jkxr/Projects/Android/jni/JKVR/VrInputDefault.cpp
2022-09-29 23:38:22 +01:00

609 lines
27 KiB
C++

/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include "../../../../../../VrApi/Include/VrApi.h"
#include "../../../../../../VrApi/Include/VrApi_Helpers.h"
#include "../../../../../../VrApi/Include/VrApi_SystemUtils.h"
#include "../../../../../../VrApi/Include/VrApi_Input.h"
#include "../../../../../../VrApi/Include/VrApi_Types.h"
#include <android/keycodes.h>
#include "VrInput.h"
#include "VrCvars.h"
#include "../OpenJK/code/qcommon/q_shared.h"
#include <qcommon/qcommon.h>
#include <client/client.h>
#define WP_AKIMBO 20
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;
if (vr.weaponid == WP_AKIMBO &&
!vr.right_handed &&
!JKVR_useScreenLayer())
{
//Revert to same weapon controls as right-handed if using akimbo
pWeapon = pOffTracking;
pOff = pDominantTracking;
}
//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] = 30;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
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);
}
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;
if (!vr.pistol && // Don't stabilise pistols
(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
{
stabilised = qtrue;
}
vr.weapon_stabilised = stabilised;
//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;
}
}
//ALOGV("**GB WEAPON ACTIVE** %i",vr.weaponid);
if(!scopeready && vr.weaponid >= 15 && vr.weaponid <= 17)
{
lastScopeReady = false;
ALOGV("**WEAPON EVENT** disable scope mode forced");
sendButtonActionSimple("weapalt");
}
//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;
vr.weaponposition[0] = pWeapon->HeadPose.Pose.Position.x;
vr.weaponposition[1] = pWeapon->HeadPose.Pose.Position.y;
vr.weaponposition[2] = pWeapon->HeadPose.Pose.Position.z;
///Weapon location relative to view
vr.weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
vr.weaponoffset_timestamp = Sys_Milliseconds( );
//Does weapon velocity trigger attack (knife) and is it fast enough
static bool velocityTriggeredAttack = false;
if (vr.velocitytriggered)
{
static bool fired = qfalse;
float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
powf(pWeapon->HeadPose.LinearVelocity.z, 2));
velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
if (fired != velocityTriggeredAttack) {
ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
sendButtonAction("+attack", velocityTriggeredAttack);
fired = velocityTriggeredAttack;
}
}
else if (velocityTriggeredAttack)
{
//send a stop attack as we have an unfinished velocity attack
velocityTriggeredAttack = qfalse;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", velocityTriggeredAttack);
}
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");
}
}
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton1) != 0;
bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton2) != 0;
{
if (dominantGripPushed) {
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
}
}
else
{
dominantGripPushTime = 0;
}
}
}
//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))
{
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
}
static bool firing = false;
{
//Fire Primary
if (!vr.velocitytriggered && // Don't fire velocity triggered weapons
(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);
}
}
//Duck - off hand joystick
if ((secondaryButtonsNew & secondaryThumb) !=
(secondaryButtonsNew & secondaryThumb)) {
sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
}
//Use
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
}
//Weapon Chooser
static bool itemSwitched = false;
if (between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
between(-1.0f, pPrimaryJoystick->y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pPrimaryJoystick->y, 1.0f))
{
sendButtonActionSimple("weapprev");
}
else
{
sendButtonActionSimple("weapnext");
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
{
//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);
//Use Force (X button)
if (!canUseQuickSave) {
if ((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) {
sendButtonAction("+useforce", (secondaryButtonsNew & secondaryButton1));
}
}
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2)) &&
(secondaryButtonsNew & secondaryButton2)) {
sendButtonActionSimple("forcenext");
}
}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
{
//Run
handleTrackedControllerButton(pOffTrackedRemoteNew,
pOffTrackedRemoteOld,
ovrButton_Trigger, A_SHIFT);
}
//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.mountedgun && !vr.scopeengaged) {
if (pPrimaryJoystick->x > 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 (pPrimaryJoystick->x < 0.3f) {
increaseSnap = true;
}
static int decreaseSnap = true;
if (pPrimaryJoystick->x < -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 (pPrimaryJoystick->x > -0.3f) {
decreaseSnap = true;
}
}
else {
if (fabs(pPrimaryJoystick->x) > 0.5f) {
increaseSnap = false;
}
else
{
increaseSnap = true;
}
}
}
updateScopeAngles();
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}