/************************************************************************************ Filename : VrInputDefault.c Content : Handles default controller input Created : August 2019 Authors : Simon Brown *************************************************************************************/ #include #include #include #include #include #include #include "VrInput.h" #include "VrCvars.h" #include "qcommon/q_shared.h" #include #include #include "android/sys_local.h" #include "weapons.h" void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ); void JKVR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight ); static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b) { return degrees(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b)))); } void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateGamepad *pFootTrackingOld, ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ) { //Ensure handedness is set correctly vr.right_handed = vr_control_scheme->value < 10 || vr_control_scheme->value == 99; // Always right-handed for weapon calibration static bool dominantGripPushed = false; static float dominantGripPushTime = 0.0f; static bool canUseBackpack = false; static bool canUseQuickSave = false; //Need this for the touch screen ovrTracking * pWeapon = pDominantTracking; ovrTracking * pOff = pOffTracking; //All this to allow stick and button switching! ovrVector2f *pPrimaryJoystick; ovrVector2f *pSecondaryJoystick; uint32_t primaryButtonsNew; uint32_t primaryButtonsOld; uint32_t secondaryButtonsNew; uint32_t secondaryButtonsOld; int primaryButton1; int primaryButton2; int secondaryButton1; int secondaryButton2; int primaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_RThumb : ovrButton_LThumb; int secondaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_LThumb : ovrButton_RThumb; if (vr_switch_sticks->integer) { // // This will switch the joystick and A/B/X/Y button functions only // Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick; pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick; secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons; secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons; primaryButtonsNew = pOffTrackedRemoteNew->Buttons; primaryButtonsOld = pOffTrackedRemoteOld->Buttons; primaryButton1 = offButton1; primaryButton2 = offButton2; secondaryButton1 = domButton1; secondaryButton2 = domButton2; } else { pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick; pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick; primaryButtonsNew = pDominantTrackedRemoteNew->Buttons; primaryButtonsOld = pDominantTrackedRemoteOld->Buttons; secondaryButtonsNew = pOffTrackedRemoteNew->Buttons; secondaryButtonsOld = pOffTrackedRemoteOld->Buttons; primaryButton1 = domButton1; primaryButton2 = domButton2; secondaryButton1 = offButton1; secondaryButton2 = offButton2; } { //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}; rotation[PITCH] = 45; QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_saber); rotation[PITCH] = vr_weapon_pitchadjust->value; QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles); VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta); VectorCopy(vr.weaponangles, vr.weaponangles_last); // ALOGV(" weaponangles_last: %f, %f, %f", // vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]); //GB Also set offhand angles just in case we want to use those. vec3_t rotation_off = {0}; rotation_off[PITCH] = vr_weapon_pitchadjust->value; QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles); VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta); VectorCopy(vr.offhandangles, vr.offhandangles_last); } //Menu button handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, A_ESCAPE); static bool resetCursor = qtrue; if ( JKVR_useScreenLayer() ) { interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld); resetCursor = qfalse; handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, A_MOUSE1); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, A_MOUSE1); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, A_ESCAPE); //To skip flatscreen cinematic if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) != (pDominantTrackedRemoteOld->Buttons & primaryThumb)) { sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb)); } } else { resetCursor = qtrue; float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) + powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) + powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2)); float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) + powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) + powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2)); float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->HeadPose.Pose.Position.x, 2) + powf(vr.hmdposition[1] - pOff->HeadPose.Pose.Position.y, 2) + powf(vr.hmdposition[2] - pOff->HeadPose.Pose.Position.z, 2)); float controllerYawHeading = 0.0f; //Turn on weapon stabilisation? bool stabilised = qfalse; bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger); if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) && offhandGripPushed && (distance < STABILISATION_DISTANCE)) #ifndef DEBUG { stabilised = qtrue; } #else { Cvar_Set("vr_control_scheme", "99"); } #endif dominantGripPushed = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0; bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons & domButton1) != 0; bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons & domButton2) != 0; //Do this early so we can suppress other button actions when item selector is up { if (dominantGripPushed) { if (dominantGripPushTime == 0) { dominantGripPushTime = GetTimeInMilliSeconds(); } vr.item_selector = true; } else { dominantGripPushTime = 0; if (vr.item_selector) { sendButtonActionSimple("itemselectorselect"); vr.item_selector = false; } } } #define JOYX_SAMPLE_COUNT 4 static float joyx[JOYX_SAMPLE_COUNT] = {0}; for (int j = JOYX_SAMPLE_COUNT - 1; j > 0; --j) joyx[j] = joyx[j - 1]; joyx[0] = pPrimaryJoystick->x; float sum = 0.0f; for (int j = 0; j < JOYX_SAMPLE_COUNT; ++j) sum += joyx[j]; float primaryJoystickX = sum / 4.0f; //Left/right to switch between which selector we are using if (vr.item_selector) { static bool itemSwitched = false; if (between(-0.2f, pPrimaryJoystick->y, 0.2f) && (between(0.8f, primaryJoystickX, 1.0f) || between(-1.0f, primaryJoystickX, -0.8f))) { if (!itemSwitched) { if (between(0.8f, primaryJoystickX, 1.0f)) { sendButtonActionSimple("itemselectornext"); } else { sendButtonActionSimple("itemselectorprev"); } itemSwitched = true; } } else { itemSwitched = false; } } if (vr.cgzoommode > 1) { if (between(-0.2f, primaryJoystickX, 0.2f)) { sendButtonAction("+attack", between(0.8f, pPrimaryJoystick->y, 1.0f)); sendButtonAction("+altattack", between(-1.0f, pPrimaryJoystick->y, -0.8f)); } } else if (vr.weaponid == WP_SABER) { static bool switched = false; if (between(-0.2f, primaryJoystickX, 0.2f) && (between(0.8f, pPrimaryJoystick->y, 1.0f) || between(-1.0f, pPrimaryJoystick->y, -0.8f))) { if (!switched) { if (between(0.8f, pPrimaryJoystick->y, 1.0f)) { sendButtonActionSimple("cg_thirdPerson 1"); } else { sendButtonActionSimple("cg_thirdPerson 0"); } switched = true; } } else { switched = false; } } vr.weapon_stabilised = stabilised; //if (!vr.item_selector) { //Engage scope / virtual stock if conditions are right bool scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE); static bool lastScopeReady = qfalse; if (scopeready != lastScopeReady) { if (vr.scopedweapon && !vr.scopedetached) { if (!vr.scopeengaged && scopeready) { ALOGV("**WEAPON EVENT** trigger scope mode"); sendButtonActionSimple("weapalt"); } else if (vr.scopeengaged && !scopeready) { ALOGV("**WEAPON EVENT** disable scope mode"); sendButtonActionSimple("weapalt"); } lastScopeReady = scopeready; } } //Engage scope / virtual stock (iron sight lock) if conditions are right static bool scopeEngaged = qfalse; if (scopeEngaged != vr.scopeengaged) { scopeEngaged = vr.scopeengaged; } //dominant hand stuff first { //Record recent weapon position for trajectory based stuff for (int i = (NUM_WEAPON_SAMPLES - 1); i != 0; --i) { VectorCopy(vr.weaponoffset_history[i - 1], vr.weaponoffset_history[i]); vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i - 1]; } VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]); vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp; VectorSet(vr.weaponposition, pWeapon->HeadPose.Pose.Position.x, pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z); ///Weapon location relative to view VectorSet(vr.weaponoffset, pWeapon->HeadPose.Pose.Position.x, pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z); VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset); vr.weaponoffset_timestamp = Sys_Milliseconds(); vec3_t velocity; VectorSet(velocity, pWeapon->HeadPose.LinearVelocity.x, pWeapon->HeadPose.LinearVelocity.y, pWeapon->HeadPose.LinearVelocity.z); vr.primaryswingvelocity = VectorLength(velocity); VectorSet(velocity, pOff->HeadPose.LinearVelocity.x, pOff->HeadPose.LinearVelocity.y, pOff->HeadPose.LinearVelocity.z); vr.secondaryswingvelocity = VectorLength(velocity); //For melee right hand is alt attack and left hand is attack if (vr.weaponid == WP_MELEE) { //Does weapon velocity trigger attack (melee) and is it fast enough if (vr.velocitytriggered) { static bool fired = false; vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity > vr_weapon_velocity_trigger->value); if (fired != vr.primaryVelocityTriggeredAttack) { ALOGV("**WEAPON EVENT** veocity triggered %s", vr.primaryVelocityTriggeredAttack ? "+altattack" : "-altattack"); //normal attack is a punch with the left hand sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack); fired = vr.primaryVelocityTriggeredAttack; } } else if (vr.primaryVelocityTriggeredAttack) { //send a stop attack as we have an unfinished velocity attack vr.primaryVelocityTriggeredAttack = false; ALOGV("**WEAPON EVENT** veocity triggered -altattack"); sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack); } if (vr.velocitytriggered) { static bool fired = false; vr.secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity > vr_weapon_velocity_trigger->value); if (fired != vr.secondaryVelocityTriggeredAttack) { ALOGV("**WEAPON EVENT** veocity triggered %s", vr.secondaryVelocityTriggeredAttack ? "+attack" : "-attack"); //normal attack is a punch with the left hand sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack); fired = vr.secondaryVelocityTriggeredAttack; } } else if (vr.secondaryVelocityTriggeredAttack) { //send a stop attack as we have an unfinished velocity attack vr.secondaryVelocityTriggeredAttack = qfalse; ALOGV("**WEAPON EVENT** veocity triggered -attack"); sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack); } } else if (vr.weaponid == WP_SABER) { //Does weapon velocity trigger attack if (vr.velocitytriggered) { static bool fired = false; vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity > vr_weapon_velocity_trigger->value); if (fired != vr.primaryVelocityTriggeredAttack) { ALOGV("**WEAPON EVENT** veocity triggered %s", vr.primaryVelocityTriggeredAttack ? "+attack" : "-attack"); //normal attack is a punch with the left hand sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack); fired = vr.primaryVelocityTriggeredAttack; } } else if (vr.primaryVelocityTriggeredAttack) { //send a stop attack as we have an unfinished velocity attack vr.primaryVelocityTriggeredAttack = false; ALOGV("**WEAPON EVENT** veocity triggered -attack"); sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack); } } if (vr.weapon_stabilised) { if (vr.scopeengaged || vr_virtual_stock->integer == 1) { //offset to the appropriate eye a little bit vec2_t xy; rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f, -vr.hmdorientation[YAW], xy); float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]); float y = pOff->HeadPose.Pose.Position.y - (vr.hmdposition[1] - 0.1f); // Use a point lower float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]); float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)), 0); } } else { float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x; float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y; float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z; float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon } } } // Calculate if player tries to reach backpack bool handInBackpack = false; bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false; vec3_t hmdForwardXY = {}, weaponForwardXY = {}; float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0; static vec3_t downVector = {0.0, 0.0, -1.0}; bool bpTrackOk = pOffTracking->Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <= 0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range && (bpWeaponHeightOk = vr.weaponoffset[1] >= -0.10 && vr.weaponoffset[1] <= 0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range { AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL); AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL); float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY); // 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees if (bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0) { hmdForwardXY[2] = 0; VectorNormalize(hmdForwardXY); weaponForwardXY[2] = 0; VectorNormalize(weaponForwardXY); hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY); // 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0) handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0; } } //off-hand stuff (done here as I reference it in the save state thing { vr.offhandposition[0] = pOff->HeadPose.Pose.Position.x; vr.offhandposition[1] = pOff->HeadPose.Pose.Position.y; vr.offhandposition[2] = pOff->HeadPose.Pose.Position.z; vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0]; vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1]; vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2]; vec3_t rotation = {0}; QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles); if (vr_walkdirection->value == 0) { controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW]; } else { controllerYawHeading = 0.0f; } } // Use off hand as well to trigger save condition canUseQuickSave = false; bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false; vec3_t offhandForwardXY = {}; float hmdToOffhandDotProduct = 0; float offhandToDownAngle = 0; if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 && distanceToHMDOff <= 0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range && (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <= 0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range { //Need to do this again as might not have done it above and cant be bothered to refactor AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL); AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL); offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY); // 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees if (bpOffhandAngleOk = offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0) { hmdForwardXY[2] = 0; VectorNormalize(hmdForwardXY); offhandForwardXY[2] = 0; VectorNormalize(offhandForwardXY); hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY); // 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0) canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0; } } // Uncomment to debug offhand reaching /* ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i", distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0], vr.offhandoffset[1], vr.offhandoffset[2], hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0], offhandForwardXY[1], bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk, bpHmdToOffhandAngleOk); */ // Check quicksave if (canUseQuickSave) { int channel = (vr_control_scheme->integer >= 10) ? 