Decouple view angles from 3rd person saber

Feels a lot cleaner, also made the turn mode have 3 options:
0 = Snap turn
1 = Snap turn (1st Person) & Smooth turn (3rd person)
2 = Smooth turn
This commit is contained in:
Simon 2022-10-31 22:17:09 +00:00
parent 89f925c373
commit 5c09153f67
11 changed files with 109 additions and 63 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.jk2quest"
android:versionCode="21"
android:versionName="0.3.2" android:installLocation="auto" >
android:versionCode="22"
android:versionName="0.3.3" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030002" android:required="true"/>

View file

@ -809,6 +809,10 @@ void updateHMDOrientation()
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
if (!vr.third_person){
VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
}
}
void setHMDPosition( float x, float y, float z )
@ -823,18 +827,12 @@ void setHMDPosition( float x, float y, float z )
//Record player position on transition
VectorSet(vr.hmdposition_snap, x, y, z);
VectorCopy(vr.hmdorientation_snap, vr.hmdorientation);
VectorCopy(vr.hmdorientation, vr.hmdorientation_snap);
}
VectorSubtract(vr.hmdposition, vr.hmdposition_snap, vr.hmdposition_offset);
}
bool isMultiplayer()
{
return Cvar_VariableValue("maxclients") > 1;
}
/*
========================
JKVR_Vibrate
@ -860,14 +858,26 @@ void JKVR_Vibrate( int duration, int channel, float intensity )
void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
float *yaw, float *pitch, float *roll)
{
*forward = remote_movementForward;
*pos_forward = positional_movementForward;
*up = remote_movementUp;
*side = remote_movementSideways;
*pos_side = positional_movementSideways;
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
*roll = vr.hmdorientation[ROLL];
if (!vr.third_person) {
*forward = remote_movementForward;
*pos_forward = positional_movementForward;
*up = remote_movementUp;
*side = remote_movementSideways;
*pos_side = positional_movementSideways;
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
*roll = vr.hmdorientation[ROLL];
} else {
//in third person just send the bare minimum
*forward = remote_movementForward;
*pos_forward = 0.0f;
*up = 0.0f;
*side = remote_movementSideways;
*pos_side = 0.0f;
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
*pitch = 0.0f;
*roll = 0.0f;
}
}
/*
@ -1268,7 +1278,7 @@ void JKVR_Init()
srand(time(NULL));
//Create Cvars
vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth
vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth (3rd person only), 2 = smooth (all modes)
vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
vr_walkdirection = Cvar_Get( "vr_walkdirection", "1", CVAR_ARCHIVE);

View file

@ -7,12 +7,12 @@ typedef struct {
bool cin_camera; // cinematic camera taken over
bool misc_camera; // looking through a misc camera view entity
bool using_screen_layer;
bool third_person;
float fov;
bool immersive_cinematics;
bool weapon_stabilised;
bool right_handed;
bool player_moving;
bool mountedgun;
int cgzoommode;
int weaponid;
@ -28,6 +28,7 @@ typedef struct {
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;
vec3_t hmdorientation_snap;
vec3_t hmdorientation_first; // only updated when in first person
vec3_t weaponangles_saber;
vec3_t weaponangles;

View file

@ -679,53 +679,50 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
//Resync Yaw on mounted gun transition
static int usingMountedGun = false;
if (vr.mountedgun != usingMountedGun) {
usingMountedGun = vr.mountedgun;
}
//Use smooth in 3rd person
bool usingSnapTurn = vr_turn_mode->integer == 0 ||
(vr.third_person && vr_turn_mode->integer == 1);
//No snap turn when using mounted gun
static int syncCount = 0;
static int increaseSnap = true;
if (!vr.item_selector && !vr.mountedgun && !vr.scopeengaged) {
if (primaryJoystickX > 0.7f) {
if (increaseSnap) {
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f)
: vr_turn_angle->value;
vr.snapTurn -= turnAngle;
if (vr_turn_mode->integer == 0) {
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;
}
}
if (vr.snapTurn < -180.0f) {
vr.snapTurn += 360.f;
}
} else if (primaryJoystickX < 0.3f) {
increaseSnap = true;
}
} else if (primaryJoystickX < 0.3f) {
increaseSnap = true;
}
static int decreaseSnap = true;
if (primaryJoystickX < -0.7f) {
if (decreaseSnap) {
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f)
: vr_turn_angle->value;
vr.snapTurn += turnAngle;
//If snap turn configured for less than 10 degrees
if (vr_turn_mode->integer == 0) {
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;
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 (primaryJoystickX > -0.3f) {
decreaseSnap = true;
}
} else {
if (fabs(primaryJoystickX) > 0.5f) {

