fix: backpack reach detection

This commit is contained in:
radwan92 2022-01-07 23:34:14 +01:00
parent b856fd2ce6
commit d1bfb6e9a2

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;
@ -134,33 +139,6 @@ 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));
@ -311,7 +289,70 @@ 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);
*/
// Check quicksave
if (!handInBackpack) {
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");
}
}
if (!handInBackpack) {
canUseBackpack = false;
}
else if (!canUseBackpack && vr.backpackitemactive == 0) {