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Refactored Controller Code
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@@ -111,8 +111,7 @@ enum control_scheme {
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RIGHT_HANDED_ALT = 1,
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LEFT_HANDED_DEFAULT = 10,
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LEFT_HANDED_ALT = 11,
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LEFT_HANDED_ALT_2 = 12,
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GAMEPAD = 20 //Not implemented, someone else can do this!
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LEFT_HANDED_ALT_2 = 12 //Special case for left-handers who want the right handed button mappings / thumbsticks but left handed weapon / right handed flashlight
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};
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/*
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@@ -1626,27 +1625,35 @@ void * AppThreadFunction( void * parm )
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ALOGV(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
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//Get info for tracked remotes
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acquireTrackedRemotesData(appState.Ovr, appState.DisplayTime);
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//Call additional control schemes here
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switch (vr_control_scheme->integer)
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{
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case RIGHT_HANDED_DEFAULT:
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HandleInput_Right(appState.Ovr, appState.DisplayTime);
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HandleInput_Default(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
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&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
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ovrButton_A, ovrButton_B, ovrButton_X, ovrButton_Y);
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break;
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case RIGHT_HANDED_ALT:
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HandleInput_RightAlt(appState.Ovr, appState.DisplayTime);
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HandleInput_Alt(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
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&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
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ovrButton_A, ovrButton_B, ovrButton_X, ovrButton_Y);
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break;
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case LEFT_HANDED_DEFAULT:
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HandleInput_Left(appState.Ovr, appState.DisplayTime);
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HandleInput_Default(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
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&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
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ovrButton_X, ovrButton_Y, ovrButton_A, ovrButton_B);
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break;
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case LEFT_HANDED_ALT:
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HandleInput_LeftAlt(appState.Ovr, appState.DisplayTime);
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HandleInput_Alt(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, &leftRemoteTracking_new,
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&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, &rightRemoteTracking_new,
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ovrButton_X, ovrButton_Y, ovrButton_A, ovrButton_B);
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break;
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case LEFT_HANDED_ALT_2:
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HandleInput_LeftAlt2(appState.Ovr, appState.DisplayTime);
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HandleInput_LeftAlt2( );
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break;
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case GAMEPAD:
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//HandleInput_Gamepad(appState.Ovr, appState.DisplayTime); // Someone else can implement this
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break;
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}
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static bool usingScreenLayer = true; //Starts off using the screen layer
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@@ -27,10 +27,16 @@ void interactWithTouchScreen(ovrTracking *tracking, ovrInputStateTrackedRemote *
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void acquireTrackedRemotesData(const ovrMobile *Ovr, double displayTime);
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void HandleInput_Right( ovrMobile * Ovr, double displayTime );
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void HandleInput_RightAlt( ovrMobile * Ovr, double displayTime );
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void HandleInput_Left( ovrMobile * Ovr, double displayTime );
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void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime );
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void HandleInput_LeftAlt2( ovrMobile * Ovr, double displayTime );
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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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void HandleInput_Alt( 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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//A specific custom for left alt 2
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void HandleInput_LeftAlt2( );
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+122
-135
@@ -1,7 +1,7 @@
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/************************************************************************************
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Filename : VrInputLeftAlt.c
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Content : Handles controller input for the left-handed
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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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@@ -32,52 +32,39 @@ void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx
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float initialTouchX, initialTouchY;
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void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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void HandleInput_Alt( 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 to left
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Cvar_Set("hand", "1");
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//Get info for tracked remotes
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acquireTrackedRemotesData(Ovr, displayTime);
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//Ensure handedness is set correctly
