mirror of
https://github.com/DrBeef/JKXR.git
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858 lines
39 KiB
C++
858 lines
39 KiB
C++
/************************************************************************************
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Filename : VrInputDefault.c
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Content : Handles default controller input
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include <android/keycodes.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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#include "qcommon/q_shared.h"
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#include <qcommon/qcommon.h>
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#include <client/client.h>
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#include <statindex.h>
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#include "android/sys_local.h"
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#include "weapons.h"
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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 );
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static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b)
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{
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return RAD2DEG(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b))));
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}
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTrackedController* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTrackedController* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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//Ensure handedness is set correctly
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vr.right_handed = vr_control_scheme->value < 10 ||
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vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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static bool dominantGripPushed = false;
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static bool canUseBackpack = false;
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static bool canUseQuickSave = false;
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//Need this for the touch screen
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ovrTrackedController * pWeapon = pDominantTracking;
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ovrTrackedController * pOff = pOffTracking;
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//All this to allow stick and button switching!
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XrVector2f *pPrimaryJoystick;
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XrVector2f *pSecondaryJoystick;
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uint32_t primaryButtonsNew;
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uint32_t primaryButtonsOld;
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uint32_t secondaryButtonsNew;
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uint32_t secondaryButtonsOld;
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int primaryButton1;
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int primaryButton2;
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int secondaryButton1;
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int secondaryButton2;
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int primaryThumb = (vr_control_scheme->integer == RIGHT_HANDED_DEFAULT || vr_switch_sticks->integer) ? xrButton_RThumb : xrButton_LThumb;
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int secondaryThumb = (vr_control_scheme->integer == RIGHT_HANDED_DEFAULT || vr_switch_sticks->integer) ? xrButton_LThumb : xrButton_RThumb;
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if (vr_switch_sticks->integer)
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{
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//
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// This will switch the joystick and A/B/X/Y button functions only
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// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
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pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
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secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = offButton1;
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primaryButton2 = offButton2;
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secondaryButton1 = domButton1;
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secondaryButton2 = domButton2;
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}
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else
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{
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pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
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primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = domButton1;
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primaryButton2 = domButton2;
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secondaryButton1 = offButton1;
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secondaryButton2 = offButton2;
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}
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//Set controller angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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{
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_DEFAULT]);
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QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_DEFAULT]);
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//if we are in saber block debounce, don't update the saber angles
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if (vr.saberBlockDebounce < cl.serverTime) {
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rotation[PITCH] = 45;
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QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_SABER]);
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QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_SABER]);
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}
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rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_ADJUSTED]);
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QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_ADJUSTED]);
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for (int anglesIndex = 0; anglesIndex <= ANGLES_SABER; ++anglesIndex)
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{
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VectorSubtract(vr.weaponangles_last[anglesIndex], vr.weaponangles[anglesIndex], vr.weaponangles_delta[anglesIndex]);
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VectorCopy(vr.weaponangles[anglesIndex], vr.weaponangles_last[anglesIndex]);
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VectorSubtract(vr.offhandangles_last[anglesIndex], vr.offhandangles[anglesIndex], vr.offhandangles_delta[anglesIndex]);
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VectorCopy(vr.offhandangles[anglesIndex], vr.offhandangles_last[anglesIndex]);
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}
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}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Enter, A_ESCAPE);
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static bool resetCursor = qtrue;
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if (VR_UseScreenLayer() && !vr.misc_camera /*bit of a fiddle, but if we are in a misc camera, we are in the game and shouldn't be in here*/)
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{
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interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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resetCursor = qfalse;
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, A_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, xrButton_Trigger, A_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, A_ESCAPE);
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//To skip flatscreen cinematic
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if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
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(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
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sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
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}
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}
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else
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{
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resetCursor = qtrue;
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float distance = sqrtf(powf(pOff->Pose.position.x - pWeapon->Pose.position.x, 2) +
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powf(pOff->Pose.position.y - pWeapon->Pose.position.y, 2) +
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powf(pOff->Pose.position.z - pWeapon->Pose.position.z, 2));
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float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->Pose.position.x, 2) +
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powf(vr.hmdposition[1] - pWeapon->Pose.position.y, 2) +
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powf(vr.hmdposition[2] - pWeapon->Pose.position.z, 2));
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float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->Pose.position.x, 2) +
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powf(vr.hmdposition[1] - pOff->Pose.position.y, 2) +
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powf(vr.hmdposition[2] - pOff->Pose.position.z, 2));
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float controllerYawHeading = 0.0f;
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//Turn on weapon stabilisation?
