jkxr/Projects/Android/jni/JKVR/VrInputDefault.cpp
2022-11-12 17:05:39 +00:00

812 lines
36 KiB
C++

/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#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"
#include "weapons.h"
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
void JKVR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight );
static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b)
{
return degrees(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b))));
}
void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateGamepad *pFootTrackingOld,
ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//Ensure handedness is set correctly
vr.right_handed = vr_control_scheme->value < 10 ||
vr_control_scheme->value == 99; // Always right-handed for weapon calibration
static bool dominantGripPushed = false;
static bool canUseBackpack = false;
static bool canUseQuickSave = false;
//Need this for the touch screen
ovrTracking * pWeapon = pDominantTracking;
ovrTracking * pOff = pOffTracking;
//All this to allow stick and button switching!
ovrVector2f *pPrimaryJoystick;
ovrVector2f *pSecondaryJoystick;
uint32_t primaryButtonsNew;
uint32_t primaryButtonsOld;
uint32_t secondaryButtonsNew;
uint32_t secondaryButtonsOld;
int primaryButton1;
int primaryButton2;
int secondaryButton1;
int secondaryButton2;
int primaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_RThumb : ovrButton_LThumb;
int secondaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_LThumb : ovrButton_RThumb;
if (vr_switch_sticks->integer)
{
//
// This will switch the joystick and A/B/X/Y button functions only
// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = offButton1;
primaryButton2 = offButton2;
secondaryButton1 = domButton1;
secondaryButton2 = domButton2;
}
else
{
pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = domButton1;
primaryButton2 = domButton2;
secondaryButton1 = offButton1;
secondaryButton2 = offButton2;
}
{
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
//if we are in saber block debounce, don't update the angles
if (vr.saberBlockDebounce < cl.serverTime) {
rotation[PITCH] = 45;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_saber);
}
rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
VectorCopy(vr.weaponangles, vr.weaponangles_last);
// ALOGV(" weaponangles_last: %f, %f, %f",
// vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
//GB Also set offhand angles just in case we want to use those.
vec3_t rotation_off = {0};
rotation_off[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles);
VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta);
VectorCopy(vr.offhandangles, vr.offhandangles_last);
}
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, A_ESCAPE);
static bool resetCursor = qtrue;
if ( JKVR_useScreenLayer() && !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*/)
{
interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
resetCursor = qfalse;
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, A_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, A_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, A_ESCAPE);
//To skip flatscreen cinematic
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
}
}
else
{
resetCursor = qtrue;
float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pOff->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pOff->HeadPose.Pose.Position.z, 2));
float controllerYawHeading = 0.0f;
//Turn on weapon stabilisation?
bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_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 &
ovrButton_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) &&
(between(0.8f, primaryJoystickX, 1.0f) ||
between(-1.0f, primaryJoystickX, -0.8f))) {
if (!itemSwitched) {
if (between(0.8f, primaryJoystickX, 1.0f)) {
sendButtonActionSimple("itemselectornext");
} else {
sendButtonActionSimple("itemselectorprev");
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
//Should we trigger the disruptor scope?
if (cl.frame.ps.weapon == WP_DISRUPTOR &&
cl.frame.ps.stats[STAT_HEALTH] > 0)
{
if (vr.weapon_stabilised &&
VectorLength(vr.weaponoffset) < 0.24f &&
vr.cgzoommode == 0) {
sendButtonAction("disruptorscope", true);
} else if ((VectorLength(vr.weaponoffset) >= 0.24f || !vr.weapon_stabilised) &&
vr.cgzoommode == 2) {
sendButtonActionSimple("exitzoom");
}
}
if (vr.cgzoommode > 0)
{
if (between(-0.2f, primaryJoystickX, 0.2f)) {
if (cl.frame.ps.weapon == WP_DISRUPTOR)
{
sendButtonAction("+altattack", between(0.8f, pPrimaryJoystick->y, 1.0f));
}
else
{
sendButtonAction("+attack", between(0.8f, pPrimaryJoystick->y, 1.0f));
sendButtonAction("+altattack", between(-1.0f, pPrimaryJoystick->y, -0.8f));
}
}
}
else if (cl.frame.ps.weapon == WP_SABER)
{
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");
}
}
//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->HeadPose.Pose.Position.x,
pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
///Weapon location relative to view
VectorSet(vr.weaponoffset, pWeapon->HeadPose.Pose.Position.x,
pWeapon->HeadPose.Pose.Position.y, pWeapon->HeadPose.Pose.Position.z);
VectorSubtract(vr.weaponoffset, vr.hmdposition, vr.weaponoffset);
vr.weaponoffset_timestamp = Sys_Milliseconds();
}
vec3_t velocity;
VectorSet(velocity, pWeapon->HeadPose.LinearVelocity.x,
pWeapon->HeadPose.LinearVelocity.y, pWeapon->HeadPose.LinearVelocity.z);
vr.primaryswingvelocity = VectorLength(velocity);
VectorSet(velocity, pOff->HeadPose.LinearVelocity.x,
pOff->HeadPose.LinearVelocity.y, pOff->HeadPose.LinearVelocity.z);
vr.secondaryswingvelocity = VectorLength(velocity);
//For melee right hand is alt attack and left hand is attack
if (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) {
//Does weapon velocity trigger attack
if (vr.velocitytriggered) {
static bool fired = false;
vr.primaryVelocityTriggeredAttack = (vr.primaryswingvelocity >
vr_weapon_velocity_trigger->value);
if (fired != vr.primaryVelocityTriggeredAttack) {
ALOGV("**WEAPON EVENT** veocity triggered %s",
vr.primaryVelocityTriggeredAttack ? "+attack" : "-attack");
//normal attack is a punch with the left hand
sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
fired = vr.primaryVelocityTriggeredAttack;
}
} else if (vr.primaryVelocityTriggeredAttack) {
//send a stop attack as we have an unfinished velocity attack
vr.primaryVelocityTriggeredAttack = false;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", vr.primaryVelocityTriggeredAttack);
}
}
if (vr.weapon_stabilised) {
if (vr_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 if (vr.cgzoommode == 2)
{
float x =
pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
float y =
