2019-11-16 13:17:43 +00:00
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/************************************************************************************
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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 <VrApi.h>
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#include <VrApi_Helpers.h>
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#include <VrApi_SystemUtils.h>
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#include <VrApi_Input.h>
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#include <VrApi_Types.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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#include "../quake2/src/client/client.h"
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extern cvar_t *cl_forwardspeed;
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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2019-11-16 14:08:45 +00:00
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//Ensure handedness is set correctly
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Cvar_Set("hand", vr_control_scheme->value < 10 ? "0" : "1");
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2019-11-16 13:17:43 +00:00
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static qboolean dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static qboolean inventoryManagementMode = false;
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2019-11-16 15:21:43 +00:00
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static qboolean vr_weapon_stabilised = false;
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2019-11-16 13:17:43 +00:00
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//Show screen view (if in multiplayer toggle scoreboard)
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if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
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(pOffTrackedRemoteOld->Buttons & offButton2)) &&
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(pOffTrackedRemoteNew->Buttons & offButton2)) {
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showingScreenLayer = !showingScreenLayer;
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//Check we are in multiplayer
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if (isMultiplayer()) {
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sendButtonActionSimple("score");
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}
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}
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//Menu button
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2019-11-16 14:08:45 +00:00
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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2019-11-16 13:17:43 +00:00
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if (cls.key_dest == key_menu)
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{
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int leftJoyState = (pOffTrackedRemoteNew->Joystick.x > 0.7f ? 1 : 0);
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if (leftJoyState != (pOffTrackedRemoteOld->Joystick.x > 0.7f ? 1 : 0)) {
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Key_Event(K_RIGHTARROW, leftJoyState, global_time);
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}
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leftJoyState = (pOffTrackedRemoteNew->Joystick.x < -0.7f ? 1 : 0);
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if (leftJoyState != (pOffTrackedRemoteOld->Joystick.x < -0.7f ? 1 : 0)) {
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Key_Event(K_LEFTARROW, leftJoyState, global_time);
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}
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leftJoyState = (pOffTrackedRemoteNew->Joystick.y < -0.7f ? 1 : 0);
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if (leftJoyState != (pOffTrackedRemoteOld->Joystick.y < -0.7f ? 1 : 0)) {
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Key_Event(K_DOWNARROW, leftJoyState, global_time);
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}
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leftJoyState = (pOffTrackedRemoteNew->Joystick.y > 0.7f ? 1 : 0);
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if (leftJoyState != (pOffTrackedRemoteOld->Joystick.y > 0.7f ? 1 : 0)) {
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Key_Event(K_UPARROW, leftJoyState, global_time);
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}
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_ENTER);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_ENTER);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
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}
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else
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{
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2019-11-16 15:21:43 +00:00
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//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
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float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
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{
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if (distance < 0.50f)
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{
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vr_weapon_stabilised = true;
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}
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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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}
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2019-11-16 13:17:43 +00:00
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//dominant hand stuff first
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{
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///Weapon location relative to view
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weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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{
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vec2_t v;
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rotateAboutOrigin(-weaponoffset[0], weaponoffset[2], (cl.refdef.viewangles[YAW] - hmdorientation[YAW]), v);
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weaponoffset[0] = v[0];
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weaponoffset[2] = v[1];
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}
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
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QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles);
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weaponangles[YAW] += (cl.refdef.viewangles[YAW] - hmdorientation[YAW]);
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weaponangles[ROLL] *= -1.0f;
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2019-11-16 15:21:43 +00:00
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if (vr_weapon_stabilised &&
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//Don't trigger stabilisation if controllers are close together (holding Glock for example)
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(distance > 0.15f))
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{
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float z = pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z;
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float x = pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x;
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float y = pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y;
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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(weaponangles, degrees(atanf(y / zxDist)), (cl.refdef.viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ROLL]);
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}
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}
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2019-11-16 13:17:43 +00:00
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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sendButtonActionSimple("inven");
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inventoryManagementMode = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) > 0;
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}
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}
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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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vec2_t v;
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rotateAboutOrigin(-flashlightoffset[0], flashlightoffset[2], (cl.refdef.viewangles[YAW] - hmdorientation[YAW]), v);
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flashlightoffset[0] = v[0];
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flashlightoffset[2] = v[1];
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QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 15.0f, flashlightangles);
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flashlightangles[YAW] += (cl.refdef.viewangles[YAW] - hmdorientation[YAW]);
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if (vr_walkdirection->value == 0) {
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controllerYawHeading = -cl.refdef.viewangles[YAW] + flashlightangles[YAW];
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}
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else
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{
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controllerYawHeading = 0.0f;//-cl.viewangles[YAW];
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}
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}
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//Right-hand specific stuff
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{
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ALOGV(" Right-Controller-Position: %f, %f, %f",
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pDominantTracking->HeadPose.Pose.Position.x,
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pDominantTracking->HeadPose.Pose.Position.y,
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pDominantTracking->HeadPose.Pose.Position.z);
