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https://github.com/Cesarus85/ringfall-mjolnir-vr.git
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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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770f8881e0 | ||
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38ab192749 |
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@@ -190,6 +190,11 @@ enum
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};
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void halo_vr_set_seat(short local_player_index, int seat, int armed, float vehicle_yaw);
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void halo_vr_set_seat_frame(short local_player_index, float vehicle_yaw);
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/* At an open vehicle's wheel (a Warthog's), each frame (render.c): the
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driver's hands on it as drawn (world units, from the game's camera), or
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NULL; the player's own hands turn it. And whether they hold it. */
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void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3]);
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int halo_vr_wheel_held(void);
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/* whether a seated player's view stays in first person (director.c) */
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int halo_vr_vehicle_first_person(void);
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/* VR test aid (debug.vehicle_spawn): both sticks held in for a moment asks
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@@ -221,6 +221,13 @@ static const struct config_setting config_settings[] =
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{ "vr.vehicle_pitch_degrees", _config_real, "45", "HALO_VR_VEHICLE_PITCH", _environment_value, _platform_android,
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"Driving, the right stick pushed fully up or down aims this many degrees\n"
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"above or below the horizon (a Banshee climbs or dives)." },
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{ "vr.vehicle_wheel", _config_boolean, "true", "HALO_VR_VEHICLE_WHEEL", _environment_value, _platform_android,
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"At an open vehicle's wheel (a Warthog's), grip it with one hand or both and\n"
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"turn it to steer, the right trigger the throttle and the left the brake;\n"
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"let go, and the right stick steers." },
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{ "vr.vehicle_wheel_degrees", _config_real, "90", "HALO_VR_VEHICLE_WHEEL_DEGREES", _environment_value,
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_platform_android,
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"The wheel turned this many degrees either way steers fully." },
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{ "vr.comfort_vignette", _config_real, "0.7", "HALO_VR_COMFORT_VIGNETTE", _environment_value, _platform_android,
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"How far the view darkens from its edges while a vehicle turns you\n"
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"(0 never, 1 to a small window)." },
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+158
-1
@@ -107,6 +107,16 @@ static struct
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float vehicle_steer_angle; /* radians */
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float vehicle_gun_steer_angle; /* radians: steering that aims guns too */
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float vehicle_pitch_angle;
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/* the wheel of an open vehicle (a Warthog's: wheel_update) */
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int vehicle_wheel; /* vr.vehicle_wheel: the hands turn it */
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float vehicle_wheel_angle; /* radians: turned this far, it steers fully */
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int wheel_valid; /* where it is, as last drawn */
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float wheel_hands_drawn[2][3]; /* the driver's drawn hands on it, from the camera (world units) */
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int wheel_held[HALO_XR_HAND_COUNT];
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int wheel_hands; /* the hands that held it last frame (bits) */
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float wheel_reference; /* their turn about the column last frame */
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float wheel_turn; /* the wheel's turn (radians, anticlockwise as the driver sees it) */
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int wheel_logged;
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float vehicle_steer_curve; /* the stick's deflection to this power */
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float vehicle_steer_smoothing; /* seconds */
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float steer[2]; /* the steering as smoothed: aside, up (-1..1) */
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@@ -455,6 +465,10 @@ void halo_vr_initialize(void)
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vr.vehicle_steer_angle = (float)config_real("vr.vehicle_steer_degrees") * PI / 180.0f;
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vr.vehicle_gun_steer_angle = (float)config_real("vr.vehicle_gun_steer_degrees") * PI / 180.0f;
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vr.vehicle_pitch_angle = (float)config_real("vr.vehicle_pitch_degrees") * PI / 180.0f;
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vr.vehicle_wheel = config_boolean("vr.vehicle_wheel");
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vr.vehicle_wheel_angle = (float)config_real("vr.vehicle_wheel_degrees") * PI / 180.0f;
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if (vr.vehicle_wheel_angle < 10.0f * PI / 180.0f)
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vr.vehicle_wheel_angle = 10.0f * PI / 180.0f;
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vr.vehicle_steer_curve = (float)config_real("vr.vehicle_steer_curve");
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vr.vehicle_steer_smoothing = (float)config_real("vr.vehicle_steer_smoothing");
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vr.comfort_vignette = (float)config_real("vr.comfort_vignette");
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@@ -557,7 +571,8 @@ static void grenade_update(void)
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const struct halo_xr_hand *hand = &vr.frame.hands[HALO_XR_HAND_LEFT];
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unsigned long long now = now_us();
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int valid = hand->active && (hand->flags & HALO_XR_POSE_VALID);
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int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN &&
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/* (at a wheel the left trigger brakes: xinput_sdl.c) */
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int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && !vr.wheel_hands &&
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hand->trigger > (vr.grenade_held ? 0.2f : 0.3f);
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int count = vr.grenade_sample_count;
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@@ -737,7 +752,9 @@ static void melee_update(void)
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continue;
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}
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/* (a grenade's throw is not a blow) */
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/* (nor is turning the wheel) */
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if (vr.hand_last_valid[hand] && seconds > 0.0f && seconds < 0.1f && vr.melee_swing_speed > 0.0f &&