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const char* pszHand = (vr_control_scheme->integer >= 10) ? "1" : "0";
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Cvar_Set("hand", pszHand);
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static bool dominantGripPushed = false;
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static int grabMeleeWeapon = 0;
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static bool selectingWeapon = false;
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static float dominantGripPushTime = 0.0f;
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static bool selectingWeapon = false;
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//Show screen view (if in multiplayer toggle scoreboard)
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if (((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_B)) &&
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(rightTrackedRemoteState_new.Buttons & ovrButton_B)) {
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showingScreenLayer = !showingScreenLayer;
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//Check we are in multiplayer
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if (isMultiplayer()) {
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sendButtonAction("+showscores", showingScreenLayer);
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}
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}
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//Menu button
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//Menu button - always on the left controller
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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//Menu control - Uses "touch"
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if (useScreenLayer())
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{
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interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
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interactWithTouchScreen(pDominantTracking, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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}
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else
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{
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//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
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float distance = sqrtf(powf(rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
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powf(rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
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powf(rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z, 2));
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float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
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powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
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if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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if (rightTrackedRemoteState_new.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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@@ -93,9 +80,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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//dominant hand stuff first
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{
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///Weapon location relative to view
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weaponoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
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weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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{
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vec2_t v;
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@@ -110,9 +97,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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}
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//Weapon velocity
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weaponvelocity[0] = leftRemoteTracking_new.HeadPose.LinearVelocity.x;
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weaponvelocity[1] = leftRemoteTracking_new.HeadPose.LinearVelocity.y;
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weaponvelocity[2] = leftRemoteTracking_new.HeadPose.LinearVelocity.z;
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weaponvelocity[0] = pDominantTracking->HeadPose.LinearVelocity.x;
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weaponvelocity[1] = pDominantTracking->HeadPose.LinearVelocity.y;
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weaponvelocity[2] = pDominantTracking->HeadPose.LinearVelocity.z;
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{
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vec2_t v;
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@@ -128,7 +115,7 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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//Set gun angles
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const ovrQuatf quatRemote = leftRemoteTracking_new.HeadPose.Pose.Orientation;
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const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
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QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles[ADJUSTED]);
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QuatToYawPitchRoll(quatRemote, 0.0f, weaponangles[UNADJUSTED]);
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QuatToYawPitchRoll(quatRemote, -30.0f, weaponangles[MELEE]);
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@@ -138,15 +125,15 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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//Don't trigger stabilisation if controllers are close together (holding Glock for example)
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(distance > 0.15f))
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{
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float z = rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z;
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float x = rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x;
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float y = rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y;
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float z = pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z;
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float x = pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x;
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float y = pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->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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VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
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VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
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VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
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VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