pOff->HeadPose.Pose.Position.y - (vr.hmdposition[1] - 0.1f);
float z =
pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
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
vr.weaponposition[1] += 0.1;
}
}
else
{
float x =
pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
float y =
pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
float z =
pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] /
2.0f); //Dampen roll on stabilised weapon
}
}
}
// Calculate if player tries to reach backpack
bool handInBackpack = false;
bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
vec3_t hmdForwardXY = {}, weaponForwardXY = {};
float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0;
static vec3_t downVector = {0.0, 0.0, -1.0};
bool bpTrackOk = pOffTracking->Status &
VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked
if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <=
0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range
&& (bpWeaponHeightOk = vr.weaponoffset[1] >= -0.10 && vr.weaponoffset[1] <=
0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range
{
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL);
float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY);
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
if (bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0) {
hmdForwardXY[2] = 0;
VectorNormalize(hmdForwardXY);
weaponForwardXY[2] = 0;
VectorNormalize(weaponForwardXY);
hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY);
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0;
}
}
//off-hand stuff (done here as I reference it in the save state thing
{
vr.offhandposition[0] = pOff->HeadPose.Pose.Position.x;
vr.offhandposition[1] = pOff->HeadPose.Pose.Position.y;
vr.offhandposition[2] = pOff->HeadPose.Pose.Position.z;
vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
vec3_t rotation = {0};
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
} else {
controllerYawHeading = 0.0f;
}
}
// Use off hand as well to trigger save condition
canUseQuickSave = false;
bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
vec3_t offhandForwardXY = {};
float hmdToOffhandDotProduct = 0;
float offhandToDownAngle = 0;
if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 &&
distanceToHMDOff <=
0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <=
0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
{
//Need to do this again as might not have done it above and cant be bothered to refactor
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
if (bpOffhandAngleOk =
offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0) {
hmdForwardXY[2] = 0;
VectorNormalize(hmdForwardXY);
offhandForwardXY[2] = 0;
VectorNormalize(offhandForwardXY);
hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
}
}
// Uncomment to debug offhand reaching
/* ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0],
vr.offhandoffset[1], vr.offhandoffset[2],
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0],
offhandForwardXY[1],
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk,
bpHmdToOffhandAngleOk);
*/
// Check quicksave
if (canUseQuickSave) {
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
JKVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
sendButtonActionSimple("savegame quicksave");
}
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
(pOffTrackedRemoteNew->Buttons & offButton2)) {
sendButtonActionSimple("loadgame quicksave");
}
}
}
//Right-hand specific stuff
{
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
//Positional movement speed correction for when we are not hitting target framerate
static double lastframetime = 0;
int refresh = GetRefresh();
double newframetime = GetTimeInMilliSeconds();
float multiplier = (float) ((1000.0 / refresh) / (newframetime - lastframetime));
lastframetime = newframetime;
vec2_t v;
float factor = (refresh / 72.0F) *
vr_positional_factor->value; // adjust positional factor based on refresh rate
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
vr.hmdposition_delta[2] * factor * multiplier,
-vr.hmdorientation[YAW], v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
//Jump (A Button)
if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) {
sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1));
}
//B Button
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) {
if (vr.cgzoommode)
{
sendButtonActionSimple("exitzoom");
}
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 & ovrButton_Trigger))
{
throwing = true;
}
else if (throwing && !(pDominantTrackedRemoteNew->Buttons & ovrButton_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 & 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);
}
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));
}
}
//Use
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
}
}
{
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
float nlf = nonLinearFilter(dist);
float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x;
float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y;
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
//Move a lot slower if scope is engaged
remote_movementSideways =
v[0] * vr_movement_multiplier->value;
remote_movementForward =
v[1] * vr_movement_multiplier->value;
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
remote_movementSideways,
remote_movementForward);
if (!canUseQuickSave) {
if ((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) {
//Toggle walk/run somehow?!
}
}
//Open the datapad
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2)) &&
(secondaryButtonsNew & secondaryButton2)) {
Sys_QueEvent(0, SE_KEY, A_TAB, true, 0, NULL);
}
}
//Use Force - off hand trigger
{
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Trigger))
{
sendButtonAction("+useforce", (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger));
}
}
//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)
{
if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
{
if (!vr.secondaryVelocityTriggeredAttack)
{
VectorCopy(vr.offhandposition, vr.secondaryVelocityTriggerLocation);
vr.secondaryVelocityTriggeredAttack = true;
}
}
else
{
if (vr.secondaryVelocityTriggeredAttack)
{
vec3_t start, end;
VectorSubtract(vr.secondaryVelocityTriggerLocation, vr.hmdposition, start);
VectorSubtract(vr.offhandposition, vr.hmdposition, end);
float deltaLength = VectorLength(end) - VectorLength(start);
if (fabs(deltaLength) > 0.25f) {
if (deltaLength < 0) {
sendButtonActionSimple(va("useGivenForce %i", FP_PULL));
} else {
sendButtonActionSimple(va("useGivenForce %i", FP_PUSH));
}
vr.secondaryVelocityTriggeredAttack = false;
}
}
}
}
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}