mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-25 05:21:00 +00:00
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:
parent
89f925c373
commit
5c09153f67
11 changed files with 109 additions and 63 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jk2quest"
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android:versionCode="21"
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android:versionName="0.3.2" android:installLocation="auto" >
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android:versionCode="22"
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android:versionName="0.3.3" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true"/>
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@ -809,6 +809,10 @@ void updateHMDOrientation()
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//Keep this for our records
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VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
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if (!vr.third_person){
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VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
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}
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}
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void setHMDPosition( float x, float y, float z )
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@ -823,18 +827,12 @@ void setHMDPosition( float x, float y, float z )
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//Record player position on transition
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VectorSet(vr.hmdposition_snap, x, y, z);
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VectorCopy(vr.hmdorientation_snap, vr.hmdorientation);
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VectorCopy(vr.hmdorientation, vr.hmdorientation_snap);
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}
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VectorSubtract(vr.hmdposition, vr.hmdposition_snap, vr.hmdposition_offset);
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}
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bool isMultiplayer()
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{
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return Cvar_VariableValue("maxclients") > 1;
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}
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/*
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========================
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JKVR_Vibrate
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@ -860,6 +858,7 @@ void JKVR_Vibrate( int duration, int channel, float intensity )
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void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up,
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float *yaw, float *pitch, float *roll)
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{
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if (!vr.third_person) {
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*forward = remote_movementForward;
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*pos_forward = positional_movementForward;
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*up = remote_movementUp;
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@ -868,6 +867,17 @@ void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_si
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*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
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*pitch = vr.hmdorientation[PITCH];
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*roll = vr.hmdorientation[ROLL];
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} else {
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//in third person just send the bare minimum
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*forward = remote_movementForward;
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*pos_forward = 0.0f;
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*up = 0.0f;
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*side = remote_movementSideways;
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*pos_side = 0.0f;
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*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
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*pitch = 0.0f;
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*roll = 0.0f;
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}
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}
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/*
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@ -1268,7 +1278,7 @@ void JKVR_Init()
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srand(time(NULL));
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//Create Cvars
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vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth
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vr_turn_mode = Cvar_Get( "vr_turn_mode", "0", CVAR_ARCHIVE); // 0 = snap, 1 = smooth (3rd person only), 2 = smooth (all modes)
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vr_turn_angle = Cvar_Get( "vr_turn_angle", "45", CVAR_ARCHIVE);
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vr_positional_factor = Cvar_Get( "vr_positional_factor", "12", CVAR_ARCHIVE);
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vr_walkdirection = Cvar_Get( "vr_walkdirection", "1", CVAR_ARCHIVE);
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@ -7,12 +7,12 @@ typedef struct {
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bool cin_camera; // cinematic camera taken over
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bool misc_camera; // looking through a misc camera view entity
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bool using_screen_layer;
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bool third_person;
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float fov;
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bool immersive_cinematics;
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bool weapon_stabilised;
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bool right_handed;
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bool player_moving;
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bool mountedgun;
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int cgzoommode;
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int weaponid;
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@ -28,6 +28,7 @@ typedef struct {
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vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdorientation_delta;
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vec3_t hmdorientation_snap;
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vec3_t hmdorientation_first; // only updated when in first person
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vec3_t weaponangles_saber;
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vec3_t weaponangles;
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@ -679,26 +679,18 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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}
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//Resync Yaw on mounted gun transition
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static int usingMountedGun = false;
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if (vr.mountedgun != usingMountedGun) {
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usingMountedGun = vr.mountedgun;
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}
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//Use smooth in 3rd person
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bool usingSnapTurn = vr_turn_mode->integer == 0 ||
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(vr.third_person && vr_turn_mode->integer == 1);
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//No snap turn when using mounted gun
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static int syncCount = 0;
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static int increaseSnap = true;
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if (!vr.item_selector && !vr.mountedgun && !vr.scopeengaged) {
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if (!vr.item_selector && !vr.scopeengaged) {
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if (usingSnapTurn) {
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if (primaryJoystickX > 0.7f) {
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if (increaseSnap) {
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float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f)
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: vr_turn_angle->value;
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vr.snapTurn -= turnAngle;
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if (vr_turn_mode->integer == 0) {
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vr.snapTurn -= vr_turn_angle->value;
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increaseSnap = false;
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}
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if (vr.snapTurn < -180.0f) {
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vr.snapTurn += 360.f;
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}
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@ -706,19 +698,14 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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} else if (primaryJoystickX < 0.3f) {
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increaseSnap = true;
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}
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}
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static int decreaseSnap = true;
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if (usingSnapTurn) {
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if (primaryJoystickX < -0.7f) {
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if (decreaseSnap) {
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float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f)
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: vr_turn_angle->value;
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vr.snapTurn += turnAngle;
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//If snap turn configured for less than 10 degrees
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if (vr_turn_mode->integer == 0) {
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vr.snapTurn += vr_turn_angle->value;
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decreaseSnap = false;
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}
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if (vr.snapTurn > 180.0f) {
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vr.snapTurn -= 360.f;
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@ -727,6 +714,16 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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} else if (primaryJoystickX > -0.3f) {
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decreaseSnap = true;
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}
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}
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if (!usingSnapTurn && fabs(primaryJoystickX) > 0.1f) //smooth turn
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{
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vr.snapTurn -= ((vr_turn_angle->value / 10.0f) *
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primaryJoystickX);
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if (vr.snapTurn > 180.0f) {
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vr.snapTurn -= 360.f;
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}
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}
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} else {
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if (fabs(primaryJoystickX) > 0.5f) {
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increaseSnap = false;
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@ -30,8 +30,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
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if (cg.drawingHUD && !vr->cin_camera && !vr->using_screen_layer && !vr->scopeengaged)
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{
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float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
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float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
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float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
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float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
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float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -20 : 0;
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if (cg.refdef.stereoView == STEREO_LEFT) {
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@ -1968,6 +1968,7 @@ void CG_RunEmplacedWeapon()
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// don't let the player try and change this
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cg.renderingThirdPerson = qtrue;
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vr->third_person = false; // don't treat this as a true 3rd person scenario
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// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
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// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
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@ -2114,10 +2115,13 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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)
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);
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vr->third_person = cg.renderingThirdPerson;
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if ( cg.zoomMode )
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{
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// zoomed characters should never do third person stuff??