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VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
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VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
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}
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}
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else
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@@ -162,10 +149,10 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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}
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//Use (Action)
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
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sendButtonAction("+use", (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick));
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sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick));
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}
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static bool finishReloadNextFrame = false;
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@@ -175,15 +162,15 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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finishReloadNextFrame = false;
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}
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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dominantGripPushed = (leftTrackedRemoteState_new.Buttons &
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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if (grabMeleeWeapon == 0)
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{
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if (leftRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
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if (pDominantTracking->Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
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if (dominantGripPushed) {
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dominantGripPushTime = GetTimeInMilliSeconds();
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@@ -198,7 +185,8 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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if (dominantGripPushed) {
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//Initiate crowbar from backpack mode
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sendButtonActionSimple("weapon_crowbar");
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Android_Vibrate(80, 0, 0.8); // vibrate to let user know they switched
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
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Android_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
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grabMeleeWeapon = 1;
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}
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}
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@@ -213,16 +201,16 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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flashlightoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
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flashlightoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
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flashlightoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
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flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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vec2_t v;
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rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
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flashlightoffset[0] = v[0];
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flashlightoffset[2] = v[1];
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QuatToYawPitchRoll(rightRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
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QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 15.0f, flashlightangles);
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flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
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@@ -235,18 +223,13 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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}
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}
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//Right-hand specific stuff
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{
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ALOGV(" Right-Controller-Position: %f, %f, %f",
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leftRemoteTracking_new.HeadPose.Pose.Position.x,
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leftRemoteTracking_new.HeadPose.Pose.Position.y,
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leftRemoteTracking_new.HeadPose.Pose.Position.z);
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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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float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
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((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
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//If player is ducked then multiply by 3 otherwise positional tracking feels very wrong
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if (ducked != DUCK_NOTDUCKED)
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{
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multiplier *= 3.0f;
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@@ -262,9 +245,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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positional_movementSideways,
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positional_movementForward);
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//Jump (Y Button)
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handleTrackedControllerButton(&leftTrackedRemoteState_new,
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&leftTrackedRemoteState_old, ovrButton_Y, K_SPACE);
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//Jump
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handleTrackedControllerButton(pDominantTrackedRemoteNew,
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pDominantTrackedRemoteOld, domButton2, K_SPACE);
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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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@@ -273,44 +256,44 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
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{
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//Fire Secondary
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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sendButtonAction("+attack2", (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger));
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sendButtonAction("+attack2", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
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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 ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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firingPrimary = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
