mirror of
https://github.com/DrBeef/RTCWQuest.git
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583 lines
No EOL
24 KiB
C
583 lines
No EOL
24 KiB
C
/************************************************************************************
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Filename : VrInputDefault.c
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Content : Handles default controller input
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include <VrApi.h>
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#include <VrApi_Helpers.h>
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#include <VrApi_SystemUtils.h>
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#include <VrApi_Input.h>
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#include <VrApi_Types.h>
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#include <android/keycodes.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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#include "../rtcw/src/client/client.h"
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#define WP_AKIMBO 20
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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 );
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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//Ensure handedness is set correctly
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vr.right_handed = vr_control_scheme->value < 10;
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vr.teleportenabled = vr_teleport->integer != 0;
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static qboolean dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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//Need this for the touch screen
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ovrTracking * pWeapon = pDominantTracking;
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ovrTracking * pOff = pOffTracking;
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if (vr.weaponid == WP_AKIMBO &&
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!vr.right_handed &&
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!RTCWVR_useScreenLayer())
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{
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//Revert to same weapon controls as right-handed if using akimbo
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pWeapon = pOffTracking;
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pOff = pDominantTracking;
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}
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{
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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vec3_t rotation = {0};
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rotation[PITCH] = 30;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
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rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
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VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
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VectorCopy(vr.weaponangles, vr.weaponangles_last);
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ALOGV(" weaponangles_last: %f, %f, %f",
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vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
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}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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static qboolean resetCursor = qtrue;
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if ( RTCWVR_useScreenLayer() )
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{
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interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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resetCursor = qfalse;
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
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}
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else
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{
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resetCursor = qtrue;
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static bool canUseQuickSave = false;
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if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
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canUseQuickSave = false;
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}
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else if (!canUseQuickSave) {
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int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
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RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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canUseQuickSave = true;
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}
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if (canUseQuickSave)
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{
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if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
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(pOffTrackedRemoteNew->Buttons & offButton1)) {
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sendButtonActionSimple("savegame quicksave");
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}
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if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
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(pOffTrackedRemoteOld->Buttons & offButton2)) &&
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(pOffTrackedRemoteNew->Buttons & offButton2)) {
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sendButtonActionSimple("loadgame quicksave");
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}
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}
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float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
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float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
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{
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if (distance < 0.50f)
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{
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vr.weapon_stabilised = qtrue;
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}
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}
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else
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{
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vr.weapon_stabilised = qfalse;
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}
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}
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//Engage scope if conditions are right
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qboolean scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
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static qboolean lastScopeready = qfalse;
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if (scopeready != lastScopeready) {
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if (vr.scopedweapon && !vr.scopedetached) {
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if (!vr.scopeengaged && scopeready) {
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ALOGV("**WEAPON EVENT** trigger scope mode");
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sendButtonActionSimple("weapalt");
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} else if (vr.scopeengaged && !scopeready) {
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//Set this here so we don't retrigger scope by accident too soon
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vr.scopeengaged = qfalse;
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ALOGV("**WEAPON EVENT** disable scope mode");
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sendButtonActionSimple("weapalt");
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RTCWVR_ResyncClientYawWithGameYaw();
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}
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lastScopeready = scopeready;
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}
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}
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static qboolean binocularstate = qfalse;
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qboolean binocularsactive = (vr.hasbinoculars && vr.backpackitemactive == 3 &&
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(distanceToHMD < BINOCULAR_ENGAGE_DISTANCE) &&
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(pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)));
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if (binocularstate != binocularsactive)
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{
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//Engage scope if conditions are right
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binocularstate = binocularsactive;
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sendButtonAction("+zoom", binocularstate);
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}
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//dominant hand stuff first
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{
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
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{
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VectorCopy(vr.weaponoffset_history[i-1], vr.weaponoffset_history[i]);