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bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & xrButton_GripTrigger);
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if (offhandGripPushed)
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{
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if (!vr.weapon_stabilised && vr.item_selector == 0 &&
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!vr.misc_camera && !vr.cgzoommode)
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{
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if (distance < STABILISATION_DISTANCE &&
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vr_two_handed_weapons->integer &&
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cl.frame.ps.weapon >= WP_SABER) {
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vr.weapon_stabilised = true;
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} else {
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vr.item_selector = 2;
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}
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}
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}
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else if (vr.item_selector == 2)
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{
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sendButtonActionSimple("itemselectorselect");
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vr.item_selector = 0;
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}
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else
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{
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vr.weapon_stabilised = false;
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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xrButton_GripTrigger) != 0;
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//Do this early so we can suppress other button actions when item selector is up
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if (dominantGripPushed) {
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if (!vr.weapon_stabilised && vr.item_selector == 0
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&& !vr.misc_camera && !vr.cgzoommode) {
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vr.item_selector = 1;
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}
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}
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else if (vr.item_selector == 1)
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{
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sendButtonActionSimple("itemselectorselect");
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vr.item_selector = 0;
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}
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#define JOYX_SAMPLE_COUNT 4
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static float joyx[JOYX_SAMPLE_COUNT] = {0};
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for (int j = JOYX_SAMPLE_COUNT - 1; j > 0; --j)
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joyx[j] = joyx[j - 1];
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joyx[0] = pPrimaryJoystick->x;
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float sum = 0.0f;
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for (int j = 0; j < JOYX_SAMPLE_COUNT; ++j)
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sum += joyx[j];
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float primaryJoystickX = sum / 4.0f;
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//Left/right to switch between which selector we are using
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if (vr.item_selector) {
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static bool itemSwitched = false;
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if (between(-0.2f, pPrimaryJoystick->y, 0.2f) &&
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(primaryJoystickX > 0.8f || primaryJoystickX < -0.8f)) {
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if (!itemSwitched) {
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if (primaryJoystickX > 0.8f) {
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sendButtonActionSimple("itemselectornext");
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itemSwitched = true;
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} else if (primaryJoystickX < -0.8f) {
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sendButtonActionSimple("itemselectorprev");
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itemSwitched = true;
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}
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}
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} else if (between(-0.4f, primaryJoystickX, 0.4f)) {
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itemSwitched = false;
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}
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}
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//Should we trigger the disruptor scope?
