rtcwquest/Projects/Android/jni/RTCWVR/VrInputDefault.c

902 lines
42 KiB
C
Raw Normal View History

2020-06-10 18:20:11 +00:00
/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include "../../../../../../VrApi/Include/VrApi.h"
#include "../../../../../../VrApi/Include/VrApi_Helpers.h"
#include "../../../../../../VrApi/Include/VrApi_SystemUtils.h"
#include "../../../../../../VrApi/Include/VrApi_Input.h"
#include "../../../../../../VrApi/Include/VrApi_Types.h"
#include <android/keycodes.h>
2020-06-10 18:20:11 +00:00
#include "VrInput.h"
#include "VrCvars.h"
#include <src/qcommon/qcommon.h>
#include <src/client/client.h>
2020-07-19 14:41:27 +00:00
#define WP_AKIMBO 20
#define WP_AKIMBO_MP40 23
#define WP_AKIMBO_THOMPSON 24
2020-07-19 14:41:27 +00:00
2020-07-20 18:56:58 +00:00
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
2021-05-01 05:56:52 +00:00
void RTCWVR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight );
2022-01-07 22:34:14 +00:00
static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b)
{
return degrees(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b))));
}
void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateGamepad *pFootTrackingOld,
ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
2020-06-10 18:20:11 +00:00
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//Ensure handedness is set correctly
vr.right_handed = vr_control_scheme->value < 10 ||
vr_control_scheme->value == 99; // Always right-handed for weapon calibration
2020-06-10 18:20:11 +00:00
2020-07-20 18:56:58 +00:00
vr.teleportenabled = vr_teleport->integer != 0;
vr.visible_hud = vr_draw_hud->integer;
2023-10-12 18:58:59 +00:00
vr.vrIrlCrouchEnabled = vr_irl_crouch_enabled->integer != 0;
vr.vrIrlCrouchToStandRatio = vr_irl_crouch_to_stand_ratio->value;
2020-07-20 18:56:58 +00:00
2020-06-10 18:20:11 +00:00
static qboolean dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
2020-07-01 22:49:41 +00:00
static bool canUseBackpack = false;
2022-01-07 22:34:14 +00:00
static bool canUseQuickSave = false;
2020-07-01 22:49:41 +00:00
//Need this for the touch screen
2020-07-19 14:41:27 +00:00
ovrTracking * pWeapon = pDominantTracking;
ovrTracking * pOff = pOffTracking;
//All this to allow stick and button switching!
ovrVector2f *pPrimaryJoystick;
ovrVector2f *pSecondaryJoystick;
uint32_t primaryButtonsNew;
uint32_t primaryButtonsOld;
uint32_t secondaryButtonsNew;
uint32_t secondaryButtonsOld;
int primaryButton1;
int primaryButton2;
int secondaryButton1;
int secondaryButton2;
if (vr_switch_sticks->integer)
{
//
// This will switch the joystick and A/B/X/Y button functions only
// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = offButton1;
primaryButton2 = offButton2;
secondaryButton1 = domButton1;
secondaryButton2 = domButton2;
}
else
{
pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
primaryButton1 = domButton1;
primaryButton2 = domButton2;
secondaryButton1 = offButton1;
secondaryButton2 = offButton2;
}
{
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
2023-09-27 14:13:08 +00:00
rotation[PITCH] = -25;
QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, vr.dominanthandangles);
2020-07-21 21:34:22 +00:00
rotation[PITCH] = 30;
2020-07-19 14:41:27 +00:00
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
2023-10-08 15:09:41 +00:00
qboolean addRecoil = vr.pistol && (vr.weaponid != WP_AKIMBO || vr.akimboFire);
rotation[PITCH] = vr_weapon_pitchadjust->value + (addRecoil ? vr.weapon_recoil : 0.0f); // Our hacked recoil effect
2020-07-19 14:41:27 +00:00
QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
VectorCopy(vr.weaponangles, vr.weaponangles_last);
2023-10-08 15:09:41 +00:00
ALOGV(" weaponangles_last: %f, %f, %f", vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
//GB Also set offhand angles just in case we want to use those.
vec3_t rotation_off = {0};
2023-09-27 14:13:08 +00:00
rotation_off[PITCH] = -25;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles);
2023-10-08 15:09:41 +00:00
qboolean addRecoil_off = vr.pistol && (vr.weaponid != WP_AKIMBO || !vr.akimboFire);
rotation_off[PITCH] = vr_weapon_pitchadjust->value + (addRecoil_off ? vr.weapon_recoil : 0.0f); // Our hacked recoil effect
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandweaponangles);
VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta);
VectorCopy(vr.offhandangles, vr.offhandangles_last);
2023-10-08 15:09:41 +00:00
vr.weapon_recoil *= 0.8f; // quick reduction on synthetic recoil
}
2020-07-01 22:49:41 +00:00
//Menu button
2020-06-10 18:20:11 +00:00
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
2023-10-04 18:40:06 +00:00
if (vr.toggleMainMenu) { // Menu toggled via wheel selector
vr.toggleMainMenu = qfalse;
Sys_QueEvent( 0, SE_KEY, K_ESCAPE, qtrue, 0, NULL );
}
2020-06-10 18:20:11 +00:00
2023-03-20 21:39:58 +00:00
static float menuYaw = 0;
2020-07-01 22:49:41 +00:00
if ( RTCWVR_useScreenLayer() )
2020-06-10 18:20:11 +00:00
{
2023-03-20 21:39:58 +00:00
bool controlsLeftHanded = vr_control_scheme->integer >= 10;
2023-10-04 18:40:06 +00:00
if (controlsLeftHanded == vr.menu_right_handed) {
2023-03-20 21:39:58 +00:00
interactWithTouchScreen(menuYaw, vr.offhandangles);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton1, K_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton2, K_ESCAPE);
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) && (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger)) {
2023-10-04 18:40:06 +00:00
vr.menu_right_handed = !vr.menu_right_handed;
2023-10-14 14:54:59 +00:00
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
2023-03-20 21:39:58 +00:00
}
} else {
2023-09-27 14:13:08 +00:00
interactWithTouchScreen(menuYaw, vr.dominanthandangles);
2023-03-20 21:39:58 +00:00
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) && (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)) {
2023-10-04 18:40:06 +00:00
vr.menu_right_handed = !vr.menu_right_handed;
2023-10-14 14:54:59 +00:00
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
2023-03-20 21:39:58 +00:00
}
}
2023-10-14 14:54:59 +00:00
if (vr_menu_item_touched->integer) {
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
Cvar_SetValue("vr_menu_item_touched", 0);
}
2020-06-10 18:20:11 +00:00
}
else
2020-06-10 18:20:11 +00:00
{
2023-03-20 21:39:58 +00:00
menuYaw = vr.hmdorientation[YAW];
2020-07-19 14:41:27 +00:00
float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
2020-06-10 18:20:11 +00:00
2020-07-19 14:41:27 +00:00
float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pOff->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pOff->HeadPose.Pose.Position.z, 2));
float controllerYawHeading = 0.0f;
2020-06-10 18:20:11 +00:00
//Turn on weapon stabilisation?