View file

@ -30,8 +30,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
if (cg.drawingHUD && !vr->cin_camera && !vr->using_screen_layer && !vr->scopeengaged)
{
float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -20 : 0;
if (cg.refdef.stereoView == STEREO_LEFT) {

View file

@ -1968,6 +1968,7 @@ void CG_RunEmplacedWeapon()
// don't let the player try and change this
cg.renderingThirdPerson = qtrue;
vr->third_person = false; // don't treat this as a true 3rd person scenario
// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
@ -2114,10 +2115,13 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
)
);
vr->third_person = cg.renderingThirdPerson;
if ( cg.zoomMode )
{
// zoomed characters should never do third person stuff??
cg.renderingThirdPerson = qfalse;
vr->third_person = false;
}
vr->cin_camera = in_camera;

View file

@ -712,13 +712,22 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
float getHMDYawForCalc()
{
if (!vr->third_person) {
return vr->hmdorientation[YAW];
}
return 0.0f;
}
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
{
vec3_t vrSpace;
VectorSet(vrSpace, in[2], in[0], in[1] );
vec2_t r;
rotateAboutOrigin(vrSpace[0], vrSpace[1], cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW], r);
rotateAboutOrigin(vrSpace[0], vrSpace[1],
cg.refdefViewAngles[YAW] - getHMDYawForCalc(), r);
vrSpace[0] = -r[0];
vrSpace[1] = -r[1];
@ -743,7 +752,7 @@ void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset,
origin[2] += (in_position[1] + cg_heightAdjust.value) * cg_worldScale.value;
VectorCopy(in_orientation, angles);
angles[YAW] += (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]);
angles[YAW] += (cg.refdefViewAngles[YAW] - getHMDYawForCalc());
}
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles )

View file

@ -2782,7 +2782,8 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
cg.refdef.worldscale = cg_worldScale.value;
if (!in_camera &&
!in_misccamera)
!in_misccamera &&
!cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
@ -2790,7 +2791,18 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
if ((in_camera && vr->immersive_cinematics) || in_turret)
if (!in_camera &&
!in_misccamera &&
cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
(vr->hmdorientation[YAW] - vr->hmdorientation_first[YAW]) +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
if ((in_camera && vr->immersive_cinematics) || in_turret || cg.renderingThirdPerson)
{
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
}

View file

@ -29,8 +29,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
if (cg.drawingHUD && !vr->cin_camera && !vr->using_screen_layer && !vr->scopeengaged)
{
float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -20 : 0;
if (cg.refdef.stereoView == STEREO_LEFT) {

View file

@ -1797,6 +1797,7 @@ void CG_RunEmplacedWeapon()
// don't let the player try and change this
cg.renderingThirdPerson = qtrue;
vr->third_person = false; // don't treat this as a true 3rd person scenario
// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
@ -1926,10 +1927,13 @@ wasForceSpeed=isForceSpeed;
(g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST));
vr->third_person = cg.renderingThirdPerson;
if ( cg.zoomMode )
{
// zoomed characters should never do third person stuff??
cg.renderingThirdPerson = qfalse;
vr->third_person = false;
}
vr->cin_camera = in_camera;

View file

@ -653,13 +653,22 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
float getHMDYawForCalc()
{
if (!vr->third_person) {
return vr->hmdorientation[YAW];
}
return 0.0f;
}
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
{
vec3_t vrSpace;
VectorSet(vrSpace, in[2], in[0], in[1] );
vec2_t r;
rotateAboutOrigin(vrSpace[0], vrSpace[1], cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW], r);
rotateAboutOrigin(vrSpace[0], vrSpace[1],
cg.refdefViewAngles[YAW] - getHMDYawForCalc(), r);
vrSpace[0] = -r[0];
vrSpace[1] = -r[1];
@ -684,7 +693,7 @@ void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset,
origin[2] += (in_position[1] + cg_heightAdjust.value) * cg_worldScale.value;
VectorCopy(in_orientation, angles);
angles[YAW] += (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]);
angles[YAW] += (cg.refdefViewAngles[YAW] - getHMDYawForCalc());
}
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles )