- added three variables to offset the position of the weapon in vr

This commit is contained in:
Emanuele Disco 2022-12-05 00:14:50 +09:00
parent 0f77d3ce61
commit ce1aa8ab1b
3 changed files with 12 additions and 6 deletions

View file

@ -58,6 +58,9 @@ vec3_t weaponangles;
vec3_t weaponoffset;
bool weaponStabilised;
float vr_weapon_pitchadjust;
float vr_weapon_offset_x;
float vr_weapon_offset_y;
float vr_weapon_offset_z;
bool vr_moveuseoffhand;
float vr_snapturn_angle;
bool vr_switchsticks;

View file

@ -52,6 +52,9 @@ extern vec3_t weaponoffset;
extern bool weaponStabilised;
extern float vr_weapon_pitchadjust;
extern float vr_weapon_offset_x;
extern float vr_weapon_offset_y;
extern float vr_weapon_offset_z;
extern bool vr_moveuseoffhand;
extern bool vr_switchsticks;
extern bool vr_secondarybuttonmappings;

View file

@ -153,9 +153,9 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
//dominant hand stuff first
{
///Weapon location relative to view
weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0] + vr_weapon_offset_x;
weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1] + vr_weapon_offset_y;
weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2] + vr_weapon_offset_z;
vec2_t v;
float yawRotation = getViewpointYaw() - hmdorientation[YAW];
@ -190,9 +190,9 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
//off-hand stuff
{
offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0] + vr_weapon_offset_x;
offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1] + vr_weapon_offset_y;
offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2] + vr_weapon_offset_z;
vec2_t v;
float yawRotation = getViewpointYaw() - hmdorientation[YAW];