qboolean stabilised = qfalse;
qboolean usingAkimbo = vr.weaponid == WP_AKIMBO || vr.weaponid == WP_AKIMBO_MP40 || vr.weaponid == WP_AKIMBO_THOMPSON;
if (!vr.pistol && !usingAkimbo && // Don't stabilise pistols and dual guns
(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
{
stabilised = qtrue;
}
2020-08-31 14:02:33 +00:00
vr.weapon_stabilised = stabilised;
2020-06-10 18:20:11 +00:00
//Engage scope / virtual stock if conditions are right
qboolean scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
static qboolean lastScopeReady = qfalse;
if (scopeready != lastScopeReady) {
if (vr.scopedweapon && !vr.scopedetached) {
if (!vr.scopeengaged && scopeready) {
ALOGV("**WEAPON EVENT** trigger scope mode");
sendButtonActionSimple("weapalt");
}
else if (vr.scopeengaged && !scopeready) {
ALOGV("**WEAPON EVENT** disable scope mode");
sendButtonActionSimple("weapalt");
}
lastScopeReady = scopeready;
}
}
//ALOGV("**GB WEAPON ACTIVE** %i",vr.weaponid);
if(!scopeready && vr.weaponid >= 15 && vr.weaponid <= 17)
{
lastScopeReady = false;
ALOGV("**WEAPON EVENT** disable scope mode forced");
sendButtonActionSimple("weapalt");
}
2020-08-31 14:02:33 +00:00
//Engage scope / virtual stock (iron sight lock) if conditions are right
static qboolean scopeEngaged = qfalse;
if (scopeEngaged != vr.scopeengaged)
{
scopeEngaged = vr.scopeengaged;
//Resync on either transition
RTCWVR_ResyncClientYawWithGameYaw();
}
static qboolean binocularstate = qfalse;
2023-10-04 18:40:06 +00:00
qboolean binocularsactive = (vr.hasbinoculars && (vr.backpackitemactive == 3 || vr.binocularsActive) &&
(distanceToHMD < BINOCULAR_ENGAGE_DISTANCE) &&
(pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)));
if (binocularstate != binocularsactive)
{
//Engage scope if conditions are right
binocularstate = binocularsactive;
sendButtonAction("+zoom", binocularstate);
}
2020-06-10 18:20:11 +00:00
//dominant hand stuff first
{
2020-07-11 23:08:29 +00:00
//Record recent weapon position for trajectory based stuff
for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
{
VectorCopy(vr.weaponoffset_history[i-1], vr.weaponoffset_history[i]);
vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i-1];
}
VectorCopy(vr.current_weaponoffset, vr.weaponoffset_history[0]);
vr.weaponoffset_history_timestamp[0] = vr.current_weaponoffset_timestamp;
2020-07-11 23:08:29 +00:00
2020-06-10 18:20:11 +00:00
///Weapon location relative to view
vr.current_weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.current_weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.current_weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
vr.current_weaponoffset_timestamp = Sys_Milliseconds( );
//Just copy to calculated offset, used to use this in case we wanted to apply any modifiers, but don't any more
VectorCopy(vr.current_weaponoffset, vr.calculated_weaponoffset);
2020-06-10 18:20:11 +00:00
2020-07-12 15:04:26 +00:00
//Does weapon velocity trigger attack (knife) and is it fast enough
static qboolean velocityTriggeredAttack = false;
2020-07-12 15:04:26 +00:00
if (vr.velocitytriggered)
{
static qboolean fired = qfalse;
2020-07-19 14:41:27 +00:00
float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
powf(pWeapon->HeadPose.LinearVelocity.z, 2));
2020-07-12 15:04:26 +00:00
velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
2020-07-12 15:04:26 +00:00
if (fired != velocityTriggeredAttack) {
ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
sendButtonAction("+attack", velocityTriggeredAttack);
fired = velocityTriggeredAttack;
2020-07-12 15:04:26 +00:00
}
}
else if (velocityTriggeredAttack)
{
//send a stop attack as we have an unfinished velocity attack
velocityTriggeredAttack = qfalse;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", velocityTriggeredAttack);
}
2020-07-12 15:04:26 +00:00
2023-10-08 15:09:41 +00:00
if (vr.weapon_stabilised)
2020-06-10 18:20:11 +00:00
{
2023-10-08 15:09:41 +00:00
if (vr.scopeengaged || vr_virtual_stock->integer == 1)
{
//offset to the appropriate eye a little bit
vec2_t xy;
rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f, -vr.hmdorientation[YAW], xy);
float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]);
float y = pOff->HeadPose.Pose.Position.y - (vr.hmdposition[1] - 0.1f); // Use a point lower
float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]);
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), 0);
}
2020-08-31 14:02:33 +00:00
}
else
{
float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
2023-10-08 15:09:41 +00:00
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
}
2020-06-10 18:20:11 +00:00
}
}
2020-07-01 22:49:41 +00:00
static bool finishReloadNextFrame = false;
if (finishReloadNextFrame)
{
ALOGV("**WEAPON EVENT** -reload");
2020-07-01 22:49:41 +00:00
sendButtonActionSimple("-reload");
finishReloadNextFrame = false;
}
2022-01-07 22:34:14 +00:00
// Calculate if player tries to reach backpack
bool handInBackpack = false;
bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
vec3_t hmdForwardXY = {}, weaponForwardXY = {};
float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0;
static vec3_t downVector = {0.0, 0.0, -1.0};
bool bpTrackOk = pOffTracking->Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked
if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <= 0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range
&& (bpWeaponHeightOk = vr.current_weaponoffset[1] >= -0.10 && vr.current_weaponoffset[1] <= 0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range
{
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL);
2022-01-07 22:34:14 +00:00
float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY);
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
if(bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0)
{
hmdForwardXY[2] = 0;
VectorNormalize(hmdForwardXY);
2022-01-07 22:34:14 +00:00
weaponForwardXY[2] = 0;
VectorNormalize(weaponForwardXY);
2022-01-07 22:34:14 +00:00
hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY);
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0;
}
}
// Uncomment to debug backpack reaching
/*
ALOGV("Backpack> Dist: %f | WpnToDownAngle: %f | WpnOffs: %f %f %f\nHmdWpnDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, WpnAngleOk: %i, HmdWpnDotOk: %i",
distanceToHMD, weaponToDownAngle, vr.current_weaponoffset[0], vr.current_weaponoffset[1], vr.current_weaponoffset[2],
hmdToWeaponDotProduct, hmdForwardXY[0], hmdForwardXY[1], weaponForwardXY[0], weaponForwardXY[1],
bpTrackOk, bpDistToHMDOk, bpWeaponHeightOk, bpWeaponAngleOk, bpHmdToWeaponAngleOk);
*/
//off-hand stuff (done here as I reference it in the save state thing
{
vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
vec3_t rotation = {0};
2023-09-27 14:13:08 +00:00
rotation[PITCH] = -25;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
2022-01-07 22:34:14 +00:00
}
// Use off hand as well to trigger save condition
canUseQuickSave = false;
bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
vec3_t offhandForwardXY = {};
float hmdToOffhandDotProduct = 0;
float offhandToDownAngle = 0;
if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 && distanceToHMDOff <= 0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <= 0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
{
//Need to do this again as might not have done it above and cant be bothered to refactor
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
if(bpOffhandAngleOk = offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0)
{
hmdForwardXY[2] = 0;
VectorNormalize(hmdForwardXY);
offhandForwardXY[2] = 0;
VectorNormalize(offhandForwardXY);
hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
}
}
// Uncomment to debug offhand reaching
ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0], vr.offhandoffset[1], vr.offhandoffset[2],
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0], offhandForwardXY[1],
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk, bpHmdToOffhandAngleOk);
// Check quicksave
if (canUseQuickSave) {
2022-01-07 22:34:14 +00:00
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
