jkxr/Projects/Android/jni/JKXR/VrInputDefault.cpp
2023-03-28 23:19:41 +01:00

976 lines
44 KiB
C++

/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <android/keycodes.h>
#include "VrInput.h"
#include "VrCvars.h"
#include "qcommon/q_shared.h"
#include <qcommon/qcommon.h>
#include <client/client.h>
#include <statindex.h>
#include "android/sys_local.h"
#ifdef JK2_MODE
#include "../OpenJK/codeJK2/game/weapons.h"
#else
#include "../OpenJK/code/game/weapons.h"
#endif
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 );
static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b)
{
return RAD2DEG(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b))));
}
void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTrackedController* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTrackedController* 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 bool canUseBackpack = false;
static bool canUseQuickSave = false;
//Need this for the touch screen
ovrTrackedController * pWeapon = pDominantTracking;
ovrTrackedController * pOff = pOffTracking;
//All this to allow stick and button switching!
XrVector2f *pPrimaryJoystick;
XrVector2f *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->integer == RIGHT_HANDED_DEFAULT || vr_switch_sticks->integer) ? xrButton_RThumb : xrButton_LThumb;
int secondaryThumb = (vr_control_scheme->integer == RIGHT_HANDED_DEFAULT || vr_switch_sticks->integer) ? xrButton_LThumb : xrButton_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;
}
//Allow weapon alignment mode toggle on x
if (vr_align_weapons->value)
{
bool offhandX = (pOffTrackedRemoteNew->Buttons & xrButton_X);
if ((offhandX != (pOffTrackedRemoteOld->Buttons & xrButton_X)) &&
offhandX)
Cvar_Set("vr_control_scheme", "99");
}
//Set controller angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
{
vec3_t rotation = {0};
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_DEFAULT]);
QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_DEFAULT]);
//if we are in saber block debounce, don't update the saber angles
if (vr.saberBlockDebounce < cl.serverTime) {
rotation[PITCH] = 45;
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_SABER]);
QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_SABER]);
}
rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, vr.weaponangles[ANGLES_ADJUSTED]);
QuatToYawPitchRoll(pOff->Pose.orientation, rotation, vr.offhandangles[ANGLES_ADJUSTED]);
for (int anglesIndex = 0; anglesIndex <= ANGLES_SABER; ++anglesIndex)
{
VectorSubtract(vr.weaponangles_last[anglesIndex], vr.weaponangles[anglesIndex], vr.weaponangles_delta[anglesIndex]);
VectorCopy(vr.weaponangles[anglesIndex], vr.weaponangles_last[anglesIndex]);
VectorSubtract(vr.offhandangles_last[anglesIndex], vr.offhandangles[anglesIndex], vr.offhandangles_delta[anglesIndex]);
VectorCopy(vr.offhandangles[anglesIndex], vr.offhandangles_last[anglesIndex]);
}
}
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, xrButton_Enter, A_ESCAPE);
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, xrButton_Enter, A_ESCAPE);
static float menuYaw = 0;
static bool switchedMenuControls = qfalse;
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*/)
{
bool controlsLeftHanded = vr_control_scheme->integer >= 10;
if ((controlsLeftHanded && !switchedMenuControls) || (!controlsLeftHanded && switchedMenuControls)) {
interactWithTouchScreen(menuYaw, vr.offhandangles[ANGLES_DEFAULT]);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton1, A_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, xrButton_Trigger, A_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton2, A_ESCAPE);
if ((pDominantTrackedRemoteNew->Buttons & xrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & xrButton_Trigger) && (pDominantTrackedRemoteNew->Buttons & xrButton_Trigger)) {
switchedMenuControls = !switchedMenuControls;
}
} else {
interactWithTouchScreen(menuYaw, vr.weaponangles[ANGLES_DEFAULT]);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, A_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, xrButton_Trigger, A_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, A_ESCAPE);
if ((pOffTrackedRemoteNew->Buttons & xrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & xrButton_Trigger) && (pOffTrackedRemoteNew->Buttons & xrButton_Trigger)) {
switchedMenuControls = !switchedMenuControls;
}
}
//To skip flatscreen cinematic use thumb of any controller
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
}
if ((pOffTrackedRemoteNew->Buttons & secondaryThumb) !=
(pOffTrackedRemoteOld->Buttons & secondaryThumb)) {
sendButtonAction("+use", (pOffTrackedRemoteNew->Buttons & secondaryThumb));
}
}
else
{
menuYaw = vr.hmdorientation[YAW];
float distance = sqrtf(powf(pOff->Pose.position.x - pWeapon->Pose.position.x, 2) +
powf(pOff->Pose.position.y - pWeapon->Pose.position.y, 2) +
powf(pOff->Pose.position.z - pWeapon->Pose.position.z, 2));
float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->Pose.position.x, 2) +
powf(vr.hmdposition[1] - pWeapon->Pose.position.y, 2) +
powf(vr.hmdposition[2] - pWeapon->Pose.position.z, 2));
float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->Pose.position.x, 2) +
powf(vr.hmdposition[1] - pOff->Pose.position.y, 2) +
powf(vr.hmdposition[2] - pOff->Pose.position.z, 2));
float controllerYawHeading = 0.0f;
//Turn on weapon stabilisation?
bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & xrButton_GripTrigger);
if (offhandGripPushed)
{
if (!vr.weapon_stabilised && vr.item_selector == 0 &&
!vr.misc_camera && !vr.cgzoommode)
{
if (distance < STABILISATION_DISTANCE &&
vr_two_handed_weapons->integer &&
cl.frame.ps.weapon >= WP_SABER) {
vr.weapon_stabilised = true;
} else {
vr.item_selector = 2;
}
}
}
else if (vr.item_selector == 2)
{
sendButtonActionSimple("itemselectorselect");
vr.item_selector = 0;
}
else
{
vr.weapon_stabilised = false;
}
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
xrButton_GripTrigger) != 0;
//Do this early so we can suppress other button actions when item selector is up
if (dominantGripPushed) {
if (!vr.weapon_stabilised && vr.item_selector == 0
&& !vr.misc_camera && !vr.cgzoommode) {
vr.item_selector = 1;
}
}
else if (vr.item_selector == 1)
{
sendButtonActionSimple("itemselectorselect");
vr.item_selector = 0;
}
#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) &&
(primaryJoystickX > 0.8f || primaryJoystickX < -0.8f)) {
if (!itemSwitched) {
if (primaryJoystickX > 0.8f) {
sendButtonActionSimple("itemselectornext");
itemSwitched = true;
} else if (primaryJoystickX < -0.8f) {
sendButtonActionSimple("itemselectorprev");
itemSwitched = true;
}
}
} else if (between(-0.4f, primaryJoystickX, 0.4f)) {
itemSwitched = false;
}
}
if (vr.misc_camera)
{
if (between(-0.2f, primaryJoystickX, 0.2f)) {
sendButtonAction("+use", pPrimaryJoystick->y < -0.8f || pPrimaryJoystick->y > 0.8f);
}
}
else if (vr.cgzoommode)
{
if (between(-0.2f, primaryJoystickX, 0.2f)) {
if (vr.cgzoommode == 2)
{ // We are in disruptor scope
if (pPrimaryJoystick->y > 0.8f) {
vr.cgzoomdir = -1; // zooming in
sendButtonAction("+altattack", true);
} else if (pPrimaryJoystick->y < -0.8f) {
vr.cgzoomdir = 1; // zooming out
sendButtonAction("+altattack", true);
} else {
sendButtonAction("+altattack", false);
}
}
else if (vr.cgzoommode == 1)
{ // We are in binoculars scope - zoom in or out
sendButtonAction("+attack", pPrimaryJoystick->y > 0.8f);
sendButtonAction("+altattack", pPrimaryJoystick->y < -0.8f);
}
// No function of thumbstick for nightvision (3) or blaster scope (4)
}
}
else if (cl.frame.ps.weapon == WP_SABER)
{
if (vr_saber_3rdperson_mode->integer == 2) {
int mode = (int)Cvar_VariableValue("cg_thirdPerson");
if (!mode)
{
sendButtonActionSimple("cg_thirdPerson 1");
}
} else if (vr_saber_3rdperson_mode->integer == 1) {
int mode = (int) Cvar_VariableValue("cg_thirdPerson");
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) {
mode = 1 - mode;
sendButtonActionSimple(va("cg_thirdPerson %i", mode));
switched = true;
}
} else {
switched = false;
}
} else {
int mode = (int)Cvar_VariableValue("cg_thirdPerson");
if (mode != 0)
{
sendButtonActionSimple("cg_thirdPerson 0");
}
}
}
else
{
int mode = (int)Cvar_VariableValue("cg_thirdPerson");
if (mode != 0)
{
sendButtonActionSimple("cg_thirdPerson 0");
}
}
//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;
if (vr.saberBlockDebounce < cl.serverTime) {
VectorSet(vr.weaponposition, pWeapon->Pose.position.x,
pWeapon->Pose.position.y, pWeapon->Pose.position.z);
///Weapon location relative to view
VectorSet(vr.weaponoffset, pWeapon->Pose.position.x,
pWeapon->Pose.position.y, pWeapon->Pose.position.z);
VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset);
vr.weaponoffset_timestamp = Sys_Milliseconds();
}