1 : 0; JKVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch if (((pOffTrackedRemoteNew->Buttons & offButton1) != (pOffTrackedRemoteOld->Buttons & offButton1)) && (pOffTrackedRemoteNew->Buttons & offButton1)) { sendButtonActionSimple("savegame quicksave"); } if (((pOffTrackedRemoteNew->Buttons & offButton2) != (pOffTrackedRemoteOld->Buttons & offButton2)) && (pOffTrackedRemoteNew->Buttons & offButton2)) { sendButtonActionSimple("loadgame quicksave"); } } } //Right-hand specific stuff { //This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the //player is facing for positional tracking //Positional movement speed correction for when we are not hitting target framerate static double lastframetime = 0; int refresh = GetRefresh(); double newframetime = GetTimeInMilliSeconds(); float multiplier = (float) ((1000.0 / refresh) / (newframetime - lastframetime)); lastframetime = newframetime; vec2_t v; float factor = (refresh / 72.0F) * vr_positional_factor->value; // adjust positional factor based on refresh rate rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier, vr.hmdposition_delta[2] * factor * multiplier, -vr.hmdorientation[YAW], v); positional_movementSideways = v[0]; positional_movementForward = v[1]; ALOGV(" positional_movementSideways: %f, positional_movementForward: %f", positional_movementSideways, positional_movementForward); //Jump (A Button) if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) { sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1)); } //Alt Fire (B Button) if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) { if (vr.cgzoommode > 0) { sendButtonActionSimple("invuse"); } else { sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2)); } } static bool firing = false; if (!vr.velocitytriggered) // Don't fire velocity triggered weapons { //Fire Primary - Doesn't trigger the saber if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-"); firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger); sendButtonAction("+attack", firing); } } else if (vr.weaponid == WP_SABER) { if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) { sendButtonActionSimple("togglesaber"); } } } //Duck - off hand joystick if ((secondaryButtonsNew & secondaryThumb) != (secondaryButtonsOld & secondaryThumb)) { sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb)); } //Use if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) != (pDominantTrackedRemoteOld->Buttons & primaryThumb)) { sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb)); } } { //Apply a filter and quadratic scaler so small movements are easier to make float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y); float nlf = nonLinearFilter(dist); float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x; float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y; vr.player_moving = (fabs(x) + fabs(y)) > 0.05f; //Adjust to be off-hand controller oriented vec2_t v; rotateAboutOrigin(x, y, controllerYawHeading, v); //Move a lot slower if scope is engaged remote_movementSideways = v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value; remote_movementForward = v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value; ALOGV(" remote_movementSideways: %f, remote_movementForward: %f", remote_movementSideways, remote_movementForward); if (!canUseQuickSave) { if ((secondaryButtonsNew & secondaryButton1) != (secondaryButtonsOld & secondaryButton1)) { //Toggle walk/run somehow?! } } //Open the datapad if (!canUseQuickSave) { if (((secondaryButtonsNew & secondaryButton2) != (secondaryButtonsOld & secondaryButton2)) && (secondaryButtonsNew & secondaryButton2)) { Sys_QueEvent(0, SE_KEY, A_TAB, true, 0, NULL); } } //Use Force - off hand trigger { if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & ovrButton_Trigger)) { sendButtonAction("+useforce", (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)); } } //Resync Yaw on mounted gun transition static int usingMountedGun = false; if (vr.mountedgun != usingMountedGun) { usingMountedGun = vr.mountedgun; } //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) { increaseSnap = false; } if (vr.snapTurn < -180.0f) { vr.snapTurn += 360.f; } } } 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) { decreaseSnap = false; } if (vr.snapTurn > 180.0f) { vr.snapTurn -= 360.f; } } } else if (primaryJoystickX > -0.3f) { decreaseSnap = true; } } else { if (fabs(primaryJoystickX) > 0.5f) { increaseSnap = false; } else { increaseSnap = true; } } } updateScopeAngles(); } } //Save state rightTrackedRemoteState_old = rightTrackedRemoteState_new; leftTrackedRemoteState_old = leftTrackedRemoteState_new; }