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if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
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cl.frame.ps.weapon == WP_BLASTER) &&
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cl.frame.ps.stats[STAT_HEALTH] > 0)
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{
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if (vr.weapon_stabilised &&
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VectorLength(vr.weaponoffset) < 0.24f &&
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vr.cgzoommode == 0) {
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sendButtonAction("enterscope", true);
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} else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
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(vr.cgzoommode == 2 || vr.cgzoommode == 4)) {
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sendButtonActionSimple("exitscope");
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}
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} else if (vr.cgzoommode == 2 || vr.cgzoommode == 4) {
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// In case we were using weapon scope and weapon
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// was changed due to out of ammo, exit scope
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sendButtonActionSimple("exitscope");
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}
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if (vr.cgzoommode)
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{
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if (between(-0.2f, primaryJoystickX, 0.2f)) {
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if (vr.cgzoommode == 2)
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{ // We are in disruptor scope
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if (pPrimaryJoystick->y > 0.8f) {
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vr.cgzoomdir = -1; // zooming in
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sendButtonAction("+altattack", true);
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} else if (pPrimaryJoystick->y < -0.8f) {
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vr.cgzoomdir = 1; // zooming out
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sendButtonAction("+altattack", true);
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} else {
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sendButtonAction("+altattack", false);
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}
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}
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else if (vr.cgzoommode == 1)
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{ // We are in binoculars scope - zoom in or out
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sendButtonAction("+attack", pPrimaryJoystick->y > 0.8f);
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sendButtonAction("+altattack", pPrimaryJoystick->y < -0.8f);
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}
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// No function of thumbstick for nightvision (3) or blaster scope (4)
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}
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}
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else if (cl.frame.ps.weapon == WP_SABER)
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{
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if (vr_saber_3rdperson_mode->integer == 2) {
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int mode = (int)Cvar_VariableValue("cg_thirdPerson");
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if (!mode)
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{
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sendButtonActionSimple("cg_thirdPerson 1");
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}
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} else if (vr_saber_3rdperson_mode->integer == 1) {
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int mode = (int) Cvar_VariableValue("cg_thirdPerson");
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static bool switched = false;
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if (between(-0.2f, primaryJoystickX, 0.2f) &&
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(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
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between(-1.0f, pPrimaryJoystick->y, -0.8f))) {
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if (!switched) {
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mode = 1 - mode;
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sendButtonActionSimple(va("cg_thirdPerson %i", mode));
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switched = true;
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}
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} else {
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switched = false;
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}
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} else {
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int mode = (int)Cvar_VariableValue("cg_thirdPerson");
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if (mode != 0)
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{
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sendButtonActionSimple("cg_thirdPerson 0");
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}
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}
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}
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else
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{
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int mode = (int)Cvar_VariableValue("cg_thirdPerson");
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if (mode != 0)
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{
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sendButtonActionSimple("cg_thirdPerson 0");