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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float multiplier = (vr_positional_factor->value) / (cl_forwardspeed->value *
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) ? 1.5f : 1.0f));
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vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
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positionDeltaThisFrame[2] * multiplier, /*cl.refdef.viewangles[YAW]*/ - hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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positional_movementForward);
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//Jump (B Button)
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handleTrackedControllerButton(pDominantTrackedRemoteNew,
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pDominantTrackedRemoteOld, domButton2, K_SPACE);
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//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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static bool firingPrimary = false;
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if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->value)
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{
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//Use Inventory Item
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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sendButtonActionSimple("invuse");
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}
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}
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else
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{
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//Fire Primary
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
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if (inventoryManagementMode)
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{
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if (firingPrimary)
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sendButtonActionSimple("invuse");
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}
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else
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{
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sendButtonAction("+attack", firingPrimary);
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}
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}
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}
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//Duck with A
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if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
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(pDominantTrackedRemoteOld->Buttons & domButton1) &&
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ducked != DUCK_CROUCHED) {
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ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
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sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1));
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}
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//Weapon/Inventory Chooser
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static qboolean itemSwitched = false;
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if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
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(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
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between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
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{
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if (!itemSwitched) {
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if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
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{
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if (inventoryManagementMode)
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{
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sendButtonActionSimple("invprev");
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}
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else
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{
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sendButtonActionSimple("weapprev");
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}
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}
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else
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{
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if (inventoryManagementMode)
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{
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sendButtonActionSimple("invnext");
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}
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else
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{
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sendButtonActionSimple("weapnext");
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}
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}
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itemSwitched = true;
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}
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} else {
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itemSwitched = false;
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}
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}
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//Left-hand specific stuff
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{
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ALOGV(" Left-Controller-Position: %f, %f, %f",
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pOffTracking->HeadPose.Pose.Position.x,
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pOffTracking->HeadPose.Pose.Position.y,
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pOffTracking->HeadPose.Pose.Position.z);
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//Use (Action)
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if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)
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&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
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Cvar_SetValue("vr_lasersight", 1.0f - vr_lasersight->value);
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}
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//Apply a filter and quadratic scaler so small movements are easier to make
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float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
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float nlf = nonLinearFilter(dist);
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float x = nlf * pOffTrackedRemoteNew->Joystick.x;
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float y = nlf * pOffTrackedRemoteNew->Joystick.y;
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//Adjust to be off-hand controller oriented
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vec2_t v;
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rotateAboutOrigin(x, y, controllerYawHeading, v);
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remote_movementSideways = v[0];
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remote_movementForward = v[1];
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ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
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remote_movementSideways,
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remote_movementForward);
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//show help computer
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if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
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(pOffTrackedRemoteOld->Buttons & offButton1)) {
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sendButtonActionSimple("cmd help");
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#ifndef NDEBUG
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Cbuf_AddText( "cheats 1\n" );
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Cbuf_AddText( "give all\n" );
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#endif
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}
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//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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static bool firingPrimary = false;
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//Run
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handleTrackedControllerButton(pOffTrackedRemoteNew,
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pOffTrackedRemoteOld,
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ovrButton_Trigger, K_SHIFT);
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static int increaseSnap = true;
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if (pDominantTrackedRemoteNew->Joystick.x > 0.6f)
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{
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if (increaseSnap)
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|
{
|
|
|
|
snapTurn -= vr_snapturn_angle->value;
|
|
|
|
if (vr_snapturn_angle->value > 10.0f) {
|
|
|
|
increaseSnap = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (snapTurn < -180.0f)
|
|
|
|
{
|
|
|
|
snapTurn += 360.f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (pDominantTrackedRemoteNew->Joystick.x < 0.4f) {
|
|
|
|
increaseSnap = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int decreaseSnap = true;
|
|
|
|
if (pDominantTrackedRemoteNew->Joystick.x < -0.6f)
|
|
|
|
{
|
|
|
|
if (decreaseSnap)
|
|
|
|
{
|
|
|
|
snapTurn += vr_snapturn_angle->value;
|
|
|
|
|
|
|
|
//If snap turn configured for less than 10 degrees
|
|
|
|
if (vr_snapturn_angle->value > 10.0f) {
|
|
|
|
decreaseSnap = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (snapTurn > 180.0f)
|
|
|
|
{
|
|
|
|
snapTurn -= 360.f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
|
|
|
|
{
|
|
|
|
decreaseSnap = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Save state
|
|
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
|
|
}
|