vec3_t velocity;
VectorSet(velocity, pWeapon->Velocity.linearVelocity.x,
pWeapon->Velocity.linearVelocity.y, pWeapon->Velocity.linearVelocity.z);
vr.primaryswingvelocity = VectorLength(velocity);
VectorSet(velocity, pOff->Velocity.linearVelocity.x,
pOff->Velocity.linearVelocity.y, pOff->Velocity.linearVelocity.z);
vr.secondaryswingvelocity = VectorLength(velocity);
//For melee right hand is alt attack and left hand is attack
if (cl.frame.ps.weapon == 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 (cl.frame.ps.weapon == WP_SABER ||
cl.frame.ps.weapon == WP_STUN_BATON) {
//Does weapon velocity trigger attack
if (vr.velocitytriggered) {
static bool fired = false;
float velocityRequired = (cl.frame.ps.weapon == WP_SABER) ? vr_weapon_velocity_trigger->value :
(vr_weapon_velocity_trigger->value / 2.0f);
vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity > velocityRequired);
//player has to be dual wielding for this to be true
if (vr.dualsabers)
{
vr.secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity > velocityRequired);
}
bool triggered = vr.primaryVelocityTriggeredAttack || (vr.dualsabers && vr.secondaryVelocityTriggeredAttack);
if (fired != triggered)
{
ALOGV("**WEAPON EVENT** veocity triggered %s",
triggered ? "+attack" : "-attack");
//normal attack is a punch with the left hand
sendButtonAction("+attack", triggered);
fired = triggered;
}
} else if (vr.primaryVelocityTriggeredAttack || vr.secondaryVelocityTriggeredAttack) {
//send a stop attack as we have an unfinished velocity attack
vr.primaryVelocityTriggeredAttack = false;
vr.secondaryVelocityTriggeredAttack = false;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
}
}
//Should we trigger the disruptor scope?
if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
cl.frame.ps.weapon == WP_BLASTER) &&
cl.frame.ps.stats[STAT_HEALTH] > 0)
{
if (vr.weapon_stabilised &&
VectorLength(vr.weaponoffset) < 0.24f &&
vr.cgzoommode == 0) {
sendButtonAction("enterscope", true);
} else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
(vr.cgzoommode == 2 || vr.cgzoommode == 4)) {
sendButtonActionSimple("exitscope");
}
} else if (vr.cgzoommode == 2 || vr.cgzoommode == 4) {
// In case we were using weapon scope and weapon
// was changed due to out of ammo, exit scope
sendButtonActionSimple("exitscope");
}
vec3_t offhandPositionAverage;
VectorClear(offhandPositionAverage);
for (int i = 0; i < 5; ++i)
{
VectorAdd(offhandPositionAverage, vr.offhandposition[i], offhandPositionAverage);
}
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 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 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
// shoot from exactly where we are looking from
VectorClear(vr.weaponoffset);
VectorCopy(vr.hmdposition, vr.weaponposition);
}
}
else
{
vec3_t delta;
delta[0] = pOff->Pose.position.x - pWeapon->Pose.position.x;
delta[1] = pOff->Pose.position.y - pWeapon->Pose.position.y;
delta[2] = pOff->Pose.position.z - pWeapon->Pose.position.z;
int anglesToSet = ANGLES_ADJUSTED;
if (cl.frame.ps.weapon == WP_SABER ||
cl.frame.ps.weapon == WP_STUN_BATON)
{
anglesToSet = ANGLES_SABER;
VectorNegate(delta, delta);
}
float zxDist = length(delta[0], delta[2]);
if (zxDist != 0.0f && delta[2] != 0.0f) {
VectorSet(vr.weaponangles[anglesToSet], -RAD2DEG(atanf(delta[1] / zxDist)),
-RAD2DEG(atan2f(delta[0], -delta[2])), vr.weaponangles[anglesToSet][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
