#if !defined(vrcommon_h) #define vrcommon_h #include #include #include #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; 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