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}
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}
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//dominant hand stuff first
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{
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES - 1); i != 0; --i) {
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VectorCopy(vr.weaponoffset_history[i - 1], vr.weaponoffset_history[i]);
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vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i - 1];
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}
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VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
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vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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if (vr.saberBlockDebounce < cl.serverTime) {
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VectorSet(vr.weaponposition, pWeapon->Pose.position.x,
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pWeapon->Pose.position.y, pWeapon->Pose.position.z);
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///Weapon location relative to view
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VectorSet(vr.weaponoffset, pWeapon->Pose.position.x,
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pWeapon->Pose.position.y, pWeapon->Pose.position.z);
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VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset);
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vr.weaponoffset_timestamp = Sys_Milliseconds();
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}
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vec3_t velocity;
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VectorSet(velocity, pWeapon->Velocity.linearVelocity.x,
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pWeapon->Velocity.linearVelocity.y, pWeapon->Velocity.linearVelocity.z);
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vr.primaryswingvelocity = VectorLength(velocity);
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VectorSet(velocity, pOff->Velocity.linearVelocity.x,
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pOff->Velocity.linearVelocity.y, pOff->Velocity.linearVelocity.z);
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vr.secondaryswingvelocity = VectorLength(velocity);
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//For melee right hand is alt attack and left hand is attack
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if (cl.frame.ps.weapon == WP_MELEE) {
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//Does weapon velocity trigger attack (melee) and is it fast enough
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+altattack" : "-altattack");
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//normal attack is a punch with the left hand
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sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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} else if (vr.primaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.primaryVelocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -altattack");
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sendButtonAction("+altattack", vr.primaryVelocityTriggeredAttack);
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}
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.secondaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.secondaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack);
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fired = vr.secondaryVelocityTriggeredAttack;
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}
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} else if (vr.secondaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.secondaryVelocityTriggeredAttack = qfalse;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", vr.secondaryVelocityTriggeredAttack);
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}
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} else if (cl.frame.ps.weapon == WP_SABER) {
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//Does weapon velocity trigger attack
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if (vr.velocitytriggered) {
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static bool fired = false;
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vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
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vr_weapon_velocity_trigger->value);
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if (fired != vr.primaryVelocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s",
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vr.primaryVelocityTriggeredAttack ? "+attack" : "-attack");
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//normal attack is a punch with the left hand
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sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
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fired = vr.primaryVelocityTriggeredAttack;
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}
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} else if (vr.primaryVelocityTriggeredAttack) {
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//send a stop attack as we have an unfinished velocity attack
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vr.primaryVelocityTriggeredAttack = false;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
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}
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}
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vec3_t offhandPositionAverage;
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VectorClear(offhandPositionAverage);
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for (int i = 0; i < 5; ++i)
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{
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VectorAdd(offhandPositionAverage, vr.offhandposition[i], offhandPositionAverage);