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vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i-1];
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}
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VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
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vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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///Weapon location relative to view
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vr.weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.weaponoffset_timestamp = Sys_Milliseconds( );
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//Does weapon velocity trigger attack (knife) and is it fast enough
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static qboolean velocityTriggeredAttack = false;
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if (vr.velocitytriggered)
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{
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static qboolean fired = qfalse;
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float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.z, 2));
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velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
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if (fired != velocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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fired = velocityTriggeredAttack;
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}
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}
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else if (velocityTriggeredAttack)
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{
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//send a stop attack as we have an unfinished velocity attack
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velocityTriggeredAttack = qfalse;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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}
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if (vr.weapon_stabilised || vr.dualwield)
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{
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float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
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float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
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float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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if (vr.dualwield) {
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//SUPER FUDGE
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VectorSet(vr.weaponangles, vr.weaponangles[PITCH],
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-90.0f-degrees(atan2f(x, -z)), degrees(atanf(y / zxDist)));
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}
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else
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{
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VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), vr.weaponangles[ROLL]);
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}
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}
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}
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static bool finishReloadNextFrame = false;
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if (finishReloadNextFrame)
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{
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ALOGV("**WEAPON EVENT** -reload");
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sendButtonActionSimple("-reload");
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finishReloadNextFrame = false;
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}
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if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
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canUseBackpack = false;
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}
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else if (!canUseBackpack && vr.backpackitemactive == 0) {
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
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RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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canUseBackpack = true;
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton1) != 0;
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bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton2) != 0;
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if (!canUseBackpack)
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{
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if (dominantGripPushed) {
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if (dominantGripPushTime == 0) {
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dominantGripPushTime = GetTimeInMilliSeconds();
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}
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}
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else
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{
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if (vr.backpackitemactive == 1) {
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//Restores last used weapon if possible
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char buffer[32];
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sprintf(buffer, "weapon %i", vr.lastweaponid);
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sendButtonActionSimple(buffer);
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vr.backpackitemactive = 0;
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}
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else if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
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vr_reloadtimeoutms->integer) {
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sendButtonActionSimple("+reload");
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finishReloadNextFrame = true;
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}
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dominantGripPushTime = 0;
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}
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if (!dominantButton1Pushed && vr.backpackitemactive == 2)
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{
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char buffer[32];
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sprintf(buffer, "weapon %i", vr.lastweaponid);
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sendButtonActionSimple(buffer);
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vr.backpackitemactive = 0;
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}
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if (!dominantButton2Pushed && vr.backpackitemactive == 3)
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{
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vr.backpackitemactive = 0;
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}
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} else {
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if (vr.backpackitemactive == 0) {
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if (dominantGripPushed) {
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vr.lastweaponid = vr.weaponid;
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//Initiate grenade from backpack mode
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sendButtonActionSimple("weaponbank 6");
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
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RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
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vr.backpackitemactive = 1;
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}
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else if (dominantButton1Pushed)
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{
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vr.lastweaponid = vr.weaponid;
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//Initiate knife from backpack mode
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sendButtonActionSimple("weapon 1");
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
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RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
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vr.backpackitemactive = 2;
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}
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else if (dominantButton2Pushed && vr.hasbinoculars)
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{
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
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RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
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vr.backpackitemactive = 3;
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}
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}
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}
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}
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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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if (vr_walkdirection->value == 0) {
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controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
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}
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else
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{
