7 @@ typedef struct {
vec3_t offhandangles; vec3_t offhandangles;
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta! vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta; vec3_t offhandangles_delta;
vec3_t offhandangles_saber;
vec3_t offhandposition[5]; // store last 5 vec3_t offhandposition[5]; // store last 5
vec3_t offhandoffset; vec3_t offhandoffset;

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@ -97,6 +97,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
if (vr.saberBlockDebounce < cl.serverTime) { if (vr.saberBlockDebounce < cl.serverTime) {
rotation[PITCH] = 45; rotation[PITCH] = 45;
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles_saber); QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles_saber);
QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles_saber);
} }
rotation[PITCH] = vr_weapon_pitchadjust->value; rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles); QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles);

View file

@ -43,8 +43,9 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote
{ {
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick //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}; vec3_t rotation = {0};
rotation[PITCH] = 10; rotation[PITCH] = 45;
QuatToYawPitchRoll(pDominantTracking->Pose.orientation, rotation, vr.weaponangles_saber); QuatToYawPitchRoll(pDominantTracking->Pose.orientation, rotation, vr.weaponangles_saber);
QuatToYawPitchRoll(pOffTracking->Pose.orientation, rotation, vr.offhandangles_saber);
rotation[PITCH] = vr_weapon_pitchadjust->value; rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pDominantTracking->Pose.orientation, rotation, vr.weaponangles); QuatToYawPitchRoll(pDominantTracking->Pose.orientation, rotation, vr.weaponangles);

