/************************************************************************************ Filename : VrInputRight.c Content : Handles controller input for the right-handed Created : August 2019 Authors : Simon Brown *************************************************************************************/ #include #include #include #include #include #include "VrInput.h" #include "VrCvars.h" #include "../quake2/src/client/client.h" extern cvar_t *cl_forwardspeed; extern cvar_t *cl_movespeedkey; //void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy ); void HandleInput_Right(ovrMobile * Ovr, double displayTime ) { //Ensure handedness is set to right Cvar_Set("hand", "0"); //Get info for tracked remotes acquireTrackedRemotesData(Ovr, displayTime); static bool dominantGripPushed = false; static float dominantGripPushTime = 0.0f; //Show screen view (if in multiplayer toggle scoreboard) if (((leftTrackedRemoteState_new.Buttons & ovrButton_Y) != (leftTrackedRemoteState_old.Buttons & ovrButton_Y)) && (leftTrackedRemoteState_new.Buttons & ovrButton_Y)) { showingScreenLayer = !showingScreenLayer; //Check we are in multiplayer if (isMultiplayer()) { sendButtonActionSimple("score"); } } //Menu button handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE); if (cls.key_dest == key_menu) { int leftJoyState = (leftTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) { Key_Event(K_RIGHTARROW, leftJoyState, global_time); } leftJoyState = (leftTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) { Key_Event(K_LEFTARROW, leftJoyState, global_time); } leftJoyState = (leftTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) { Key_Event(K_DOWNARROW, leftJoyState, global_time); } leftJoyState = (leftTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0); if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) { Key_Event(K_UPARROW, leftJoyState, global_time); } handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_A, K_ENTER); handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_Trigger, K_ENTER); handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_B, K_ESCAPE); } else { //If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation float distance = sqrtf(powf(leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x, 2) + powf(leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y, 2) + powf(leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z, 2)); //Turn on weapon stabilisation? if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) != (leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) { if (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) { if (distance < 0.50f) { Cvar_Set("vr_weapon_stabilised", "1"); } } else { Cvar_Set("vr_weapon_stabilised", "0"); } } //dominant hand stuff first { ///Weapon location relative to view weaponoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0]; weaponoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1]; weaponoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2]; { vec2_t v; rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.viewangles[YAW] - hmdorientation[YAW]), v); weaponoffset[0] = v[0]; weaponoffset[2] = v[1]; ALOGV(" Weapon Offset: %f, %f, %f", weaponoffset[0], weaponoffset[1], weaponoffset[2]); } //Weapon velocity weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x; weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y; weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z; { vec2_t v; rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.viewangles[YAW], v); weaponvelocity[0] = v[0]; weaponvelocity[2] = v[1]; ALOGV(" Weapon Velocity: %f, %f, %f", weaponvelocity[0], weaponvelocity[1], weaponvelocity[2]); } //Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick const ovrQuatf quatRemote = rightRemoteTracking_new.HeadPose.Pose.Orientation; QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles); if (vr_weapon_stabilised->value && //Don't trigger stabilisation if controllers are close together (holding Glock for example) (distance > 0.15f)) { float z = leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z; float x = leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x; float y = leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y; float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { VectorSet(weaponangles, degrees(atanf(y / zxDist)), (cl.viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ROLL]); } } else { weaponangles[YAW] += (cl.viewangles[YAW] - hmdorientation[YAW]); } //Use (Action) if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) != (rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) { sendButtonAction("+use", (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick)); } static bool finishReloadNextFrame = false; if (finishReloadNextFrame) { sendButtonActionSimple("-reload"); finishReloadNextFrame = false; } if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) != (rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) { dominantGripPushed = (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger); if (dominantGripPushed) { dominantGripPushTime = GetTimeInMilliSeconds(); } else { if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->value) { sendButtonActionSimple("+reload"); finishReloadNextFrame = true; } } } } float controllerYawHeading = 0.0f; //off-hand stuff { flashlightoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0]; flashlightoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1]; flashlightoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2]; vec2_t v; rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.viewangles[YAW] - hmdorientation[YAW]), v); flashlightoffset[0] = v[0]; flashlightoffset[2] = v[1]; QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles); flashlightangles[YAW] += (cl.viewangles[YAW] - hmdorientation[YAW]); if (vr_walkdirection->value == 0) { controllerYawHeading = -cl.viewangles[YAW] + flashlightangles[YAW]; } else { controllerYawHeading = 0.0f;//-cl.viewangles[YAW]; } } //Right-hand specific stuff { ALOGV(" Right-Controller-Position: %f, %f, %f", rightRemoteTracking_new.HeadPose.Pose.Position.x, rightRemoteTracking_new.HeadPose.Pose.Position.y, rightRemoteTracking_new.HeadPose.Pose.Position.z); //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 float multiplier = vr_positional_factor->value / (cl_forwardspeed->value * ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? 1.5f : 1.0f)); vec2_t v; rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v); positional_movementSideways = v[0]; positional_movementForward = v[1]; ALOGV(" positional_movementSideways: %f, positional_movementForward: %f", positional_movementSideways, positional_movementForward); //Jump (B Button) handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_B, K_SPACE); //We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip //in meantime, then it wouldn't stop the gun firing and it would get stuck static bool firingPrimary = false; if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->value) { //Use Inventory Item if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) != (rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) { sendButtonActionSimple("inven"); } } else { //Fire Primary if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) != (rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) { firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger); sendButtonAction("+attack", firingPrimary); } } //Duck with A if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) != (rightTrackedRemoteState_old.Buttons & ovrButton_A) && ducked != DUCK_CROUCHED) { ducked = (rightTrackedRemoteState_new.Buttons & ovrButton_A) ? DUCK_BUTTON : DUCK_NOTDUCKED; sendButtonAction("+movedown", (rightTrackedRemoteState_new.Buttons & ovrButton_A)); } //Weapon Chooser static bool weaponSwitched = false; if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) && (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) || between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f))) { if (!weaponSwitched) { if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f)) { sendButtonActionSimple("weapnext"); } else { sendButtonActionSimple("weapprev"); } weaponSwitched = true; } } else { weaponSwitched = false; } } //Left-hand specific stuff { ALOGV(" Left-Controller-Position: %f, %f, %f", leftRemoteTracking_new.HeadPose.Pose.Position.x, leftRemoteTracking_new.HeadPose.Pose.Position.y, leftRemoteTracking_new.HeadPose.Pose.Position.z); //Use (Action) if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) != (leftTrackedRemoteState_old.Buttons & ovrButton_Joystick) && (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) { Cvar_SetValue("vr_lasersight", 1.0f - vr_lasersight->value); } //Apply a filter and quadratic scaler so small movements are easier to make float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y); float nlf = nonLinearFilter(dist); float x = nlf * leftTrackedRemoteState_new.Joystick.x; float y = nlf * leftTrackedRemoteState_new.Joystick.y; //Adjust to be off-hand controller oriented vec2_t v; rotateAboutOrigin(x, y, controllerYawHeading, v); remote_movementSideways = v[0]; remote_movementForward = v[1]; // remote_movementForward = cosf(radians(flashlightangles[PITCH])) * v[1]; // remote_movementUp = sinf(radians(flashlightangles[PITCH])) * v[1]; ALOGV(" remote_movementSideways: %f, remote_movementForward: %f", remote_movementSideways, remote_movementForward); //show inventory if (((leftTrackedRemoteState_new.Buttons & ovrButton_X) != (leftTrackedRemoteState_old.Buttons & ovrButton_X)) && (leftTrackedRemoteState_old.Buttons & ovrButton_X)) { sendButtonActionSimple("inven"); #ifndef NDEBUG Cbuf_AddText( "cheats 1\n" ); Cbuf_AddText( "give weapons\n" ); #endif } //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 static bool firingPrimary = false; //Run handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Trigger, K_SHIFT); static int increaseSnap = true; if (rightTrackedRemoteState_new.Joystick.x > 0.6f) { if (increaseSnap) { snapTurn -= vr_snapturn_angle->value; if (vr_snapturn_angle->value > 10.0f) { increaseSnap = false; } if (snapTurn < -180.0f) { snapTurn += 360.f; } } } else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) { increaseSnap = true; } static int decreaseSnap = true; if (rightTrackedRemoteState_new.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 (rightTrackedRemoteState_new.Joystick.x > -0.4f) { decreaseSnap = true; } } } //Save state rightTrackedRemoteState_old = rightTrackedRemoteState_new; leftTrackedRemoteState_old = leftTrackedRemoteState_new; }