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Stefan MaierandClaude Opus 5.5 770f8881e0 At the wheel, the right trigger is the throttle and the left the brake
Holding a Warthog's wheel, the triggers drive as the left stick pushed up
or down would (backwards once stopped), unless the stick is pushed further;
they neither fire nor hold a grenade then.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:50:41 +02:00
Stefan MaierandClaude Opus 5.5 38ab192749 Steer a Warthog by its wheel with the hands
At an open vehicle's wheel, a hand that grips near it (where the driver's
drawn hands hold it) takes hold, and the hands turn it about its column:
both by the line between them, one about the wheel's middle. Turned
vr.vehicle_wheel_degrees (90) either way it steers fully; let go, the right
stick steers as before. Holding the wheel, the right grip is no melee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:00:26 +02:00
7 changed files with 249 additions and 2 deletions

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+5
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@@ -190,6 +190,11 @@ enum
};
void halo_vr_set_seat(short local_player_index, int seat, int armed, float vehicle_yaw);
void halo_vr_set_seat_frame(short local_player_index, float vehicle_yaw);
/* At an open vehicle's wheel (a Warthog's), each frame (render.c): the
driver's hands on it as drawn (world units, from the game's camera), or
NULL; the player's own hands turn it. And whether they hold it. */
void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3]);
int halo_vr_wheel_held(void);
/* whether a seated player's view stays in first person (director.c) */
int halo_vr_vehicle_first_person(void);
/* VR test aid (debug.vehicle_spawn): both sticks held in for a moment asks
+7
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@@ -221,6 +221,13 @@ static const struct config_setting config_settings[] =
{ "vr.vehicle_pitch_degrees", _config_real, "45", "HALO_VR_VEHICLE_PITCH", _environment_value, _platform_android,
"Driving, the right stick pushed fully up or down aims this many degrees\n"
"above or below the horizon (a Banshee climbs or dives)." },
{ "vr.vehicle_wheel", _config_boolean, "true", "HALO_VR_VEHICLE_WHEEL", _environment_value, _platform_android,
"At an open vehicle's wheel (a Warthog's), grip it with one hand or both and\n"
"turn it to steer, the right trigger the throttle and the left the brake;\n"
"let go, and the right stick steers." },
{ "vr.vehicle_wheel_degrees", _config_real, "90", "HALO_VR_VEHICLE_WHEEL_DEGREES", _environment_value,
_platform_android,
"The wheel turned this many degrees either way steers fully." },
{ "vr.comfort_vignette", _config_real, "0.7", "HALO_VR_COMFORT_VIGNETTE", _environment_value, _platform_android,
"How far the view darkens from its edges while a vehicle turns you\n"
"(0 never, 1 to a small window)." },
+158 -1
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@@ -107,6 +107,16 @@ static struct
float vehicle_steer_angle; /* radians */
float vehicle_gun_steer_angle; /* radians: steering that aims guns too */
float vehicle_pitch_angle;
/* the wheel of an open vehicle (a Warthog's: wheel_update) */
int vehicle_wheel; /* vr.vehicle_wheel: the hands turn it */
float vehicle_wheel_angle; /* radians: turned this far, it steers fully */
int wheel_valid; /* where it is, as last drawn */
float wheel_hands_drawn[2][3]; /* the driver's drawn hands on it, from the camera (world units) */
int wheel_held[HALO_XR_HAND_COUNT];
int wheel_hands; /* the hands that held it last frame (bits) */
float wheel_reference; /* their turn about the column last frame */
float wheel_turn; /* the wheel's turn (radians, anticlockwise as the driver sees it) */
int wheel_logged;
float vehicle_steer_curve; /* the stick's deflection to this power */
float vehicle_steer_smoothing; /* seconds */
float steer[2]; /* the steering as smoothed: aside, up (-1..1) */
@@ -455,6 +465,10 @@ void halo_vr_initialize(void)
vr.vehicle_steer_angle = (float)config_real("vr.vehicle_steer_degrees") * PI / 180.0f;
vr.vehicle_gun_steer_angle = (float)config_real("vr.vehicle_gun_steer_degrees") * PI / 180.0f;
vr.vehicle_pitch_angle = (float)config_real("vr.vehicle_pitch_degrees") * PI / 180.0f;
vr.vehicle_wheel = config_boolean("vr.vehicle_wheel");
vr.vehicle_wheel_angle = (float)config_real("vr.vehicle_wheel_degrees") * PI / 180.0f;
