Merge pull request #15 from DrBeef/backpack

Backpack + Latency + Extras
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Grant Bagwell 2022-02-25 17:15:39 +01:00 committed by GitHub
commit 33233ef960
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5 changed files with 159 additions and 51 deletions

View file

@ -17,7 +17,7 @@
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<application android:allowBackup="false" android:icon="@drawable/ic_rtcwquest" android:label="@string/rtcwquest">
<application android:allowBackup="false" android:icon="@drawable/ic_rtcwquest" android:label="@string/rtcwquest" android:extractNativeLibs="true">
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>

View file

@ -1193,9 +1193,11 @@ static void ovrApp_HandleVrModeChanges( ovrApp * app )
{ ALOGV("Failed to change refresh rate to 90Hz Result=%d",result); }
vrapi_SetClockLevels( app->Ovr, app->CpuLevel, app->GpuLevel );
ALOGV( " vrapi_SetClockLevels( %d, %d )", app->CpuLevel, app->GpuLevel );
vrapi_SetExtraLatencyMode(app->Ovr, VRAPI_EXTRA_LATENCY_MODE_ON);
ALOGV( " vrapi_SetExtraLatencyMode( %d )", VRAPI_EXTRA_LATENCY_MODE_ON );
vrapi_SetPerfThread( app->Ovr, VRAPI_PERF_THREAD_TYPE_MAIN, app->MainThreadTid );
ALOGV( " vrapi_SetPerfThread( MAIN, %d )", app->MainThreadTid );
@ -1762,6 +1764,8 @@ void RTCWVR_FrameSetup()
//Set framerate so VrApi doesn't change it on us..
vrapi_SetDisplayRefreshRate(gAppState.Ovr, REFRESH);
vrapi_SetExtraLatencyMode(gAppState.Ovr, VRAPI_EXTRA_LATENCY_MODE_ON);
}
void RTCWVR_processHaptics() {
@ -2122,11 +2126,11 @@ JNIEXPORT jlong JNICALL Java_com_drbeef_rtcwquest_GLES3JNILib_onCreate( JNIEnv *
/* the global arg_xxx structs are initialised within the argtable */
void *argtable[] = {
ss = arg_dbl0("s", "supersampling", "<double>", "super sampling value (e.g. 1.0)"),
ss = arg_dbl0("s", "supersampling", "<double>", "super sampling value (default: Q1: 1.2, Q2: 1.35)"),
cpu = arg_int0("c", "cpu", "<int>", "CPU perf index 1-4 (default: 2)"),
gpu = arg_int0("g", "gpu", "<int>", "GPU perf index 1-4 (default: 3)"),
msaa = arg_int0("m", "msaa", "<int>", "MSAA (default: 1)"),
refresh = arg_int0("r", "refresh", "<int>", "Refresh Rate (default: Q1: 72, Q2: 90)"),
refresh = arg_int0("r", "refresh", "<int>", "Refresh Rate (default: Q1: 72, Q2: 72)"),
end = arg_end(20)
};

View file

@ -51,6 +51,9 @@ typedef struct {
qboolean velocitytriggered; // Weapon attack triggered by velocity (knife)
vec3_t offhandangles;
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta;
vec3_t offhandoffset;
//

View file

@ -27,6 +27,11 @@ void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const ve
void RTCWVR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight );
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,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
@ -42,7 +47,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
static qboolean dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
static bool canUseBackpack = false;
static bool canUseQuickSave = false;
//Need this for the touch screen
ovrTracking * pWeapon = pDominantTracking;
@ -115,6 +120,13 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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};
rotation_off[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles);
VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta);
VectorCopy(vr.offhandangles, vr.offhandangles_last);
}
//Menu button
@ -134,33 +146,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
{
resetCursor = qtrue;
static bool canUseQuickSave = false;
if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseQuickSave = false;
}
else if (!canUseQuickSave) {
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
canUseQuickSave = true;
}
if (canUseQuickSave)
{
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");
}
}
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));
@ -169,6 +154,11 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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;
//Turn on weapon stabilisation?
qboolean stabilised = qfalse;
if (!vr.pistol && // Don't stabilise pistols
@ -196,6 +186,14 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
//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");
}
//Engage scope / virtual stock (iron sight lock) if conditions are right
static qboolean scopeEngaged = qfalse;
if (scopeEngaged != vr.scopeengaged)
@ -311,7 +309,120 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
finishReloadNextFrame = false;
}
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
// 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);
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);
weaponForwardXY[2] = 0;
VectorNormalize(weaponForwardXY);
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};
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
}
// 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) {
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) {
canUseBackpack = false;
}
else if (!canUseBackpack && vr.backpackitemactive == 0) {
@ -393,24 +504,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
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};
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
}
//Right-hand specific stuff
{
@ -708,4 +802,4 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}
}

View file

@ -595,6 +595,13 @@ void CL_JoystickMove( usercmd_t *cmd ) {
cmd->forwardmove = ClampChar( cmd->forwardmove + (new_move.forward * 127) + (new_move.pos_forward * 127));
cmd->rightmove = ClampChar( cmd->rightmove + (new_move.side * 127) + (new_move.pos_side * 127));
float moveMagnitude = sqrt(new_move.forward * new_move.forward + new_move.side * new_move.side);
if(moveMagnitude < 0.35)
{
// Triggers silent-stepping
cmd->buttons |= BUTTON_WALKING;
}
}
/*