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Tune touch gesture distance; Improve use interaction in 3rd person.
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parent
260d501776
commit
d121206f83
4 changed files with 62 additions and 32 deletions
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@ -1349,10 +1349,11 @@ void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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}
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// Use triggers seems to have bigger "front" boundaries
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// (with longer range player often reaches behind them
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// not activating them at all)
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const float TOUCH_DISTANCE = 1.0f;
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// Use triggers seems to have bigger "front" boundaries allowing
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// user to trigger them from distance while it is possible to reach
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// through them when standing near. To ballance this, move hand
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// origin a bit back
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const float TOUCH_OFFSET = -10.0f;
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const vec3_t TOUCH_RANGE = { 4, 4, 4 };
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void G_TouchTriggersWithHand( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf ) {
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@ -1364,7 +1365,7 @@ void G_TouchTriggersWithHand( bool offHand, gentity_t *ent, vec3_t src, vec3_t v
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memset (touched, qfalse, sizeof(touched) );
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VectorMA( src, TOUCH_DISTANCE, vf, dest );
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VectorMA( src, TOUCH_OFFSET, vf, dest );
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VectorSubtract( dest, TOUCH_RANGE, mins );
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VectorAdd( dest, TOUCH_RANGE, maxs );
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@ -1669,12 +1669,15 @@ qboolean CanUseInfrontOf(gentity_t *ent)
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return qfalse;
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}
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//FIXME: this does not match where the new accurate crosshair aims...
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//cg.refdef.vieworg, basically
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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if (thirdPersonActive) {
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VectorCopy(ent->currentOrigin, src);
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AngleVectors(ent->currentAngles, vf, NULL, NULL);
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} else {
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VectorCopy( ent->client->renderInfo.eyePoint, src );
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AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
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}
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//extend to find end of use trace
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VectorMA( src, USE_DISTANCE, vf, dest );
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@ -1757,7 +1760,10 @@ Try and use an entity in the world, directly ahead of us
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*/
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#define USE_DISTANCE_BUTTON 64.0f
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#define USE_DISTANCE_GESTURE 16.0f
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#define USE_DISTANCE_GESTURE 26.0f
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// Move controller origin a bit back to prevent reach
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// through usable entities when use gesture is active
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#define USE_OFFSET -10.0f
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void TryUse_Internal( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf )
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{
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@ -1769,7 +1775,9 @@ void TryUse_Internal( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf )
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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bool useGestureEnabled = gi.cvar("vr_gesture_triggered_use", "1", CVAR_ARCHIVE)->integer; // defined in VrCvars.h
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bool useGestureAllowed = useGestureEnabled && !thirdPersonActive;
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float useOffset = useGestureAllowed ? USE_OFFSET : 0.0f;
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float useDistance = useGestureAllowed ? USE_DISTANCE_GESTURE : USE_DISTANCE_BUTTON;
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VectorMA( src, useOffset, vf, src );
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VectorMA( src, useDistance, vf, dest );
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//Trace ahead to find a valid target
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@ -1863,10 +1871,16 @@ void TryUse( gentity_t *ent ) {
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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vec3_t src, angles, vf;
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if (ent->client->ps.clientNum == 0 && !thirdPersonActive) {
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if (ent->client->ps.clientNum == 0) {
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if (thirdPersonActive) {
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VectorCopy(ent->currentOrigin, src);
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AngleVectors(ent->currentAngles, vf, NULL, NULL);
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TryUse_Internal(false, ent, src, vf);
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} else {
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BG_CalculateVRWeaponPosition(src, angles);
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AngleVectors( angles, vf, NULL, NULL );
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TryUse_Internal(false, ent, src, vf);
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}
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} else {
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VectorCopy(ent->client->renderInfo.eyePoint, src);
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AngleVectors(ent->client->ps.viewangles, vf, NULL, NULL);
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@ -819,10 +819,11 @@ void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
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}
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// Use triggers seems to have bigger "front" boundaries
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// (with longer range player often reaches behind them
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// not activating them at all)
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const float TOUCH_DISTANCE = 1.0f;
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// Use triggers seems to have bigger "front" boundaries allowing
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// user to trigger them from distance while it is possible to reach
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// through them when standing near. To ballance this, move hand
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// origin a bit back
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const float TOUCH_OFFSET = -10.0f;
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const vec3_t TOUCH_RANGE = { 4, 4, 4 };
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void G_TouchTriggersWithHand( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf ) {
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@ -834,7 +835,7 @@ void G_TouchTriggersWithHand( bool offHand, gentity_t *ent, vec3_t src, vec3_t v
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memset (touched, qfalse, sizeof(touched) );
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VectorMA( src, TOUCH_DISTANCE, vf, dest );
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VectorMA( src, TOUCH_OFFSET, vf, dest );
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VectorSubtract( dest, TOUCH_RANGE, mins );
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VectorAdd( dest, TOUCH_RANGE, maxs );
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@ -1442,12 +1442,15 @@ qboolean CanUseInfrontOf(gentity_t *ent)
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return qfalse;
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}
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//FIXME: this does not match where the new accurate crosshair aims...
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//cg.refdef.vieworg, basically
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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if (thirdPersonActive) {
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VectorCopy(ent->currentOrigin, src);
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AngleVectors(ent->currentAngles, vf, NULL, NULL);
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} else {
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VectorCopy( ent->client->renderInfo.eyePoint, src );
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AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );
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}
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//extend to find end of use trace
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VectorMA( src, USE_DISTANCE, vf, dest );
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@ -1523,7 +1526,10 @@ Try and use an entity in the world, directly ahead of us
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*/
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#define USE_DISTANCE_BUTTON 64.0f
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#define USE_DISTANCE_GESTURE 16.0f
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#define USE_DISTANCE_GESTURE 26.0f
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// Move controller origin a bit back to prevent reach
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// through usable entities when use gesture is active
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#define USE_OFFSET -10.0f
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void TryUse_Internal( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf ) {
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gentity_t *target;
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@ -1534,7 +1540,9 @@ void TryUse_Internal( bool offHand, gentity_t *ent, vec3_t src, vec3_t vf ) {
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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bool useGestureEnabled = gi.cvar("vr_gesture_triggered_use", "1", CVAR_ARCHIVE)->integer; // defined in VrCvars.h
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bool useGestureAllowed = useGestureEnabled && !thirdPersonActive;
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float useOffset = useGestureAllowed ? USE_OFFSET : 0.0f;
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float useDistance = useGestureAllowed ? USE_DISTANCE_GESTURE : USE_DISTANCE_BUTTON;
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VectorMA( src, useOffset, vf, src );
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VectorMA( src, useDistance, vf, dest );
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//Trace ahead to find a valid target
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@ -1609,10 +1617,16 @@ void TryUse( gentity_t *ent ) {
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bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
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vec3_t src, angles, vf;
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if (ent->client->ps.clientNum == 0 && !thirdPersonActive) {
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if (ent->client->ps.clientNum == 0) {
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if (thirdPersonActive) {
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VectorCopy(ent->currentOrigin, src);
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AngleVectors(ent->currentAngles, vf, NULL, NULL);
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TryUse_Internal(false, ent, src, vf);
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} else {
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BG_CalculateVRWeaponPosition(src, angles);
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AngleVectors( angles, vf, NULL, NULL );
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TryUse_Internal(false, ent, src, vf);
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}
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} else {
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VectorCopy(ent->client->renderInfo.eyePoint, src);
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AngleVectors(ent->client->ps.viewangles, vf, NULL, NULL);
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