if (vr.vehicle_wheel_angle < 10.0f * PI / 180.0f)
vr.vehicle_wheel_angle = 10.0f * PI / 180.0f;
vr.vehicle_steer_curve = (float)config_real("vr.vehicle_steer_curve");
vr.vehicle_steer_smoothing = (float)config_real("vr.vehicle_steer_smoothing");
vr.comfort_vignette = (float)config_real("vr.comfort_vignette");
@@ -557,7 +571,8 @@ static void grenade_update(void)
const struct halo_xr_hand *hand = &vr.frame.hands[HALO_XR_HAND_LEFT];
unsigned long long now = now_us();
int valid = hand->active && (hand->flags & HALO_XR_POSE_VALID);
int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN &&
/* (at a wheel the left trigger brakes: xinput_sdl.c) */
int held = valid && vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && !vr.wheel_hands &&
hand->trigger > (vr.grenade_held ? 0.2f : 0.3f);
int count = vr.grenade_sample_count;
@@ -737,7 +752,9 @@ static void melee_update(void)
continue;
}
/* (a grenade's throw is not a blow) */
/* (nor is turning the wheel) */
if (vr.hand_last_valid[hand] && seconds > 0.0f && seconds < 0.1f && vr.melee_swing_speed > 0.0f &&
!vr.wheel_held[hand] &&
vr.last_overlay_mode != HALO_XR_OVERLAY_SCREEN && now >= vr.melee_ready_us &&
!(hand == HALO_XR_HAND_LEFT && (vr.grenade_held || now - vr.grenade_released_us < 500000)))
{
@@ -823,6 +840,138 @@ static void turn_update(void)
seat_body();
}
/* At an open vehicle's wheel (a Warthog's, vr.vehicle_wheel), a hand that
grips near it takes hold of it, and the hands turn it about its column: both
by the line between them, one about the wheel's middle. Where it is, the
driver's hands as drawn hold it (halo_vr_set_wheel); its column runs from
there back towards the driver, tipped up WHEEL_COLUMN_TILT. Held, its turn
steers (halo_vr_aim); let go, the right stick does. */
#define WHEEL_REACH 0.35f /* metres from its middle */
#define WHEEL_COLUMN_TILT (45.0f * PI / 180.0f) /* from the horizontal */
static void wheel_release(void)
{
int hand;
for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
vr.wheel_held[hand] = 0;
vr.wheel_hands = 0;
}
static void wheel_update(void)
{
static const float local_up[3] = { 0.0f, 1.0f, 0.0f };
float world[3], centre[3], forward_game[3], forward[3], column[3], up[3], side[3], line[3];
float heading = seat_heading(), along, angle;
int hand, axis, hands = 0;
if (vr.seat_mode != HALO_VR_SEAT_STEER || !vr.vehicle_wheel || !vr.wheel_valid || !vr.frame.focused ||
vr.last_overlay_mode == HALO_XR_OVERLAY_SCREEN)
{
wheel_release();
return;
}
for (axis = 0; axis < 3; axis++)
{
world[axis] = vr.game_camera[axis] +
(vr.wheel_hands_drawn[0][axis] + vr.wheel_hands_drawn[1][axis]) * 0.5f;
}
world_to_local(world, centre);
if (!vr.wheel_logged)
{
float apart[3];
for (axis = 0; axis < 3; axis++)
apart[axis] = (vr.wheel_hands_drawn[0][axis] - vr.wheel_hands_drawn[1][axis]) * METRES_PER_WORLD_UNIT;
platform_log("VR: wheel at %.2f %.2f %.2f (LOCAL), the hands %.2f m apart", centre[0], centre[1], centre[2],
sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]));
vr.wheel_logged = 1;
}
/* its column, and the wheel's up and left about it */
forward_game[0] = cosf(heading);
forward_game[1] = sinf(heading);
forward_game[2] = 0.0f;
game_to_local(forward_game, forward);
for (axis = 0; axis < 3; axis++)
column[axis] = -forward[axis] * cosf(WHEEL_COLUMN_TILT) + local_up[axis] * sinf(WHEEL_COLUMN_TILT);
along = local_up[0] * column[0] + local_up[1] * column[1] + local_up[2] * column[2];
for (axis = 0; axis < 3; axis++)
up[axis] = local_up[axis] - column[axis] * along;
normalize3(up);
cross3(column, up, side);
for (hand = 0; hand < HALO_XR_HAND_COUNT; hand++)
{
const struct halo_xr_hand *state = &vr.frame.hands[hand];
float apart[3];
if (!state->active || !(state->flags & HALO_XR_POSE_VALID) || state->squeeze < 0.35f)
{
vr.wheel_held[hand] = 0;
continue;
}
if (!vr.wheel_held[hand])
{
for (axis = 0; axis < 3; axis++)
apart[axis] = state->grip.position[axis] - centre[axis];
if (state->squeeze < 0.6f ||
sqrtf(apart[0] * apart[0] + apart[1] * apart[1] + apart[2] * apart[2]) > WHEEL_REACH)
{
continue;
}
vr.wheel_held[hand] = 1;
host_xr_haptic(hand, 0.3f, 0.05f);
}
hands |= 1 << hand;
}
if (!hands)
{
vr.wheel_hands = 0;
return;
}
/* the hands' turn about the column */
for (axis = 0; axis < 3; axis++)
{
line[axis] = hands == ((1 << HALO_XR_HAND_LEFT) | (1 << HALO_XR_HAND_RIGHT)) ?