sendButtonActionSimple("savegame quicksave");
}
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
(pOffTrackedRemoteNew->Buttons & offButton2)) {
sendButtonActionSimple("loadgame quicksave");
}
}
if (!handInBackpack) {
2020-07-01 22:49:41 +00:00
canUseBackpack = false;
}
else if (!canUseBackpack && vr.backpackitemactive == 0) {
2020-07-01 22:49:41 +00:00
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
2020-07-01 22:49:41 +00:00
canUseBackpack = true;
}
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton1) != 0;
bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton2) != 0;
if (!canUseBackpack)
{
if (dominantGripPushed) {
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
2023-10-04 18:40:06 +00:00
} else if (!handInBackpack && !vr.backpackitemactive && !vr.mountedgun && !vr.scopeengaged && !vr.weapon_stabilised &&
(GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer) {
vr.wheelSelectorEnabled = true;
}
}
else
{
2023-10-04 18:40:06 +00:00
if (vr.wheelSelectorEnabled) {
vr.wheelSelectorEnabled = false;
sendButtonActionSimple("wheelselectorselect");
}
else if (vr.backpackitemactive == 1) {
//Restores last used weapon if possible
char buffer[32];
sprintf(buffer, "weapon %i", vr.lastweaponid);
sendButtonActionSimple(buffer);
vr.backpackitemactive = 0;
}
else if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
vr_reloadtimeoutms->integer) {
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
dominantGripPushTime = 0;
}
2020-06-10 18:20:11 +00:00
if (!dominantButton1Pushed && vr.backpackitemactive == 2)
{
char buffer[32];
sprintf(buffer, "weapon %i", vr.lastweaponid);
sendButtonActionSimple(buffer);
vr.backpackitemactive = 0;
}
2020-07-01 22:49:41 +00:00
if (!dominantButton2Pushed && vr.backpackitemactive == 3)
2020-07-01 22:49:41 +00:00
{
vr.backpackitemactive = 0;
}
} else {
if (vr.backpackitemactive == 0) {
if (dominantGripPushed) {
vr.lastweaponid = vr.weaponid;
//Initiate grenade from backpack mode
sendButtonActionSimple("weaponbank 6");
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 1;
}
else if (dominantButton1Pushed)
{
vr.lastweaponid = vr.weaponid;
//Initiate knife from backpack mode
sendButtonActionSimple("weapon 1");
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 2;
}
else if (dominantButton2Pushed && vr.hasbinoculars)
{
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 3;
2020-07-01 22:49:41 +00:00
}
}
2020-06-10 18:20:11 +00:00
}
}
2020-06-10 18:20:11 +00:00
//Right-hand specific stuff
{
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
//Positional movement speed correction for when we are not hitting target framerate
static double lastframetime = 0;
int refresh = GetRefresh();
2024-04-14 10:48:22 +00:00
int requestedRefresh = GetRequestedRefresh();
double newframetime = GetTimeInMilliSeconds();
float multiplier = (float)((1000.0 / refresh) / (newframetime - lastframetime));
lastframetime = newframetime;
2020-06-10 18:20:11 +00:00
vec2_t v;
2024-04-14 10:48:22 +00:00
float factor = (refresh / requestedRefresh) * vr_positional_factor->value; // adjust positional factor based on refresh rate
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
vr.hmdposition_delta[2] * factor * multiplier, - vr.hmdorientation[YAW], v);
2020-06-10 18:20:11 +00:00
positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
//Jump (B Button)
if (vr.backpackitemactive != 2 && !canUseBackpack) {
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
{
Sys_QueEvent( 0, SE_KEY, K_SPACE, (primaryButtonsNew & primaryButton2) != 0, 0, NULL );
}
}
2020-06-10 18:20:11 +00:00
2020-07-01 22:49:41 +00:00
//Fire Primary
if (vr.backpackitemactive != 3 && !vr.binocularsActive && // Can't fire while holding binoculars
!vr.velocitytriggered && // Don't fire velocity triggered weapons
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
qboolean firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
if (usingAkimbo) {
if (firing) {
vr.akimboTriggerState |= ACTIVE_WEAPON_HAND;
sendButtonAction("+attack", firing);
} else {
vr.akimboTriggerState &= ~ACTIVE_WEAPON_HAND;