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!vr.wheel_held[hand] &&
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vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && now >= vr.melee_ready_us &&
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!(hand == HALO_XR_HAND_LEFT && (vr.grenade_held || now - vr.grenade_released_us < 500000)))
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{
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@@ -823,6 +840,138 @@ static void turn_update(void)
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seat_body();
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}
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/* At an open vehicle's wheel (a Warthog's, vr.vehicle_wheel), a hand that
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grips near it takes hold of it, and the hands turn it about its column: both
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by the line between them, one about the wheel's middle. Where it is, the
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driver's hands as drawn hold it (halo_vr_set_wheel); its column runs from
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there back towards the driver, tipped up WHEEL_COLUMN_TILT. Held, its turn
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steers (halo_vr_aim); let go, the right stick does. */
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#define WHEEL_REACH 0.35f /* metres from its middle */
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#define WHEEL_COLUMN_TILT (45.0f * PI / 180.0f) /* from the horizontal */
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static void wheel_release(void)
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{
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int hand;
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for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
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vr.wheel_held[hand] = 0;
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vr.wheel_hands = 0;
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}
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static void wheel_update(void)
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{
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static const float local_up[3] = { 0.0f, 1.0f, 0.0f };
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float world[3], centre[3], forward_game[3], forward[3], column[3], up[3], side[3], line[3];
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float heading = seat_heading(), along, angle;
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int hand, axis, hands = 0;
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if (vr.seat_mode != HALO_VR_SEAT_STEER || !vr.vehicle_wheel || !vr.wheel_valid || !vr.frame.focused ||
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vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN)
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{
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wheel_release();
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return;
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}
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for (axis = 0; axis < 3; axis++)
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{
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world[axis] = vr.game_camera[axis] +
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(vr.wheel_hands_drawn[0][axis] + vr.wheel_hands_drawn[1][axis]) * 0.5f;
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}
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world_to_local(world, centre);
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if (!vr.wheel_logged)
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{
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float apart[3];
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for (axis = 0; axis < 3; axis++)
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apart[axis] = (vr.wheel_hands_drawn[0][axis] - vr.wheel_hands_drawn[1][axis]) * METRES_PER_WORLD_UNIT;
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platform_log("VR: wheel at %.2f %.2f %.2f (LOCAL), the hands %.2f m apart", centre[0], centre[1], centre[2],
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sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]));
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vr.wheel_logged = 1;
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}
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/* its column, and the wheel's up and left about it */
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forward_game[0] = cosf(heading);
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forward_game[1] = sinf(heading);
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forward_game[2] = 0.0f;
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game_to_local(forward_game, forward);
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for (axis = 0; axis < 3; axis++)
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column[axis] = -forward[axis] * cosf(WHEEL_COLUMN_TILT) + local_up[axis] * sinf(WHEEL_COLUMN_TILT);
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along = local_up[0] * column[0] + local_up[1] * column[1] + local_up[2] * column[2];
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for (axis = 0; axis < 3; axis++)
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up[axis] = local_up[axis] - column[axis] * along;
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normalize3(up);
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cross3(column, up, side);
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for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
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{
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const struct halo_xr_hand *state = &vr.frame.hands[hand];
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float apart[3];
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if (!state->active || !(state->flags & HALO_XR_POSE_VALID) || state->squeeze < 0.35f)
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{
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vr.wheel_held[hand] = 0;
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continue;
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}
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if (!vr.wheel_held[hand])
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{
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for (axis = 0; axis < 3; axis++)
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apart[axis] = state->grip.position[axis] - centre[axis];
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if (state->squeeze < 0.6f ||
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sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]) > WHEEL_REACH)
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{
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continue;
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}
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vr.wheel_held[hand] = 1;
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host_xr_haptic(hand, 0.3f, 0.05f);
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}
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hands |= 1 << hand;
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}
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if (!hands)
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{
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vr.wheel_hands = 0;
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return;
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}
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/* the hands' turn about the column */
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for (axis = 0; axis < 3; axis++)
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{
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line[axis] = hands == ((1 << HALO_XR_HAND_LEFT) | (1 << HALO_XR_HAND_RIGHT)) ?
