quake2quest/Projects/Android/jni/Quake2VR/VrCommon.h

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#if !defined(vrcommon_h)
#define vrcommon_h
#include <VrApi_Ext.h>
#include <VrApi_Input.h>
#include <android/log.h>
#include "mathlib.h"
#define LOG_TAG "Quake2VR"
#ifndef NDEBUG
#define DEBUG 1
#endif
#define ALOGE(...) __android_log_print( ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__ )
#if DEBUG
#define ALOGV(...) __android_log_print( ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__ )
#else
#define ALOGV(...)
#endif
bool quake2_initialised;
int global_time;
float playerHeight;
float playerYaw;
bool showingScreenLayer;
float vrFOV;
vec3_t worldPosition;
vec3_t hmdPosition;
vec3_t hmdorientation;
vec3_t positionDeltaThisFrame;
#define ADJUSTED 0
#define UNADJUSTED 1
#define MELEE 2
vec3_t weaponangles;
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vec3_t weaponoffset;
vec3_t weaponvelocity;
vec3_t flashlightangles;
vec3_t flashlightoffset;
#define DUCK_NOTDUCKED 0
#define DUCK_BUTTON 1
#define DUCK_CROUCHED 2
int ducked;
float radians(float deg);
float degrees(float rad);
bool isMultiplayer();
double GetTimeInMilliSeconds();
float length(float x, float y);
float nonLinearFilter(float in);
bool between(float min, float val, float max);
void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out);
void QuatToYawPitchRoll(ovrQuatf q, float pitchAdjust, vec3_t out);
bool useScreenLayer();
void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key);
#endif //vrcommon_h