if (!vr.akimboTriggerState) { // Stop firing only if we are not still firing with off-hand weapon
2023-10-08 15:09:41 +00:00
sendButtonAction("+attack", firing);
}
}
} else {
vr.akimboTriggerState = 0;
sendButtonAction("+attack", firing);
2020-07-01 22:49:41 +00:00
}
}
else if (binocularsactive) // trigger can zoom-in binoculars, remove from face to reset
2020-07-01 22:49:41 +00:00
{
static qboolean zoomin = true;
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
sendButtonActionSimple(zoomin ? "weapnext" : "weapprev");
} else if (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)
{
zoomin = !zoomin;
}
2020-07-01 22:49:41 +00:00
}
2020-06-10 18:20:11 +00:00
//Duck
if (vr.backpackitemactive != 2 &&
!canUseBackpack &&
(primaryButtonsNew & primaryButton1) !=
(primaryButtonsOld & primaryButton1)) {
sendButtonAction("+movedown", (primaryButtonsNew & primaryButton1));
2023-10-12 18:58:59 +00:00
// Reset max height for IRL crouch
vr.maxHeight = 0;
2020-06-10 18:20:11 +00:00
}
//Weapon Chooser
2020-06-10 18:20:11 +00:00
static qboolean itemSwitched = false;
2023-10-04 18:40:06 +00:00
if (!vr.wheelSelectorEnabled && between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
(between(0.8f, pPrimaryJoystick->y, 1.0f) || between(-1.0f, pPrimaryJoystick->y, -0.8f)))
2020-06-10 18:20:11 +00:00
{
if (!itemSwitched) {
if (between(0.8f, pPrimaryJoystick->y, 1.0f))
2020-06-10 18:20:11 +00:00
{
2023-10-04 18:40:06 +00:00
vr.binocularsActive = false;
sendButtonActionSimple("weapprev");
2020-06-10 18:20:11 +00:00
}
else
{
2023-10-04 18:40:06 +00:00
vr.binocularsActive = false;
sendButtonActionSimple("weapnext");
2020-06-10 18:20:11 +00:00
}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
{
2020-07-01 22:49:41 +00:00
//"Use" (open doors etc)
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
2020-07-20 18:56:58 +00:00
sendButtonAction("+activate",
(pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
2020-07-01 22:49:41 +00:00
}
2020-07-20 18:56:58 +00:00
//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
2020-07-20 18:56:58 +00:00
float nlf = nonLinearFilter(dist);
float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x;
float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y;
2020-06-10 18:20:11 +00:00
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
2020-06-10 18:20:11 +00:00
2020-07-20 18:56:58 +00:00
//Adjust to be off-hand controller oriented
2020-06-10 18:20:11 +00:00
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
//Move a lot slower if scope is engaged
remote_movementSideways = v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
remote_movementForward = v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
2020-06-10 18:20:11 +00:00
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
remote_movementSideways,
remote_movementForward);
static qboolean stopUseItemNextFrame = false;
2023-10-04 18:40:06 +00:00
static qboolean startUseItemNextFrame = false;
if (vr.useHoldableItem) // Item toggled via wheel selector
{
startUseItemNextFrame = true;
vr.useHoldableItem = false;
}
if (startUseItemNextFrame)
{
Cbuf_AddText("+useitem\n");
startUseItemNextFrame = qfalse;
stopUseItemNextFrame = qtrue;
}
if (stopUseItemNextFrame)
{
Cbuf_AddText("-useitem\n");
stopUseItemNextFrame = false;
}
// Detach scopes, draw akimbo
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton1) !=
(secondaryButtonsOld & secondaryButton1)) &&
(secondaryButtonsNew & secondaryButton1)) {
if (!vr.scopedweapon) {
ALOGV("**WEAPON EVENT** weapalt");
sendButtonActionSimple("weapalt");
} else if (vr.detachablescope) {
//See if we are able to detach the scope
ALOGV("**WEAPON EVENT** weapdetachscope");
sendButtonActionSimple("weapdetachscope");
}
}
2020-06-10 18:20:11 +00:00
}
// Notebook
if (!canUseQuickSave) {
if (((secondaryButtonsNew & secondaryButton2) !=
(secondaryButtonsOld & secondaryButton2)) &&
(secondaryButtonsNew & secondaryButton2)) {
sendButtonActionSimple("notebook");
}
2020-07-01 22:49:41 +00:00
}
2020-06-10 18:20:11 +00:00
2020-07-01 22:49:41 +00:00
//Kick!