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@ -6118,6 +6118,21 @@ Ghoul2 Insert Start
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis_[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful) gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis_[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, axis_[1]);//right gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, axis_[1]);//right
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, POSITIVE_Z, axis_[2]);//up gi.G2API_GiveMeVectorFromMatrix(boltMatrix, POSITIVE_Z, axis_[2]);//up
if (!cent->gent->client->ps.saberInFlight &&
CG_getPlayer1stPersonSaber(cent) &&
cent->gent->client->ps.saberLockEnemy == ENTITYNUM_NONE)
{
vec3_t angles;
BG_CalculateVRSaberPosition(saberNum, org_, angles);
AnglesToAxis(angles, axis_);
if (bladeNum == 1)
{
VectorSubtract( vec3_origin, axis_[0], axis_[0] );
}
float dist = (cent->gent->client->ps.saber[saberNum].numBlades > 1) ? 12.0f : 5.5f;
VectorMA(org_, dist, axis_[0], org_);
}
} }
//Now figure out where this info will be next frame //Now figure out where this info will be next frame
@ -6603,10 +6618,7 @@ Ghoul2 Insert End
*/ */
if ( !client->ps.saber[saberNum].blade[bladeNum].active && client->ps.saber[saberNum].blade[bladeNum].length <= 0 ) if ( !client->ps.saber[saberNum].blade[bladeNum].active && client->ps.saber[saberNum].blade[bladeNum].length <= 0 )
{ {
if (vr->saberBlockDebounce > cg.time) return;
{
//saberColor = SABER_RED;
}
} }
if ( (!WP_SaberBladeUseSecondBladeStyle( &client->ps.saber[saberNum], bladeNum ) && client->ps.saber[saberNum].trailStyle < 2 ) if ( (!WP_SaberBladeUseSecondBladeStyle( &client->ps.saber[saberNum], bladeNum ) && client->ps.saber[saberNum].trailStyle < 2 )
@ -7353,7 +7365,7 @@ extern vmCvar_t cg_thirdPersonAlpha;
if ( !cg.renderingThirdPerson && cent->gent->client->ps.clientNum == 0 && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE)) if ( !cg.renderingThirdPerson && cent->gent->client->ps.clientNum == 0 && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE))
{ {
vec3_t angles; vec3_t angles;
BG_CalculateVRSaberPosition(cent->gent->client->renderInfo.muzzlePoint, angles); BG_CalculateVRSaberPosition(0, cent->gent->client->renderInfo.muzzlePoint, angles);
AngleVectors( angles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL ); AngleVectors( angles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL );
} }
} }
@ -7373,7 +7385,7 @@ extern vmCvar_t cg_thirdPersonAlpha;
if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0) if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0)
{ {
vec3_t angles; vec3_t angles;
BG_CalculateVRSaberPosition(cent->gent->client->renderInfo.handRPoint, angles); BG_CalculateVRSaberPosition(0, cent->gent->client->renderInfo.handRPoint, angles);
} }
} }
if ( cent->gent->handLBolt != -1 ) if ( cent->gent->handLBolt != -1 )
@ -7386,7 +7398,7 @@ extern vmCvar_t cg_thirdPersonAlpha;
if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0) if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0)
{ {
vec3_t angles; vec3_t angles;
BG_CalculateVROffHandPosition(cent->gent->client->renderInfo.handLPoint, angles); BG_CalculateVRSaberPosition(1, cent->gent->client->renderInfo.handLPoint, angles);
} }
} }
if ( cent->gent->footLBolt != -1 ) if ( cent->gent->footLBolt != -1 )
@ -7507,7 +7519,8 @@ extern vmCvar_t cg_thirdPersonAlpha;
//this returns qfalse if it doesn't exist or isn't being rendered //this returns qfalse if it doesn't exist or isn't being rendered
if ( G_GetRootSurfNameWithVariant( cent->gent, "r_hand", handName, sizeof(handName) ) ) //!gi.G2API_GetSurfaceRenderStatus( &cent->gent->ghoul2[cent->gent->playerModel], "r_hand" ) )//surf is still on if ( G_GetRootSurfNameWithVariant( cent->gent, "r_hand", handName, sizeof(handName) ) ) //!gi.G2API_GetSurfaceRenderStatus( &cent->gent->ghoul2[cent->gent->playerModel], "r_hand" ) )//surf is still on
{ {
CG_AddSaberBladeGo( cent, cent, NULL, ent.renderfx, cent->gent->weaponModel[saberNum], ent.origin, tempAngles, saberNum, bladeNum ); CG_AddSaberBladeGo( cent, cent, NULL, CG_getPlayer1stPersonSaber(cent) ? 0 : ent.renderfx,
cent->gent->weaponModel[saberNum], ent.origin, tempAngles, saberNum, bladeNum );
//CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum ); //CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum );
}//else, the limb will draw the blade itself }//else, the limb will draw the blade itself
} }
@ -7516,7 +7529,8 @@ extern vmCvar_t cg_thirdPersonAlpha;
//this returns qfalse if it doesn't exist or isn't being rendered //this returns qfalse if it doesn't exist or isn't being rendered
