Fix virtual gun stock

This commit is contained in:
Petr Bartos 2023-03-30 21:52:44 +02:00
parent 15d932c75f
commit a1a7d541fa

View file

@ -457,19 +457,12 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
}
VectorScale(offhandPositionAverage, 0.2f, offhandPositionAverage);
if (vr.weapon_stabilised && !vr.dualsabers) {
if (vr_virtual_stock->integer == 1 || vr.cgzoommode == 2 || vr.cgzoommode == 4) {
//offset to the appropriate eye a little bit
vec2_t xy = {0, 0};
if (vr_virtual_stock->integer == 1 && !vr.cgzoommode) {
rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f,
-vr.hmdorientation[YAW], xy);
}
if (vr.cgzoommode == 2 || vr.cgzoommode == 4)
{
//If scope is engaged, lift muzzle slightly so that it aligns with the headset
float muzzleLift = (vr.cgzoommode == 2 || vr.cgzoommode == 4) ? 0.12f : 0.0f;
float x = offhandPositionAverage[0] - (vr.hmdposition[0] + xy[0]);
float y = (offhandPositionAverage[1] + muzzleLift) - (vr.hmdposition[1]);
float z = offhandPositionAverage[2] - (vr.hmdposition[2] + xy[1]);
float x = offhandPositionAverage[0] - (vr.hmdposition[0]);
float y = (offhandPositionAverage[1] + 0.12f) - (vr.hmdposition[1]);
float z = offhandPositionAverage[2] - (vr.hmdposition[2]);
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
@ -482,6 +475,21 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
VectorCopy(vr.hmdposition, vr.weaponposition);
}
}
else if (vr_virtual_stock->integer == 1)
{
//offset to the appropriate eye a little bit
vec2_t xy = {0, 0};
rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f, -vr.hmdorientation[YAW], xy);
float x = vr.offhandposition[0][0] - (vr.hmdposition[0] + xy[0]);
float y = vr.offhandposition[0][1] - (vr.hmdposition[1] - 0.1f);
float z = vr.offhandposition[0][2] - (vr.hmdposition[2] + xy[1]);
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(vr.weaponangles[ANGLES_ADJUSTED], -RAD2DEG(atanf(y / zxDist)),
-RAD2DEG(atan2f(x, -z)), 0); //Dampen roll on stabilised weapon
}
}
else
{
vec3_t delta;