- fixed wrong offhandoffset X, Y position when in cinema mode

This commit is contained in:
Emanuele Disco 2021-09-26 00:08:50 +09:00
parent 8526c3890d
commit 9a14174303

View file

@ -145,15 +145,11 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1]; weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2]; weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
{
vec2_t v; vec2_t v;
float yawRotation = cinemamode ? getViewpointYaw() - hmdorientation[YAW] : float yawRotation = getViewpointYaw() - hmdorientation[YAW];
doomYaw - hmdorientation[YAW]; rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -yawRotation, v);
rotateAboutOrigin(weaponoffset[0], weaponoffset[2],
-yawRotation, v);
weaponoffset[0] = v[1]; weaponoffset[0] = v[1];
weaponoffset[2] = v[0]; weaponoffset[2] = v[0];
}
//Set gun angles //Set gun angles
const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation; const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
@ -187,8 +183,8 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2]; offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
vec2_t v; vec2_t v;
rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -(doomYaw - hmdorientation[YAW]), float yawRotation = getViewpointYaw() - hmdorientation[YAW];
v); rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -yawRotation, v);
offhandoffset[0] = v[1]; offhandoffset[0] = v[1];
offhandoffset[2] = v[0]; offhandoffset[2] = v[0];