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cg.renderingThirdPerson = qfalse;
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vr->third_person = false;
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}
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vr->cin_camera = in_camera;
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@ -712,13 +712,22 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
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out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
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}
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float getHMDYawForCalc()
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{
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if (!vr->third_person) {
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return vr->hmdorientation[YAW];
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}
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return 0.0f;
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}
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void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
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{
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vec3_t vrSpace;
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VectorSet(vrSpace, in[2], in[0], in[1] );
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vec2_t r;
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rotateAboutOrigin(vrSpace[0], vrSpace[1], cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW], r);
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rotateAboutOrigin(vrSpace[0], vrSpace[1],
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cg.refdefViewAngles[YAW] - getHMDYawForCalc(), r);
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vrSpace[0] = -r[0];
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vrSpace[1] = -r[1];
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@ -743,7 +752,7 @@ void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset,
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origin[2] += (in_position[1] + cg_heightAdjust.value) * cg_worldScale.value;
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VectorCopy(in_orientation, angles);
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angles[YAW] += (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]);
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angles[YAW] += (cg.refdefViewAngles[YAW] - getHMDYawForCalc());
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}
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void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles )
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@ -2782,7 +2782,8 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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cg.refdef.worldscale = cg_worldScale.value;
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if (!in_camera &&
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!in_misccamera)
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!in_misccamera &&
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!cg.renderingThirdPerson)
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{
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VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
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cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
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@ -2790,7 +2791,18 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
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}
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if ((in_camera && vr->immersive_cinematics) || in_turret)
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if (!in_camera &&
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!in_misccamera &&
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cg.renderingThirdPerson)
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{
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VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
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cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
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(vr->hmdorientation[YAW] - vr->hmdorientation_first[YAW]) +
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SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
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AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
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}
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if ((in_camera && vr->immersive_cinematics) || in_turret || cg.renderingThirdPerson)
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{
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BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
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}
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@ -29,8 +29,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
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if (cg.drawingHUD && !vr->cin_camera && !vr->using_screen_layer && !vr->scopeengaged)
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{
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float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
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float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.25f);
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float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
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float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? 2.5f : 1.2f);
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float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -20 : 0;
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if (cg.refdef.stereoView == STEREO_LEFT) {
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@ -1797,6 +1797,7 @@ void CG_RunEmplacedWeapon()
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// don't let the player try and change this
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cg.renderingThirdPerson = qtrue;
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vr->third_person = false; // don't treat this as a true 3rd person scenario
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// cg.refdefViewAngles[PITCH] += cg.overrides.thirdPersonPitchOffset? cg.overrides.thirdPersonPitchOffset: cg_thirdPersonPitchOffset.value;
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// cg.refdefViewAngles[YAW] += cg.overrides.thirdPersonAngle ? cg.overrides.thirdPersonAngle : cg_thirdPersonAngle.value;;
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@ -1926,10 +1927,13 @@ wasForceSpeed=isForceSpeed;
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(g_entities[0].client &&
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g_entities[0].client->NPC_class == CLASS_ATST));
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vr->third_person = cg.renderingThirdPerson;
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if ( cg.zoomMode )
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{
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// zoomed characters should never do third person stuff??
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cg.renderingThirdPerson = qfalse;
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vr->third_person = false;
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}
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vr->cin_camera = in_camera;
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@ -653,13 +653,22 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
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out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
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}
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float getHMDYawForCalc()
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{
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if (!vr->third_person) {
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return vr->hmdorientation[YAW];
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}
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return 0.0f;
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}
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void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
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{
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vec3_t vrSpace;
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VectorSet(vrSpace, in[2], in[0], in[1] );
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vec2_t r;
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rotateAboutOrigin(vrSpace[0], vrSpace[1], cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW], r);
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rotateAboutOrigin(vrSpace[0], vrSpace[1],
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cg.refdefViewAngles[YAW] - getHMDYawForCalc(), r);
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vrSpace[0] = -r[0];
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vrSpace[1] = -r[1];
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origin[2] += (in_position[1] + cg_heightAdjust.value) * cg_worldScale.value;
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VectorCopy(in_orientation, angles);
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angles[YAW] += (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]);
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angles[YAW] += (cg.refdefViewAngles[YAW] - getHMDYawForCalc());
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}
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void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles )
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