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vr.frame.hands[HALO_XR_HAND_LEFT].grip.position[axis] -
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vr.frame.hands[HALO_XR_HAND_RIGHT].grip.position[axis] :
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vr.frame.hands[hands & (1 << HALO_XR_HAND_LEFT) ? HALO_XR_HAND_LEFT : HALO_XR_HAND_RIGHT]
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.grip.position[axis] - centre[axis];
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}
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angle = atan2f(line[0] * side[0] + line[1] * side[1] + line[2] * side[2],
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line[0] * up[0] + line[1] * up[1] + line[2] * up[2]);
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if (!vr.wheel_hands)
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{
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/* taken hold of: turned as far as it steers now */
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vr.wheel_turn = -vr.steer[0] * vr.vehicle_wheel_angle;
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}
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else if (hands == vr.wheel_hands)
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{
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vr.wheel_turn += wrap_angle(angle - vr.wheel_reference);
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}
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if (vr.wheel_turn > vr.vehicle_wheel_angle)
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vr.wheel_turn = vr.vehicle_wheel_angle;
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if (vr.wheel_turn < -vr.vehicle_wheel_angle)
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vr.wheel_turn = -vr.vehicle_wheel_angle;
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vr.wheel_reference = angle;
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vr.wheel_hands = hands;
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}
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void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3])
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{
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if (!vr.active || local_player_index != 0)
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return;
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vr.wheel_valid = left && right;
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if (!vr.wheel_valid)
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return;
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memcpy(vr.wheel_hands_drawn[0], left, sizeof(vr.wheel_hands_drawn[0]));
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memcpy(vr.wheel_hands_drawn[1], right, sizeof(vr.wheel_hands_drawn[1]));
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}
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int halo_vr_wheel_held(void)
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{
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return vr.active && vr.wheel_hands != 0;
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}
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/* The comfort vignette: while a vehicle turns the player (from 15 degrees a
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second, fully at 60), the eye images darken from their edges; it comes in
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quickly and goes slowly. */
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@@ -1043,6 +1192,7 @@ void halo_vr_frame_begin(void)
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vr_recentre();
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}
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turn_update();
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wheel_update();
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vignette_update();
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vehicle_spawn_update();
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look_update();
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@@ -1394,6 +1544,13 @@ int halo_vr_aim(short local_player_index, float current_yaw, float current_pitch
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amount = amount > 0.0f ? powf(amount > 1.0f ? 1.0f : amount, vr.vehicle_steer_curve) : 0.0f;
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if (stick[axis] < 0.0f)
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amount = -amount;
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if (axis == 0 && vr.wheel_hands)
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{
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/* (the hands on the wheel steer, as they turn it: clockwise
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to the right) */
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vr.steer[0] = -vr.wheel_turn / vr.vehicle_wheel_angle;
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continue;
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}
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vr.steer[axis] += (amount - vr.steer[axis]) * blend;
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}
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/* (a Ghost or a Banshee aims its guns as it steers: less, finer) */
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@@ -540,12 +540,17 @@ In play, laid out for VR shooters rather than by position:
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right stick turns (vr.c); click zooms left stick move; click crouches
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menu pause (start)
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Holding a Warthog's wheel (vr.c), the right trigger is the throttle and the
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left one the brake (backwards, once stopped): the left stick pushed up or
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down as far, unless it is pushed further.
