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Implement height scaling when shrunk in Duke
also affects stereo separation
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17271b2a5d
commit
d26411d195
7 changed files with 22 additions and 10 deletions
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@ -75,14 +75,14 @@ CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Bool, vr_move_use_offhand, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponPitchAdjust, 20.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponYawAdjust, 5.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponYawAdjust, 6.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_allowPitchOverride, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_switch_sticks, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_secondary_button_mappings, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_two_handed_weapons, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_two_handed_weapons, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_positional_tracking, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_crouch_use_button, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_6dof_weapons, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -98,7 +98,8 @@ CVAR(Float, vr_hud_rotate, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_roll, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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int playerHeight = 0;
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float playerHeight = 0;
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float heightScaler = 1.0f;
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extern int g_gameType;
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@ -168,7 +169,7 @@ float getHmdAdjustedHeightInMapUnit()
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if (playerHeight != 0)
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{
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return ((hmdPosition[1] + vr_height_adjust) * vr_hunits_per_meter()) -
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playerHeight;
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(playerHeight * (heightScaler != 1.0f ? (1.0f - heightScaler) : 1.0f));
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}
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//Just use offset from origin
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@ -404,7 +405,7 @@ bool VR_GetVRProjection(int eye, float zNear, float zFar, float* projection);
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VSMatrix VREyeInfo::GetStereoProjection(float fov, float aspectRatio, float fovRatio) const
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{
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VSMatrix projection = GetCenterProjection(fov, aspectRatio, fovRatio);
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projection.translate(getStereoSeparation(1.0f), 0, 0);
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projection.translate(getStereoSeparation(1.0f) * heightScaler, 0, 0);
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return projection;
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}
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@ -51,7 +51,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "tilesetbuilder.h"
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#include "nnexts.h"
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extern int playerHeight; //Used to define player height for VR
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extern float playerHeight; //Used to define player height for VR
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BEGIN_BLD_NS
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@ -30,7 +30,7 @@ Prepared for public release, 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "global.h"
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#include "names_r.h"
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extern int playerHeight;
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extern float playerHeight;
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BEGIN_DUKE_NS
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@ -50,7 +50,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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extern TArray<TPointer<MapRecord>> mapList;
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extern int playerHeight;
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extern float playerHeight;
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BEGIN_DUKE_NS
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@ -41,6 +41,8 @@ source as it is released.
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void get_weapon_pos_and_angle(float &x, float &y, float &z, float &pitch, float &yaw);
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float vr_hunits_per_meter();
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extern float playerHeight;
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extern float heightScaler;
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EXTERN_CVAR(Bool, vr_6dof_weapons);
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EXTERN_CVAR(Bool, vr_6dof_crosshair);
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@ -2732,6 +2734,15 @@ void processinput_d(int snum)
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shrunk = (pact->spr.scale.Y < 0.5);
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getzrange(p->GetActor()->getPosWithOffsetZ(), psectp, &ceilingz, chz, &floorz, clz, 10.1875, CLIPMASK0);
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if (pact && pact->isPlayer() && shrunk)
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{
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heightScaler = (pact->spr.scale.Y / 0.5625) / 1.5f; // some arbitrary numbers yuck!
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}
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else
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{
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heightScaler = 1.0f;
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}
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setPlayerActorViewZOffset(pact);
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p->truefz = getflorzofslopeptr(psectp, p->GetActor()->getPosWithOffsetZ());
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@ -53,7 +53,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "tilesetbuilder.h"
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#include "psky.h"
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extern int playerHeight; //Used to define player height for VR
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extern float playerHeight; //Used to define player height for VR
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BEGIN_PS_NS
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@ -86,7 +86,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "interpolate.h"
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//#include "crc32.h"
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extern int playerHeight; //Used to define player height for VR
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extern float playerHeight; //Used to define player height for VR
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CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE /*| CVAR_SERVERINFO*/);
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CVAR(Bool, sw_darts, false, CVAR_ARCHIVE);
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