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}
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VectorScale(offhandPositionAverage, 0.2f, offhandPositionAverage);
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if (vr.weapon_stabilised) {
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if (vr_virtual_stock->integer == 1 || vr.cgzoommode == 2 || vr.cgzoommode == 4) {
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//offset to the appropriate eye a little bit
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vec2_t xy = {0, 0};
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if (vr_virtual_stock->integer == 1 && !vr.cgzoommode) {
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rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f,
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-vr.hmdorientation[YAW], xy);
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}
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float x = offhandPositionAverage[0] - (vr.hmdposition[0] + xy[0]);
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float y = offhandPositionAverage[1] - (vr.hmdposition[1] - 0.1f);
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float z = offhandPositionAverage[2] - (vr.hmdposition[2] + xy[1]);
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(vr.weaponangles[ANGLES_ADJUSTED], -RAD2DEG(atanf(y / zxDist)),
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-RAD2DEG(atan2f(x, -z)), vr.weaponangles[ANGLES_ADJUSTED][ROLL] /
|
|
2.0f); //Dampen roll on stabilised weapon
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float x =
|
|
pOff->Pose.position.x - pWeapon->Pose.position.x;
|
|
float y =
|
|
pOff->Pose.position.y - pWeapon->Pose.position.y;
|
|
float z =
|
|
pOff->Pose.position.z - pWeapon->Pose.position.z;
|
|
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)), vr.weaponangles[ANGLES_ADJUSTED][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};
|
|
|
|
if ((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[ANGLES_ADJUSTED], 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
|
|
{
|
|
for (int i = 4; i > 0; --i)
|
|
{
|
|
VectorCopy(vr.offhandposition[i-1], vr.offhandposition[i]);
|
|
}
|
|
vr.offhandposition[0][0] = pOff->Pose.position.x;
|
|
vr.offhandposition[0][1] = pOff->Pose.position.y;
|
|
vr.offhandposition[0][2] = pOff->Pose.position.z;
|
|
|
|
vr.offhandoffset[0] = pOff->Pose.position.x - vr.hmdposition[0];
|
|
vr.offhandoffset[1] = pOff->Pose.position.y - vr.hmdposition[1];
|
|
vr.offhandoffset[2] = pOff->Pose.position.z - vr.hmdposition[2];
|
|
|
|
if (vr_walkdirection->value == 0) {
|
|
controllerYawHeading = vr.offhandangles[ANGLES_ADJUSTED][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 ((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[ANGLES_ADJUSTED], 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;
|
|
TBXR_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 = TBXR_GetRefresh();
|
|
double newframetime = TBXR_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));
|
|
}
|
|
|
|
//B Button
|
|
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) {
|
|
if (vr.cgzoommode == 1 || vr.cgzoommode == 3)
|
|
{ // Exit scope only when using binoculars or nightvision
|
|
sendButtonActionSimple("exitscope");
|
|
}
|
|
else if (cl.frame.ps.weapon == WP_SABER && vr.velocitytriggered)
|
|
{
|
|
//B button toggles saber on/off in first person
|
|
if (primaryButtonsNew & primaryButton2) {
|
|
sendButtonActionSimple("togglesaber");
|
|
}
|
|
}
|
|
else if (cl.frame.ps.weapon != WP_DISRUPTOR)
|
|
{
|
|
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
|
|
}
|
|
}
|
|
|
|
|
|
static bool firing = false;
|
|
static bool throwing = false;
|
|
|
|
int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
|
|
|
|
if (cl.frame.ps.weapon == WP_SABER && !thirdPerson &&
|
|
vr.cgzoommode == 0 && cl.frame.ps.stats[STAT_HEALTH] > 0)
|
|
{
|
|
static bool previous_throwing = false;
|
|
previous_throwing = throwing;
|
|
if (!throwing &&
|
|
vr.primaryVelocityTriggeredAttack &&
|
|
(pDominantTrackedRemoteNew->Buttons & xrButton_Trigger))
|
|
{
|
|
throwing = true;
|
|
}
|
|
else if (throwing && !(pDominantTrackedRemoteNew->Buttons & xrButton_Trigger))
|
|
{
|
|
throwing = false;
|
|
}
|
|
|
|
if (previous_throwing != throwing) {
|
|
sendButtonAction("+altattack", throwing);
|
|
}
|
|
}
|
|
else if (!vr.velocitytriggered) // Don't fire velocity triggered weapons
|
|
{
|
|
//Fire Primary - Doesn't trigger the saber
|
|
if ((pDominantTrackedRemoteNew->Buttons & xrButton_Trigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & xrButton_Trigger)) {
|
|
|
|
firing = (pDominantTrackedRemoteNew->Buttons & xrButton_Trigger) &&
|
|
!vr.item_selector;
|
|
sendButtonAction("+attack", firing);
|
|
}
|
|
|
|
if (throwing)
|
|
{
|
|
//if throwing is still activated here, just disable
|
|
throwing = false;
|
|
sendButtonAction("+altattack", throwing);
|
|
}
|
|
}
|
|
|
|
|
|
//Duck - off hand joystick
|
|
if ((secondaryButtonsNew & secondaryThumb) !=
|
|
(secondaryButtonsOld & secondaryThumb)) {
|
|
|
|
if (vr_crouch_toggle->integer)
|
|
{
|
|
if (secondaryButtonsOld & secondaryThumb) {
|
|
vr.crouched = !vr.crouched;
|
|
sendButtonAction("+movedown", vr.crouched);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
|
|
}
|
|
|
|
// Reset max height for IRL crouch
|
|
vr.maxHeight = 0;
|
|
}
|
|
|
|
//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);
|
|
dist = (dist > 1.0f) ? dist : 1.0f;
|
|
float x = nlf * (pSecondaryJoystick->x / dist);
|
|
float y = nlf * (pSecondaryJoystick->y / dist);
|
|
|
|
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.move_speed == 0 ? 0.75f : (vr.move_speed == 1 ? 1.0f : 0.5f));
|
|
remote_movementForward =
|
|
v[1] * (vr.move_speed == 0 ? 0.75f : (vr.move_speed == 1 ? 1.0f : 0.5f));
|
|
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
|
remote_movementSideways,
|
|
remote_movementForward);
|
|
|
|
|
|
if (!canUseQuickSave) {
|
|
if (((secondaryButtonsNew & secondaryButton1) !=
|
|
(secondaryButtonsOld & secondaryButton1)) &&
|
|
(secondaryButtonsNew & secondaryButton1)) {
|
|
//Toggle walk/run somehow?!