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In the menus the buttons are the Xbox's by position: A accepts, B goes back. */
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#include "guest_host.h"
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#include "halo_xr_abi.h"
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int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menus);
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int halo_vr_wheel_held(void);
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static SHORT vr_stick(float value)
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{
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@@ -577,6 +582,14 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
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pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = (BYTE)(right->trigger * 255.0f);
|
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if ((BYTE)(left->trigger * 255.0f) > pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER])
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pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = (BYTE)(left->trigger * 255.0f);
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if (!menus && halo_vr_wheel_held())
|
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{
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/* at the wheel: the triggers drive, and neither fire nor throw */
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pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = 0;
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pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = 0;
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value = vr_stick(right->trigger - left->trigger);
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if (abs(value) > abs(pad->sThumbLY)) pad->sThumbLY = value;
|
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}
|
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if (menus)
|
||||
{
|
||||
/* the right stick scrolls too; turning is off in the menus */
|
||||
@@ -592,7 +605,9 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
|
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}
|
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merge_button(pad, XINPUT_GAMEPAD_A, (right->buttons & HALO_XR_BUTTON_A) != 0);
|
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merge_button(pad, XINPUT_GAMEPAD_X, (left->buttons & HALO_XR_BUTTON_A) != 0);
|
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merge_button(pad, XINPUT_GAMEPAD_B, (right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 || halo_vr_melee());
|
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/* (the grips holding a Warthog's wheel are not a blow) */
|
||||
merge_button(pad, XINPUT_GAMEPAD_B,
|
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((right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 && !halo_vr_wheel_held()) || halo_vr_melee());
|
||||
merge_button(pad, XINPUT_GAMEPAD_Y, (left->buttons & HALO_XR_BUTTON_B) != 0);
|
||||
{
|
||||
/* B: a tap is the flashlight, holding it switches grenades; the
|
||||
|
||||
@@ -667,8 +667,25 @@ static void render_vr_player_frame(
|
||||
long vehicle_index = unit_index == NONE ? NONE : object_get(unit_index)->object.parent_object_index;
|
||||
real_matrix4x3 *nodes = vehicle_index == NONE ? NULL : render_interpolation_object_node_matrices(vehicle_index);
|
||||
|
||||
real_point3d left_hand;
|
||||
real_point3d right_hand;
|
||||
|
||||
if (nodes)
|
||||
halo_vr_set_seat_frame(window->local_player_index, (float)atan2(nodes[0].forward.j, nodes[0].forward.i));
|
||||
if (nodes && render_object_vr_wheel_hands(unit_index, &left_hand, &right_hand))
|
||||
{
|
||||
/* (at a wheel: the hands that hold it) */
|
||||
float left[3] = { left_hand.x - game_position[0], left_hand.y - game_position[1],
|
||||
left_hand.z - game_position[2] };
|
||||
float right[3] = { right_hand.x - game_position[0], right_hand.y - game_position[1],
|
||||
right_hand.z - game_position[2] };
|
||||
|
||||
halo_vr_set_wheel(window->local_player_index, left, right);
|
||||
}
|
||||
else
|
||||
{
|
||||
halo_vr_set_wheel(window->local_player_index, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (halo_vr_multiview())
|
||||
{
|
||||
|
||||
@@ -154,6 +154,11 @@ boolean render_object_vr_seated_body(
|
||||
long object_index);
|
||||
boolean render_object_vr_at_controls(
|
||||
long object_index);
|
||||
/* at an open wheel (a Warthog's), where its drawn hands hold it */
|
||||
boolean render_object_vr_wheel_hands(
|
||||
long object_index,
|
||||
real_point3d *left,
|
||||
real_point3d *right);
|
||||
#endif
|
||||
void render_objects(
|
||||
void);
|
||||
|
||||
@@ -509,6 +509,47 @@ boolean render_object_vr_seated_body(
|
||||
vehicle_vr_encloses_riders(object->object.parent_object_index));
|
||||
}
|
||||
|
||||
/* at an open wheel (a Warthog's): where the driver's hands hold it, as the
|
||||
seat's animation has them this frame (vr.c: the player's own hands turn
|
||||
it) */
|
||||
boolean render_object_vr_wheel_hands(
|
||||
long object_index,
|
||||
real_point3d *left,
|
||||
real_point3d *right)
|
||||
{
|
||||
struct object_datum *object;
|
||||
struct model *model;
|
||||
real_matrix4x3 *nodes;
|
||||
short node_index;
|
||||
short left_index = NONE;
|
||||
short right_index = NONE;
|
||||
|
||||
if (!render_object_vr_seated_body(object_index))
|
||||
return FALSE;
|
||||
object = object_get(object_index);
|
||||
if (!TEST_FLAG(_object_mask_vehicle, object_get(object->object.parent_object_index)->object.type))
|
||||
return FALSE;
|
||||
model = model_definition_get(object_definition_get(object->definition_index)->object.model.index);
|
||||
nodes = render_interpolation_object_node_matrices(object_index);
|
||||
if (!nodes)
|
||||
nodes = object_get_node_matrices(object_index);
|
||||
for (node_index = 0; node_index < model->nodes.count; node_index++)
|
||||
{
|
||||
char const *name = TAG_BLOCK_GET_ELEMENT(&model->nodes, node_index, struct model_node)->name;
|
||||
size_t length = strlen(name);
|
||||
|
||||
if (length >= 6 && !strcmp(name + length - 6, "l hand"))
|
||||
left_index = node_index;
|
||||
if (length >= 6 && !strcmp(name + length - 6, "r hand"))
|
||||
right_index = node_index;
|
||||
}
|
||||
if (left_index == NONE || right_index == NONE)
|
||||
return FALSE;
|
||||
*left = nodes[left_index].position;
|
||||
*right = nodes[right_index].position;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/* its node matrices with the head's shrunk to nothing, which takes the
|
||||
helmet out of the eyes' way */
|
||||
static real_matrix4x3 *object_vr_headless_node_matrices(
|
||||
|
||||
Reference in new issue
Block a user