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick));
2020-06-10 18:20:11 +00:00
}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
if (!vr.teleportenabled || usingAkimbo)
2020-07-20 18:56:58 +00:00
{
if ((usingAkimbo) && vr.backpackitemactive != 3 && !vr.binocularsActive) {
2023-10-08 15:09:41 +00:00
// Fire off-hand weapon
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
ALOGV("**WEAPON EVENT** Off-hand trigger %sattack", (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
qboolean firing = (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger);
if (firing) {
vr.akimboTriggerState |= ACTIVE_OFF_HAND;
sendButtonAction("+attack", firing);
} else {
vr.akimboTriggerState &= ~ACTIVE_OFF_HAND;
if (!vr.akimboTriggerState) { // Stop firing only if we are not still firing with main weapon
sendButtonAction("+attack", firing);
}
}
}
// When holding off-hand weapon, run (or teleport) with left grip
if (!vr.teleportenabled) {
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_GripTrigger, K_SHIFT);
} else {
if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) {
vr.teleportseek = qtrue;
} else if (vr.teleportseek) {
vr.teleportseek = qfalse;
vr.teleportexecute = vr.teleportready;
vr.teleportready = qfalse;
}
}
2023-10-08 15:09:41 +00:00
} else {
if (vr.akimboTriggerState) {
// Akimbo no longer active, stop attacking
vr.akimboTriggerState = 0;
sendButtonAction("+attack", qfalse);
}
// Run
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_SHIFT);
}
2020-07-20 18:56:58 +00:00
} else {
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
{
vr.teleportseek = qtrue;
}
else if (vr.teleportseek)
{
vr.teleportseek = qfalse;
vr.teleportexecute = vr.teleportready;
vr.teleportready = qfalse;
}
}
2020-06-10 18:20:11 +00:00
//Resync Yaw on mounted gun transition
static int usingMountedGun = false;
if (vr.mountedgun != usingMountedGun)
{
resyncClientYawWithGameYaw = 10; // HACK
usingMountedGun = vr.mountedgun;
}
2023-10-04 18:40:06 +00:00
if (vr.wheelSelectorEnabled) {
static int wheelSelectorSwitched = false;
if (between(0.8f, pPrimaryJoystick->x, 1.0f) || between(-1.0f, pPrimaryJoystick->x, -0.8f)) {
if (!wheelSelectorSwitched) {
if (between(0.8f, pPrimaryJoystick->x, 1.0f)) {
sendButtonActionSimple("wheelselectornext");
} else {
sendButtonActionSimple("wheelselectorprev");
}
wheelSelectorSwitched = true;
}
2023-10-04 18:40:06 +00:00
} else {
wheelSelectorSwitched = false;
2020-06-10 18:20:11 +00:00
}
2023-10-04 18:40:06 +00:00
} else {
//No snap turn when using mounted gun
static int syncCount = 0;
static int increaseSnap = true;
if (!vr.mountedgun && !vr.scopeengaged) {
if (pPrimaryJoystick->x > 0.7f) {
if (increaseSnap) {
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value;
snapTurn -= turnAngle;
if (vr_turn_mode->integer == 0) {
increaseSnap = false;
}
if (snapTurn < -180.0f) {
snapTurn += 360.f;
}
RTCWVR_ResyncClientYawWithGameYaw();
}
} else if (pPrimaryJoystick->x < 0.3f) {
increaseSnap = true;
}
2020-06-10 18:20:11 +00:00
2023-10-04 18:40:06 +00:00
static int decreaseSnap = true;