static bool indicateQuickSave = true;
if (canUseQuickSave) {
int channel = (vr_control_scheme->integer >= 10) ? 2 : 1;
if (indicateQuickSave)
{
TBXR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
indicateQuickSave = false;
}
if (((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) &&
(secondaryButtonsNew & secondaryButton1)) {
#ifdef JK2_MODE
sendButtonActionSimple("save quik*");
#else
sendButtonActionSimple("save quick");
#endif
}
if (((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2)) &&
(secondaryButtonsNew & secondaryButton2)) {
#ifdef JK2_MODE
sendButtonActionSimple("load quik");
#else
sendButtonActionSimple("load quick");
#endif
}
}
else
{
//Next time we can quick save, allow a haptic blip
indicateQuickSave = true;
}
}
//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 dual sabers we can't really use motion control force as the off hand could be swinging for an attack
!vr.dualsabers)
{
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;
vec3_t offhandRightXY = {};
vec3_t hmdForwardXY = {};
float hmdToOffhandDotProduct = 0;
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.offhandangles[ANGLES_DEFAULT], NULL, offhandRightXY, NULL);
hmdForwardXY[1] = 0;
VectorNormalize(hmdForwardXY);
offhandRightXY[1] = 0;
VectorNormalize(offhandRightXY);
hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandRightXY);
bool palmAway = hmdToOffhandDotProduct > 0;
if (!vr.right_handed)
{
//Opposite direction for the other controller
palmAway = !palmAway;
}
//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 && !palmAway)
{
sendButtonActionSimple(va("useGivenForce %i", FP_PULL));
}
else if (deltaLength > 0 && palmAway)
{
sendButtonActionSimple(va("useGivenForce %i", FP_PUSH));
}
vr.secondaryVelocityTriggeredAttack = false;
}
}
}
}
// Process "use" gesture
if (vr_gesture_triggered_use->integer) {
bool thirdPersonActive = !!((int) Cvar_VariableValue("cg_thirdPerson"));
bool gestureUseAllowed = !vr.weapon_stabilised && !vr.cin_camera && !vr.misc_camera && !vr.remote_turret && !vr.emplaced_gun && !vr.in_vehicle && !thirdPersonActive;
// Off-hand gesture
float distanceToBody = sqrt(vr.offhandoffset[0]*vr.offhandoffset[0] + vr.offhandoffset[2]*vr.offhandoffset[2]);
if (gestureUseAllowed && (distanceToBody > vr_use_gesture_boundary->value)) {
if (!(vr.useGestureState & USE_GESTURE_OFF_HAND)) {
sendButtonAction("+altuse", true);
}
vr.useGestureState |= USE_GESTURE_OFF_HAND;
} else {
if (vr.useGestureState & USE_GESTURE_OFF_HAND) {
sendButtonAction("+altuse", false);
}
vr.useGestureState &= ~USE_GESTURE_OFF_HAND;
}
// Weapon-hand gesture
distanceToBody = sqrt(vr.weaponoffset[0]*vr.weaponoffset[0] + vr.weaponoffset[2]*vr.weaponoffset[2]);
if (gestureUseAllowed && (distanceToBody > vr_use_gesture_boundary->value)) {
if (!(vr.useGestureState & USE_GESTURE_WEAPON_HAND)) {
sendButtonAction("+use", true);
}
vr.useGestureState |= USE_GESTURE_WEAPON_HAND;
} else {
if (vr.useGestureState & USE_GESTURE_WEAPON_HAND) {
sendButtonAction("+use", false);
}
vr.useGestureState &= ~USE_GESTURE_WEAPON_HAND;
}
} else {
if (vr.useGestureState & USE_GESTURE_OFF_HAND) {
sendButtonAction("+altuse", false);
}
if (vr.useGestureState & USE_GESTURE_WEAPON_HAND) {
sendButtonAction("+use", false);
}
vr.useGestureState = 0;
}
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}