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

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/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include "VrInput.h"
#include "VrCvars.h"
#include "../rtcw/src/client/client.h"
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cvar_t *sv_cheats;
extern cvar_t *vr_weapon_stabilised;
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//Ensure handedness is set correctly
Cvar_Set("hand", vr_control_scheme->value < 10 ? "0" : "1");
//Get the cvar
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sv_cheats = Cvar_Get("cheats", "1", CVAR_ARCHIVE);
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static qboolean dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
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static int grabMeleeWeapon = 0;
static bool canUseBackpack = false;
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//switch to screen layer override
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
showingScreenLayer = !showingScreenLayer;
}
//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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if ( RTCWVR_useScreenLayer() )
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{
interactWithTouchScreen(pDominantTracking, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
}
else
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{
float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
//Turn on weapon stabilisation?
if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
{
if (distance < 0.50f)
{
Cvar_Set("vr_weapon_stabilised", "1.0");
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}
}
else
{
Cvar_Set("vr_weapon_stabilised", "0.0");
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}
}
//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];
{
vec2_t v;
rotateAboutOrigin(-weaponoffset[0], weaponoffset[2], (cl.viewangles[YAW] - hmdorientation[YAW]), v);
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weaponoffset[0] = v[0];
weaponoffset[2] = v[1];
}
//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};
rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pDominantTracking->HeadPose.Pose.Orientation, rotation, weaponangles);
weaponangles[YAW] += (cl.viewangles[YAW] - hmdorientation[YAW]);
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weaponangles[ROLL] *= -1.0f;
if (vr_weapon_stabilised->value == 1.0f)
{
float z = pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z;
float x = pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x;
float y = pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(weaponangles, -degrees(atanf(y / zxDist)), (cl.viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ROLL]);
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}
}
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static bool finishReloadNextFrame = false;
if (finishReloadNextFrame)
{
sendButtonActionSimple("-reload");
finishReloadNextFrame = false;
}
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseBackpack = false;
}
else if (!canUseBackpack && grabMeleeWeapon == 0) {
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(40, channel,
0.5); // vibrate to let user know they can switch
canUseBackpack = true;
}
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
if (grabMeleeWeapon == 0)
{
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
if (dominantGripPushed) {
dominantGripPushTime = GetTimeInMilliSeconds();
} else {
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
vr_reloadtimeoutms->integer) {
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
}
} else{
if (dominantGripPushed) {
//Initiate crowbar from backpack mode
sendButtonActionSimple("weapon0");
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
grabMeleeWeapon = 1;
}
}
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
//Restores last used weapon
sendButtonActionSimple("lastinv");
grabMeleeWeapon = 0;
}
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}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
vec2_t v;
rotateAboutOrigin(-flashlightoffset[0], flashlightoffset[2], (cl.viewangles[YAW] - hmdorientation[YAW]), v);
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flashlightoffset[0] = v[0];
flashlightoffset[2] = v[1];
vec3_t rotation = {0};
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, rotation, flashlightangles);
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flashlightangles[YAW] += (cl.viewangles[YAW] - hmdorientation[YAW]);
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if (vr_walkdirection->value == 0) {
controllerYawHeading = -cl.viewangles[YAW] + flashlightangles[YAW];
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}
else
{
controllerYawHeading = 0.0f;//-cl.viewangles[YAW];
}
}
//Right-hand specific stuff
{
ALOGV(" Right-Controller-Position: %f, %f, %f",
pDominantTracking->HeadPose.Pose.Position.x,
pDominantTracking->HeadPose.Pose.Position.y,
pDominantTracking->HeadPose.Pose.Position.z);
//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
vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * vr_positional_factor->value,
positionDeltaThisFrame[2] * vr_positional_factor->value, - hmdorientation[YAW], v);
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positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
//Jump (B Button)
handleTrackedControllerButton(pDominantTrackedRemoteNew,
pDominantTrackedRemoteOld, domButton2, K_SPACE);
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//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
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if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
{
//Fire Secondary
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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sendButtonAction("+attack2", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
}
}
else
{
//Fire Primary
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
// we need to release secondary fire if dominantGripPushed has been released before releasing trigger -> should fix the gun jamming and non stop firing secondary attack bug
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) &&
(pDominantTrackedRemoteNew->Buttons& ovrButton_Trigger) == false)
{
sendButtonAction("+attack2", false);
}
}
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//Duck with A
if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
(pDominantTrackedRemoteOld->Buttons & domButton1) &&
ducked != DUCK_CROUCHED) {
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1));
}
//Weapon/Inventory Chooser
static qboolean itemSwitched = false;
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
{
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sendButtonActionSimple("weapprev");
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}
else
{
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sendButtonActionSimple("weapnext");
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}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
//Left-hand specific stuff
{
ALOGV(" Left-Controller-Position: %f, %f, %f",
pOffTracking->HeadPose.Pose.Position.x,
pOffTracking->HeadPose.Pose.Position.y,
pOffTracking->HeadPose.Pose.Position.z);
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//"Use" (open doors etc)
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
sendButtonAction("+activate", (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
}
//Laser-sight - not implemented
/*
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)
&& (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
if (vr_lasersight->value != 0.0)
{
// Cvar_ForceSet("vr_lasersight", "0.0");
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} else {
// Cvar_ForceSet("vr_lasersight", "1.0");
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}
}
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*/
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//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
float nlf = nonLinearFilter(dist);
float x = nlf * pOffTrackedRemoteNew->Joystick.x;
float y = nlf * pOffTrackedRemoteNew->Joystick.y;
player_moving = (fabs(x) + fabs(y)) > 0.05f;
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
remote_movementSideways = v[0];
remote_movementForward = v[1];
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
remote_movementSideways,
remote_movementForward);
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//Kick!
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if ((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) {
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sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & offButton1));
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}
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//notebook
if ((pOffTrackedRemoteNew->Buttons & offButton2) !=
(pOffTrackedRemoteOld->Buttons & offButton2)) {
sendButtonActionSimple("notebook");
}
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if (((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick))
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&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
//If cheats enabled, give all weapons/pickups to player
if (sv_cheats->value == 1.0f) {
Cbuf_AddText("give all\n");
}
}
//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
static bool firingPrimary = false;
//Run
handleTrackedControllerButton(pOffTrackedRemoteNew,
pOffTrackedRemoteOld,
ovrButton_Trigger, K_SHIFT);
static int increaseSnap = true;
if (pDominantTrackedRemoteNew->Joystick.x > 0.6f)
{
if (increaseSnap)
{
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
}
}
} else if (pDominantTrackedRemoteNew->Joystick.x < 0.4f) {
increaseSnap = true;
}
static int decreaseSnap = true;
if (pDominantTrackedRemoteNew->Joystick.x < -0.6f)
{
if (decreaseSnap)
{
snapTurn += vr_snapturn_angle->value;
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
}
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
{
decreaseSnap = true;
}
}
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}