//Duck with X
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X) &&
|
||||
//Duck
|
||||
if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & domButton1) &&
|
||||
ducked != DUCK_CROUCHED) {
|
||||
ducked = (leftTrackedRemoteState_new.Buttons & ovrButton_X) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (leftTrackedRemoteState_new.Buttons & ovrButton_X));
|
||||
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (pDominantTrackedRemoteNew->Buttons & domButton1));
|
||||
}
|
||||
|
||||
static bool sendUnAttackNextFrame = false;
|
||||
if (sendUnAttackNextFrame)
|
||||
{
|
||||
sendUnAttackNextFrame = false;
|
||||
sendButtonActionSimple("-attack");
|
||||
}
|
||||
static bool sendUnAttackNextFrame = false;
|
||||
if (sendUnAttackNextFrame)
|
||||
{
|
||||
sendUnAttackNextFrame = false;
|
||||
sendButtonActionSimple("-attack");
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static int scrollCount = 0;
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_B)) {
|
||||
if ((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton2)) {
|
||||
|
||||
selectingWeapon = (rightTrackedRemoteState_new.Buttons & ovrButton_B) > 0;
|
||||
selectingWeapon = (pOffTrackedRemoteNew->Buttons & offButton2) > 0;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
scrollCount++;
|
||||
@@ -331,11 +314,11 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
|
||||
static bool weaponSwitched = false;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f) ||
|
||||
between(-1.0f, leftTrackedRemoteState_new.Joystick.x, -0.4f))
|
||||
if (between(0.4f, pDominantTrackedRemoteNew->Joystick.x, 1.0f) ||
|
||||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.x, -0.4f))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f))
|
||||
if (between(0.4f, pDominantTrackedRemoteNew->Joystick.x, 1.0f))
|
||||
{
|
||||
scrollCount++;
|
||||
sendButtonActionSimple("invnext");
|
||||
@@ -353,27 +336,21 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
}
|
||||
|
||||
//Left-hand specific stuff
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
||||
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)
|
||||
&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
|
||||
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
|
||||
}
|
||||
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y);
|
||||
float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = nlf * rightTrackedRemoteState_new.Joystick.x;
|
||||
float y = nlf * rightTrackedRemoteState_new.Joystick.y;
|
||||
float x = nlf * pOffTrackedRemoteNew->Joystick.x;
|
||||
float y = nlf * pOffTrackedRemoteNew->Joystick.y;
|
||||
|
||||
player_moving = (fabs(x) + fabs(y)) > 0.01f;
|
||||
|
||||
@@ -391,9 +368,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
|
||||
|
||||
|
||||
//flashlight on/off
|
||||
if (((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) &&
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) {
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) {
|
||||
sendButtonActionSimple("impulse 100");
|
||||
}
|
||||
|
||||
@@ -403,45 +380,55 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
|
||||
static bool firingPrimary = false;
|
||||
|
||||
//Run
|
||||
handleTrackedControllerButton(&rightTrackedRemoteState_new,
|
||||
&rightTrackedRemoteState_old,
|
||||
handleTrackedControllerButton(pOffTrackedRemoteNew,
|
||||
pOffTrackedRemoteOld,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
static bool increaseSnap = true;
|
||||
if (!selectingWeapon) {
|
||||
static bool increaseSnap = true;
|
||||
if (leftTrackedRemoteState_new.Joystick.x > 0.6f) {
|
||||
if (increaseSnap) {
|
||||
snapTurn -= vr_snapturn_angle->value;
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
increaseSnap = false;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
if (snapTurn < -180.0f)
|
||||
{
|
||||
snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pDominantTrackedRemoteNew->Joystick.x < 0.4f)
|
||||
{
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static bool decreaseSnap = true;
|
||||
if (leftTrackedRemoteState_new.Joystick.x < -0.6f) {
|
||||
if (decreaseSnap) {
|
||||
snapTurn += vr_snapturn_angle->value;
|
||||
static bool 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 snap turn configured for less than 10 degrees
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
decreaseSnap = false;
|
||||
}
|
||||
|
||||
if (snapTurn > 180.0f) {
|
||||
snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f) {
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
if (snapTurn > 180.0f)
|
||||
{
|
||||
snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
|
||||
{
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+77
-87
@@ -1,7 +1,7 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : VrInputLeft.c
|
||||
Content : Handles controller input for the left-handed
|
||||
Filename : VrInputDefault.c
|
||||
Content : Handles default controller input
|
||||
Created : August 2019
|
||||
Authors : Simon Brown
|
||||
|
||||
@@ -32,22 +32,22 @@ void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx
|
||||
float initialTouchX, initialTouchY;
|
||||
|
||||
|
||||
void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
|
||||
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
|
||||
int domButton1, int domButton2, int offButton1, int offButton2 )
|
||||
{
|
||||
//Ensure handedness is set to left
|
||||
Cvar_Set("hand", "1");
|
||||
|
||||
//Get info for tracked remotes
|
||||
acquireTrackedRemotesData(Ovr, displayTime);
|
||||
//Ensure handedness is set correctly
|
||||
const char* pszHand = (vr_control_scheme->integer >= 10) ? "1" : "0";
|
||||
Cvar_Set("hand", pszHand);
|
||||
|
||||
static bool dominantGripPushed = false;
|
||||
static int grabMeleeWeapon = 0;
|
||||
static float dominantGripPushTime = 0.0f;
|
||||
|
||||
//Show screen view (if in multiplayer toggle scoreboard)
|
||||
if (((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_B)) &&
|
||||
(rightTrackedRemoteState_new.Buttons & ovrButton_B)) {
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
|
||||
(pOffTrackedRemoteNew->Buttons & offButton2)) {
|
||||
|
||||
showingScreenLayer = !showingScreenLayer;
|
||||
|
||||
@@ -57,26 +57,26 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
}
|
||||
|
||||
//Menu button
|
||||
//Menu button - always on the left controller
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
|
||||
|
||||
//Menu control - Uses "touch"
|
||||
if (useScreenLayer())
|
||||
{
|
||||
interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
|
||||
interactWithTouchScreen(pDominantTracking, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
|
||||
}
|
||||
else
|
||||
{
|
||||
//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
|
||||
float distance = sqrtf(powf(rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
|
||||
powf(rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
|
||||
powf(rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z, 2));
|
||||
float distance = sqrtf(powf(pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x, 2) +
|
||||
powf(pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y, 2) +
|
||||
powf(pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z, 2));
|
||||
|
||||
//Turn on weapon stabilisation?