vr.frame.hands[HALO_XR_HAND_LEFT].grip.position[axis] -
vr.frame.hands[HALO_XR_HAND_RIGHT].grip.position[axis] :
vr.frame.hands[hands & (1 << HALO_XR_HAND_LEFT) ? HALO_XR_HAND_LEFT : HALO_XR_HAND_RIGHT]
.grip.position[axis] - centre[axis];
}
angle = atan2f(line[0] * side[0] + line[1] * side[1] + line[2] * side[2],
line[0] * up[0] + line[1] * up[1] + line[2] * up[2]);
if (!vr.wheel_hands)
{
/* taken hold of: turned as far as it steers now */
vr.wheel_turn = -vr.steer[0] * vr.vehicle_wheel_angle;
}
else if (hands == vr.wheel_hands)
{
vr.wheel_turn += wrap_angle(angle - vr.wheel_reference);
}
if (vr.wheel_turn > vr.vehicle_wheel_angle)
vr.wheel_turn = vr.vehicle_wheel_angle;
if (vr.wheel_turn < -vr.vehicle_wheel_angle)
vr.wheel_turn = -vr.vehicle_wheel_angle;
vr.wheel_reference = angle;
vr.wheel_hands = hands;
}
void halo_vr_set_wheel(short local_player_index, const float left[3], const float right[3])
{
if (!vr.active || local_player_index != 0)
return;
vr.wheel_valid = left && right;
if (!vr.wheel_valid)
return;
memcpy(vr.wheel_hands_drawn[0], left, sizeof(vr.wheel_hands_drawn[0]));
memcpy(vr.wheel_hands_drawn[1], right, sizeof(vr.wheel_hands_drawn[1]));
}
int halo_vr_wheel_held(void)
{
return vr.active && vr.wheel_hands != 0;
}
/* The comfort vignette: while a vehicle turns the player (from 15 degrees a
second, fully at 60), the eye images darken from their edges; it comes in
quickly and goes slowly. */
@@ -1043,6 +1192,7 @@ void halo_vr_frame_begin(void)
vr_recentre();
}
turn_update();
wheel_update();
vignette_update();
vehicle_spawn_update();
look_update();
@@ -1394,6 +1544,13 @@ int halo_vr_aim(short local_player_index, float current_yaw, float current_pitch
amount = amount > 0.0f ? powf(amount > 1.0f ? 1.0f : amount, vr.vehicle_steer_curve) : 0.0f;
if (stick[axis] < 0.0f)
amount = -amount;
if (axis == 0 && vr.wheel_hands)
{
/* (the hands on the wheel steer, as they turn it: clockwise
to the right) */
vr.steer[0] = -vr.wheel_turn / vr.vehicle_wheel_angle;
continue;
}
vr.steer[axis] += (amount - vr.steer[axis]) * blend;
}
/* (a Ghost or a Banshee aims its guns as it steers: less, finer) */
+16 -1
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@@ -540,12 +540,17 @@ In play, laid out for VR shooters rather than by position:
right stick turns (vr.c); click zooms left stick move; click crouches
menu pause (start)
Holding a Warthog's wheel (vr.c), the right trigger is the throttle and the
left one the brake (backwards, once stopped): the left stick pushed up or
down as far, unless it is pushed further.
In the menus the buttons are the Xbox's by position: A accepts, B goes back. */
#include "guest_host.h"
#include "halo_xr_abi.h"
int halo_vr_controllers(struct halo_xr_hand hands[HALO_XR_HAND_COUNT], int *menus);
int halo_vr_wheel_held(void);
static SHORT vr_stick(float value)
{
@@ -577,6 +582,14 @@ static void vr_gamepad_state(XINPUT_GAMEPAD *pad)
pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = (BYTE)(right->trigger * 255.0f);
if ((BYTE)(left->trigger * 255.0f) > pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER])
pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = (BYTE)(left->trigger * 255.0f);
if (!menus && halo_vr_wheel_held())
{
/* at the wheel: the triggers drive, and neither fire nor throw */
pad->bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] = 0;
pad->bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] = 0;
value = vr_stick(right->trigger - left->trigger);
if (abs(value) > abs(pad->sThumbLY)) pad->sThumbLY = value;
}
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)
}
merge_button(pad, XINPUT_GAMEPAD_A, (right->buttons & HALO_XR_BUTTON_A) != 0);
merge_button(pad, XINPUT_GAMEPAD_X, (left->buttons & HALO_XR_BUTTON_A) != 0);
merge_button(pad, XINPUT_GAMEPAD_B, (right->buttons & HALO_XR_BUTTON_SQUEEZE) != 0 || halo_vr_melee());
/* (the grips holding a Warthog's wheel are not a blow) */
merge_button(pad, XINPUT_GAMEPAD_B,
((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
+17
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@@ -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())
{
+5
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@@ -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);
+41
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@@ -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(