|
|
vr.move_speed = (++vr.move_speed) % 3;
|
|
}
|
|
}
|
|
|
|
//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 & xrButton_Trigger) !=
|
|
(pOffTrackedRemoteOld->Buttons & xrButton_Trigger))
|
|
{
|
|
sendButtonAction("+useforce", (pOffTrackedRemoteNew->Buttons & xrButton_Trigger));
|
|
}
|
|
}
|
|
|
|
//Use smooth in 3rd person
|
|
bool usingSnapTurn = vr_turn_mode->integer == 0 ||
|
|
(!vr.third_person && vr_turn_mode->integer == 1);
|
|
|
|
static int increaseSnap = true;
|
|
if (!vr.item_selector) {
|
|
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;
|
|
}
|
|
}
|
|
} else if (primaryJoystickX < 0.3f) {
|
|
increaseSnap = true;
|
|
}
|
|
}
|
|
|
|
static int decreaseSnap = true;
|
|
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;
|
|
}
|
|
}
|
|
} 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 (fabs(primaryJoystickX) > 0.5f) {
|
|
increaseSnap = false;
|
|
} else {
|
|
increaseSnap = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//process force motion controls here
|
|
if (vr_force_motion_controlled->integer &&
|
|
!vr.weapon_stabilised)
|
|
{
|
|
if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
|
|
{
|
|
if (!vr.secondaryVelocityTriggeredAttack)
|
|
{
|
|
VectorCopy(vr.offhandposition[0], vr.secondaryVelocityTriggerLocation);
|
|
vr.secondaryVelocityTriggeredAttack = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (vr.secondaryVelocityTriggeredAttack)
|
|
{
|
|
vec3_t start, end, chest;
|
|
|
|
//Estimate that middle of chest is about 20cm below HMD
|
|
VectorCopy(vr.hmdposition, chest);
|
|
chest[1] -= 0.2f;
|
|
VectorSubtract(vr.secondaryVelocityTriggerLocation, chest, start);
|
|
VectorSubtract(vr.offhandposition[0], chest, end);
|
|
float deltaLength = VectorLength(end) - VectorLength(start);
|
|
if (fabs(deltaLength) > vr_force_distance_trigger->value) {
|
|
if (deltaLength < 0) {
|
|
sendButtonActionSimple(va("useGivenForce %i", FP_PULL));
|
|
} else {
|
|
sendButtonActionSimple(va("useGivenForce %i", FP_PUSH));
|
|
}
|
|
|
|
vr.secondaryVelocityTriggeredAttack = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process "use" gesture
|
|
if (vr_gesture_triggered_use->integer) {
|
|
float distanceToBody;
|
|
if (vr_gesture_triggered_use->integer == 1) {
|
|
// Gesture with off-hand
|
|
distanceToBody = sqrt(vr.offhandoffset[0]*vr.offhandoffset[0] + vr.offhandoffset[2]*vr.offhandoffset[2]);
|
|
} else {
|
|
// Gesture with dominant-hand
|
|
distanceToBody = sqrt(vr.weaponoffset[0]*vr.weaponoffset[0] + vr.weaponoffset[2]*vr.weaponoffset[2]);
|
|
}
|
|
|
|
bool gestureUseAllowed = !vr.weapon_stabilised && !vr.cin_camera && !vr.misc_camera && !vr.remote_turret && !vr.emplaced_gun && !vr.in_vehicle;
|
|
if (gestureUseAllowed && distanceToBody > vr_use_gesture_boundary->value) {
|
|
if (!vr.useGestureActive) {
|
|
vr.useGestureActive = true;
|
|
sendButtonAction("+use", true);
|
|
}
|
|
} else if (vr.useGestureActive) {
|
|
vr.useGestureActive = false;
|
|
sendButtonAction("+use", false);
|
|
}
|
|
} else if (vr.useGestureActive) {
|
|
vr.useGestureActive = false;
|
|
sendButtonAction("+use", false);
|
|
}
|
|
}
|
|
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
}
|