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controllerYawHeading = 0.0f;
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}
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}
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//Right-hand specific stuff
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{
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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vec2_t v;
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rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value,
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vr.hmdposition_delta[2] * vr_positional_factor->value, - vr.hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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positional_movementForward);
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//Jump (B Button)
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if (vr.backpackitemactive != 2 && !canUseBackpack) {
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handleTrackedControllerButton(pDominantTrackedRemoteNew,
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pDominantTrackedRemoteOld, domButton2, K_SPACE);
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}
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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
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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static qboolean firing = false;
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if (dominantGripPushed && vr.backpackitemactive == 0)
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{
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger))
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{
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if (!vr.scopedweapon) {
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if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
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ALOGV("**WEAPON EVENT** weapalt");
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sendButtonActionSimple("weapalt");
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}
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else if (firing)
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{
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//no longer firing
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firing = qfalse;
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ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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sendButtonAction("+attack", firing);
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}
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}
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else if (vr.detachablescope)
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{
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if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
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//See if we are able to detach the scope
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ALOGV("**WEAPON EVENT** weapdetachscope");
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sendButtonActionSimple("weapdetachscope");
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}
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}
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else
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{
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//Just ignore grip and fire
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firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
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ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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sendButtonAction("+attack", firing);
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}
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}
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}
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else
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{
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//Fire Primary
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if (vr.backpackitemactive != 3 && // Can't fire while holding binoculars
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!vr.velocitytriggered && // Don't fire velocity triggered weapons
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(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
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sendButtonAction("+attack", firing);
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}
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}
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//Duck with A
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if (vr.backpackitemactive != 2 &&
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!canUseBackpack &&
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(pDominantTrackedRemoteNew->Buttons & domButton1) !=
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(pDominantTrackedRemoteOld->Buttons & domButton1) &&
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ducked != DUCK_CROUCHED) {
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ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON
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: DUCK_NOTDUCKED;
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sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1));
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}
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//Weapon/Inventory Chooser
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static qboolean itemSwitched = false;
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if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
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(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
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between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
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{
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if (!itemSwitched) {
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if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
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{
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sendButtonActionSimple("weapprev");
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}
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else
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{
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sendButtonActionSimple("weapnext");
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}
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itemSwitched = true;
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}
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} else {
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itemSwitched = false;
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}
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}
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|
|
|
//Left-hand specific stuff
|
|
{
|
|
//"Use" (open doors etc)
|
|
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
|
|
sendButtonAction("+activate",
|
|
(pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
|
|
}
|
|
|
|
//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;
|
|
|
|
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
|
|
|
|
//Adjust to be off-hand controller oriented
|
|
vec2_t v;
|
|
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
|
|
|
//Move a lot slower if scope is engaged or teleport is standard locomotion mode
|
|
remote_movementSideways = v[0] * (vr.scopeengaged || vr.teleportenabled ? 0.3f : 1.0f);
|
|
remote_movementForward = v[1] * (vr.scopeengaged || vr.teleportenabled ? 0.3f : 1.0f);
|
|
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
|
remote_movementSideways,
|
|
remote_movementForward);
|
|
|
|
|
|
if (!canUseQuickSave) {
|
|
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
|
(pOffTrackedRemoteNew->Buttons & offButton1)) {
|
|
|
|
if (dominantGripPushed) {
|
|
//If cheats enabled, give all weapons/pickups to player
|
|
Cbuf_AddText("give all\n");
|
|
} else {
|
|
vr.visible_hud = !vr.visible_hud;
|
|
}
|
|
}
|
|
}
|
|
|
|
//notebook
|
|
if (!canUseQuickSave) {
|
|
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
|
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
|
|
(pOffTrackedRemoteNew->Buttons & offButton2)) {
|
|
sendButtonActionSimple("notebook");
|
|
}
|
|
}
|
|
|
|
|
|
//Kick!
|
|
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
|
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
|
sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick));
|
|
}
|
|
|
|
//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;
|
|
|
|
|
|
if (!vr.teleportenabled)
|
|
{
|
|
//Run
|
|
handleTrackedControllerButton(pOffTrackedRemoteNew,
|
|
pOffTrackedRemoteOld,
|
|
ovrButton_Trigger, K_SHIFT);
|
|
} else {
|
|
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
|
|
{
|
|
vr.teleportseek = qtrue;
|
|
}
|
|
else if (vr.teleportseek)
|
|
{
|
|
vr.teleportseek = qfalse;
|
|
vr.teleportexecute = vr.teleportready;
|
|
vr.teleportready = qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
RTCWVR_ResyncClientYawWithGameYaw();
|
|
}
|
|
} 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;
|
|
}
|
|
|
|
RTCWVR_ResyncClientYawWithGameYaw();
|
|
}
|
|
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
|
|
{
|
|
decreaseSnap = true;
|
|
}
|
|
}
|
|
|
|
updateScopeAngles();
|
|
}
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
} |