if ( G_GetRootSurfNameWithVariant( cent->gent, "l_hand", handName, sizeof(handName) ) ) //!gi.G2API_GetSurfaceRenderStatus( &cent->gent->ghoul2[cent->gent->playerModel], "l_hand" ) )//surf is still on if ( G_GetRootSurfNameWithVariant( cent->gent, "l_hand", handName, sizeof(handName) ) ) //!gi.G2API_GetSurfaceRenderStatus( &cent->gent->ghoul2[cent->gent->playerModel], "l_hand" ) )//surf is still on
{ {
CG_AddSaberBladeGo( cent, cent, NULL, ent.renderfx, cent->gent->weaponModel[saberNum], ent.origin, tempAngles, saberNum, bladeNum ); CG_AddSaberBladeGo( cent, cent, NULL, CG_getPlayer1stPersonSaber(cent) ? 0 : ent.renderfx,
cent->gent->weaponModel[saberNum], ent.origin, tempAngles, saberNum, bladeNum );
//CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum ); //CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum );
}//else, the limb will draw the blade itself }//else, the limb will draw the blade itself
} }
@ -8356,7 +8370,7 @@ Ghoul2 Insert End
if ( cent->gent->client->ps.saber[saberNum].length > 0 ) if ( cent->gent->client->ps.saber[saberNum].length > 0 )
{ {
if ( !cent->gent->client->ps.saberInFlight ) if ( !cent->gent->client->ps.saberInFlight )
{//holding the saber in-hand {//holding the saber in-hand.
CG_AddSaberBlade( cent, cent, &gun, renderfx, 0, NULL, NULL ); CG_AddSaberBlade( cent, cent, &gun, renderfx, 0, NULL, NULL );
calcedMp = qtrue; calcedMp = qtrue;
} }
@ -8469,33 +8483,78 @@ Ghoul2 Insert End
if (CG_getPlayer1stPersonSaber(cent) && !cent->currentState.saberInFlight && !vr->item_selector && if (CG_getPlayer1stPersonSaber(cent) && !cent->currentState.saberInFlight && !vr->item_selector &&
cent->gent->client->ps.saberLockEnemy == ENTITYNUM_NONE) cent->gent->client->ps.saberLockEnemy == ENTITYNUM_NONE)
{ {
/* refEntity_t hiltEnt; int numSabers = 1;
if ( cent->gent->client->ps.dualSabers )
{
numSabers = 2;
}
for ( int saberNum = 0; saberNum < numSabers; saberNum++ )
{
gentity_t *main_saber = &g_entities[cent->gent->client->ps.saberEntityNum];
refEntity_t hiltEnt;
memset( &hiltEnt, 0, sizeof(refEntity_t) ); memset( &hiltEnt, 0, sizeof(refEntity_t) );
hiltEnt.hModel = cgs.media.saberHilt; BG_CalculateVRSaberPosition(saberNum, hiltEnt.origin, hiltEnt.angles);
BG_CalculateVRSaberPosition(hiltEnt.origin, hiltEnt.angles); //Force it to use the ghoul2 model!?
if (saberNum == 0)
{
hiltEnt.ghoul2 = &main_saber->ghoul2;
}
else
{
static CGhoul2Info_v ghoul2;
if (ghoul2.size() == 0)
{
int saber2 =
G_ModelIndex( cent->gent->client->ps.saber[1].model );
gi.G2API_InitGhoul2Model( ghoul2, cent->gent->client->ps.saber[1].model, saber2 , NULL_HANDLE, NULL_HANDLE, 0, 0 );
}
hiltEnt.ghoul2 = &ghoul2;
}
hiltEnt.hModel = cgs.model_draw[0];
VectorCopy( main_saber->modelScale, hiltEnt.modelScale);
hiltEnt.radius = 60;
vec3_t axis[3]; vec3_t axis[3];
AnglesToAxis(hiltEnt.angles, axis); AnglesToAxis(hiltEnt.angles, axis);
VectorSubtract(vec3_origin, axis[2], hiltEnt.axis[0]); VectorSubtract(vec3_origin, axis[2], hiltEnt.axis[0]);
VectorCopy(axis[1], hiltEnt.axis[1]); VectorCopy(axis[1], hiltEnt.axis[1]);
VectorCopy(axis[0], hiltEnt.axis[2]); VectorCopy(axis[0], hiltEnt.axis[2]);
VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin); //VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin);
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin); VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
for (auto & axi : hiltEnt.axis)
VectorScale(axi, 0.85f, axi);
cgi_R_AddRefEntityToScene(&hiltEnt); cgi_R_AddRefEntityToScene(&hiltEnt);
*/ /*
// if (cent->gent->weaponModel[saberNum] > 0)
// {
// gi.G2API_RemoveGhoul2Model(cent->gent->ghoul2, cent->gent->weaponModel[saberNum]);
// cent->gent->weaponModel[saberNum] = -1;
// }
//draw it
saber->s.eFlags &= ~EF_NODRAW;
saber->svFlags |= SVF_BROADCAST;
saber->svFlags &= ~SVF_NOCLIENT;
BG_CalculateVRSaberPosition(saberNum, saber->currentOrigin, saber->currentAngles);
VectorCopy(saber->currentOrigin, saber->s.pos.trBase);
//Should be a much better place to do this... vec3_t axis[3], _axis[3];
static int playingSaberSwingSound = 0; AnglesToAxis(saber->currentAngles, axis);
if (vr->primaryVelocityTriggeredAttack && ((cg.time - playingSaberSwingSound) > 800)) VectorSubtract(vec3_origin, axis[2], _axis[0]);
{ VectorCopy(axis[1], _axis[1]);
//cgi_S_StartSound ( hiltEnt.origin, cent->gent->s.number, CHAN_AUTO, cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 1, 9 ) ) ) ); VectorCopy(axis[0], _axis[2]);
playingSaberSwingSound = cg.time; //vectoangles(_axis[2], saber->currentAngles);
VectorCopy(saber->currentAngles, saber->s.apos.trBase);
saber->s.pos.trTime = level.time;
saber->s.pos.trType = TR_STATIONARY;
saber->s.apos.trTime = level.time;
saber->s.apos.trType = TR_STATIONARY;
VectorClear(saber->s.pos.trDelta);
VectorClear(saber->s.apos.trDelta);
gi.linkentity(saber);*/
} }
} }