if (pPrimaryJoystick->x < -0.7f) {
if (decreaseSnap) {
2023-10-04 18:40:06 +00:00
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value;
snapTurn += turnAngle;
2020-06-10 18:20:11 +00:00
2023-10-04 18:40:06 +00:00
//If snap turn configured for less than 10 degrees
if (vr_turn_mode->integer == 0) {
decreaseSnap = false;
}
2023-10-04 18:40:06 +00:00
if (snapTurn > 180.0f) {
snapTurn -= 360.f;
}
2020-06-10 18:20:11 +00:00
2023-10-04 18:40:06 +00:00
RTCWVR_ResyncClientYawWithGameYaw();
}
} else if (pPrimaryJoystick->x > -0.3f) {
decreaseSnap = true;
}
}
2023-10-04 18:40:06 +00:00
else {
if (fabs(pPrimaryJoystick->x) > 0.5f) {
if (increaseSnap)
{
RTCWVR_ResyncClientYawWithGameYaw();
}
increaseSnap = false;
}
else
2020-06-10 18:20:11 +00:00
{
2023-10-04 18:40:06 +00:00
increaseSnap = true;
2020-06-10 18:20:11 +00:00
}
}
}
2020-06-10 18:20:11 +00:00
}
updateScopeAngles();
2020-06-10 18:20:11 +00:00
}
2023-09-27 14:13:08 +00:00
// Process "use" gesture
if (vr_gesture_triggered_use->integer) {
int thirdPersonActive = Cvar_VariableIntegerValue("cg_thirdPerson");
2023-10-04 18:40:06 +00:00
bool gestureUseAllowed = !vr.weapon_stabilised && !vr.mountedgun && !vr.scopeengaged && !vr.wheelSelectorEnabled && !thirdPersonActive;
2023-09-27 14:13:08 +00:00
// Off-hand gesture
float distanceToBody = sqrt(vr.offhandoffset[0]*vr.offhandoffset[0] + vr.offhandoffset[2]*vr.offhandoffset[2]);
if (gestureUseAllowed && (distanceToBody > vr_use_gesture_boundary->value)) {
2023-10-08 15:09:41 +00:00
if (!(vr.useGestureState & ACTIVE_OFF_HAND)) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate2", true);
}
2023-10-08 15:09:41 +00:00
vr.useGestureState |= ACTIVE_OFF_HAND;
2023-09-27 14:13:08 +00:00
} else {
2023-10-08 15:09:41 +00:00
if (vr.useGestureState & ACTIVE_OFF_HAND) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate2", false);
}
2023-10-08 15:09:41 +00:00
vr.useGestureState &= ~ACTIVE_OFF_HAND;
2023-09-27 14:13:08 +00:00
}
// Weapon-hand gesture
distanceToBody = sqrt(vr.current_weaponoffset[0]*vr.current_weaponoffset[0] + vr.current_weaponoffset[2]*vr.current_weaponoffset[2]);
if (gestureUseAllowed && (distanceToBody > vr_use_gesture_boundary->value)) {
2023-10-08 15:09:41 +00:00
if (!(vr.useGestureState & ACTIVE_WEAPON_HAND)) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate", true);
}
2023-10-08 15:09:41 +00:00
vr.useGestureState |= ACTIVE_WEAPON_HAND;
2023-09-27 14:13:08 +00:00
} else {
2023-10-08 15:09:41 +00:00
if (vr.useGestureState & ACTIVE_WEAPON_HAND) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate", false);
}
2023-10-08 15:09:41 +00:00
vr.useGestureState &= ~ACTIVE_WEAPON_HAND;
2023-09-27 14:13:08 +00:00
}
} else {
2023-10-08 15:09:41 +00:00
if (vr.useGestureState & ACTIVE_OFF_HAND) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate2", false);
}
2023-10-08 15:09:41 +00:00
if (vr.useGestureState & ACTIVE_WEAPON_HAND) {
2023-09-27 14:13:08 +00:00
sendButtonAction("+activate", false);
}
vr.useGestureState = 0;
}
2020-06-10 18:20:11 +00:00
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}