/************************************************************************************ Filename : VrInputRight.c Content : Handles common controller input functionality Created : September 2019 Authors : Simon Brown *************************************************************************************/ #include "VrInput.h" ovrInputStateTrackedRemote leftTrackedRemoteState_old; ovrInputStateTrackedRemote leftTrackedRemoteState_new; ovrTrackedController leftRemoteTracking_new; ovrInputStateTrackedRemote rightTrackedRemoteState_old; ovrInputStateTrackedRemote rightTrackedRemoteState_new; ovrTrackedController rightRemoteTracking_new; float remote_movementSideways; float remote_movementForward; float remote_movementUp; float positional_movementSideways; float positional_movementForward; float snapTurn; float cinemamodeYaw; float cinemamodePitch; void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base); void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key) { Joy_GenerateButtonEvents(prevTrackedRemoteState->Buttons & button ? 1 : 0, trackedRemoteState->Buttons & button ? 1 : 0, 1, key); } static void Matrix4x4_Transform (const matrix4x4 *in, const float v[3], float out[3]) { out[0] = v[0] * (*in)[0][0] + v[1] * (*in)[0][1] + v[2] * (*in)[0][2] + (*in)[0][3]; out[1] = v[0] * (*in)[1][0] + v[1] * (*in)[1][1] + v[2] * (*in)[1][2] + (*in)[1][3]; out[2] = v[0] * (*in)[2][0] + v[1] * (*in)[2][1] + v[2] * (*in)[2][2] + (*in)[2][3]; } void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ); void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out) { vec3_t temp = {0.0f, 0.0f, 0.0f}; temp[0] = v1; temp[1] = v2; vec3_t v = {0.0f, 0.0f, 0.0f}; matrix4x4 matrix; vec3_t angles = {0.0f, rotation, 0.0f}; vec3_t origin = {0.0f, 0.0f, 0.0f}; Matrix4x4_CreateFromEntity(matrix, angles, origin, 1.0f); Matrix4x4_Transform(&matrix, temp, v); out[0] = v[0]; out[1] = v[1]; } float length(float x, float y) { return sqrtf(powf(x, 2.0f) + powf(y, 2.0f)); } #define NLF_DEADZONE 0.1 #define NLF_POWER 2.2 float nonLinearFilter(float in) { float val = 0.0f; if (in > NLF_DEADZONE) { val = in; val -= NLF_DEADZONE; val /= (1.0f - NLF_DEADZONE); val = powf(val, NLF_POWER); } else if (in < -NLF_DEADZONE) { val = in; val += NLF_DEADZONE; val /= (1.0f - NLF_DEADZONE); val = -powf(fabsf(val), NLF_POWER); } return val; } bool between(float min, float val, float max) { return (min < val) && (val < max); }