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@ -2248,6 +2248,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
if (!in_camera if (!in_camera
&& !cg.renderingThirdPerson && !cg.renderingThirdPerson
&& cg.predicted_player_state.stats[STAT_HEALTH] > 0 && cg.predicted_player_state.stats[STAT_HEALTH] > 0
&& (cg.snap->ps.viewEntity < ENTITYNUM_WORLD && g_entities[cg.snap->ps.viewEntity].client && !g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers)
&& cg.snap->ps.weapon != WP_MELEE && cg.snap->ps.weapon != WP_MELEE
&& !vr->weapon_stabilised && !vr->weapon_stabilised
&& !vr->in_vehicle && !vr->in_vehicle

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@ -2859,13 +2859,20 @@ void CG_ToggleSaber_f( )
{ {
if (player->client->ps.saber->Active()) if (player->client->ps.saber->Active())
{ {
//G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberon.wav" ); player->client->ps.saber[0].Deactivate();
player->client->ps.saber->Deactivate(); if (player->client->ps.dualSabers)
{
player->client->ps.saber[1].Deactivate();
}
G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
} }
else else
{ {
player->client->ps.saber->Activate(); player->client->ps.saber[0].Activate();
//G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" ); if (player->client->ps.dualSabers)
{
player->client->ps.saber[1].Activate();
}
} }
} }

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@ -81,7 +81,7 @@ void PM_StepSlideMove( float gravity );
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out); void rotateAboutOrigin(float x, float y, float rotation, vec2_t out);
bool BG_UseVRPosition( gentity_t *ent ); bool BG_UseVRPosition( gentity_t *ent );
void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles ); void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles );
void BG_CalculateVRSaberPosition( vec3_t origin, vec3_t angles ); void BG_CalculateVRSaberPosition( int saberNum, vec3_t origin, vec3_t angles );
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles ); void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles );
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out); void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out);
void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles ); void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles );

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@ -765,10 +765,17 @@ void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles )
BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles, origin, angles); BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles, origin, angles);
} }
void BG_CalculateVRSaberPosition( vec3_t origin, vec3_t angles ) void BG_CalculateVRSaberPosition( int saberNum, vec3_t origin, vec3_t angles )
{
if (saberNum == 0)
{ {
BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles_saber, origin, angles); BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles_saber, origin, angles);
} }
else
{
BG_CalculateVRPositionInWorld(vr->offhandposition[0], vr->offhandoffset, vr->offhandangles_saber, origin, angles);
}
}
bool BG_UseVRPosition( gentity_t *ent ) bool BG_UseVRPosition( gentity_t *ent )
{ {

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@ -1827,6 +1827,8 @@ public:
int saberLockTime; int saberLockTime;
int saberLockEnemy; int saberLockEnemy;
int saber2EntityNum;
#ifndef JK2_MODE #ifndef JK2_MODE
int saberStylesKnown; int saberStylesKnown;
#endif // !JK2_MODE #endif // !JK2_MODE