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
|
||||
(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
if (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
|
||||
if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
|
||||
{
|
||||
if (distance < 0.50f)
|
||||
{
|
||||
@@ -92,9 +92,9 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
//dominant hand stuff first
|
||||
{
|
||||
///Weapon location relative to view
|
||||
weaponoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
weaponoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
weaponoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
@@ -109,9 +109,9 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
|
||||
//Weapon velocity
|
||||
weaponvelocity[0] = leftRemoteTracking_new.HeadPose.LinearVelocity.x;
|
||||
weaponvelocity[1] = leftRemoteTracking_new.HeadPose.LinearVelocity.y;
|
||||
weaponvelocity[2] = leftRemoteTracking_new.HeadPose.LinearVelocity.z;
|
||||
weaponvelocity[0] = pDominantTracking->HeadPose.LinearVelocity.x;
|
||||
weaponvelocity[1] = pDominantTracking->HeadPose.LinearVelocity.y;
|
||||
weaponvelocity[2] = pDominantTracking->HeadPose.LinearVelocity.z;
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
@@ -127,7 +127,7 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
|
||||
|
||||
//Set gun angles
|
||||
const ovrQuatf quatRemote = leftRemoteTracking_new.HeadPose.Pose.Orientation;
|
||||
const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
|
||||
QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles[ADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, 0.0f, weaponangles[UNADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, -30.0f, weaponangles[MELEE]);
|
||||
@@ -137,9 +137,9 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
//Don't trigger stabilisation if controllers are close together (holding Glock for example)
|
||||
(distance > 0.15f))
|
||||
{
|
||||
float z = rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z;
|
||||
float x = rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x;
|
||||
float y = rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y;
|
||||
float z = pOffTracking->HeadPose.Pose.Position.z - pDominantTracking->HeadPose.Pose.Position.z;
|
||||
float x = pOffTracking->HeadPose.Pose.Position.x - pDominantTracking->HeadPose.Pose.Position.x;
|
||||
float y = pOffTracking->HeadPose.Pose.Position.y - pDominantTracking->HeadPose.Pose.Position.y;
|
||||
float zxDist = length(x, z);
|
||||
|
||||
if (zxDist != 0.0f && z != 0.0f) {
|
||||
@@ -161,10 +161,10 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
|
||||
//Use (Action)
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
|
||||
|
||||
sendButtonAction("+use", (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick));
|
||||
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick));
|
||||
}
|
||||
|
||||
static bool finishReloadNextFrame = false;
|
||||
@@ -174,15 +174,15 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
finishReloadNextFrame = false;
|
||||
}
|
||||
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
dominantGripPushed = (leftTrackedRemoteState_new.Buttons &
|
||||
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
|
||||
ovrButton_GripTrigger) != 0;
|
||||
|
||||
if (grabMeleeWeapon == 0)
|
||||
{
|
||||
if (leftRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
|
||||
if (pDominantTracking->Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
|
||||
|
||||
if (dominantGripPushed) {
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
@@ -197,7 +197,8 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
if (dominantGripPushed) {
|
||||
//Initiate crowbar from backpack mode
|
||||
sendButtonActionSimple("weapon_crowbar");
|
||||
Android_Vibrate(80, 0, 0.8); // vibrate to let user know they switched
|
||||
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
|
||||
Android_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
|
||||
grabMeleeWeapon = 1;
|
||||
}
|
||||
}
|
||||
@@ -212,16 +213,16 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
float controllerYawHeading = 0.0f;
|
||||
//off-hand stuff
|
||||
{
|
||||
flashlightoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
flashlightoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
flashlightoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
flashlightoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
flashlightoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
flashlightoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
flashlightoffset[0] = v[0];
|
||||
flashlightoffset[2] = v[1];
|
||||
|
||||
QuatToYawPitchRoll(rightRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
|
||||
QuatToYawPitchRoll(pOffTracking->HeadPose.Pose.Orientation, 15.0f, flashlightangles);
|
||||
|
||||
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
|
||||
@@ -234,18 +235,13 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
ALOGV(" Right-Controller-Position: %f, %f, %f",
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||||
//player is facing for positional tracking
|
||||
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
|
||||
((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
|
||||
//If player is ducked then multiply by 3 otherwise positional tracking feels very wrong
|
||||
if (ducked != DUCK_NOTDUCKED)
|
||||
{
|
||||
multiplier *= 3.0f;
|
||||
@@ -261,9 +257,9 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
positional_movementSideways,
|
||||
positional_movementForward);
|
||||
|
||||
//Jump (Y Button)
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new,
|
||||
&leftTrackedRemoteState_old, ovrButton_Y, K_SPACE);
|
||||
//Jump
|
||||
handleTrackedControllerButton(pDominantTrackedRemoteNew,
|
||||
pDominantTrackedRemoteOld, domButton2, K_SPACE);
|
||||
|
||||
//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
|
||||
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
||||
@@ -272,39 +268,39 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
|
||||
{
|
||||
//Fire Secondary
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||||
|
||||
sendButtonAction("+attack2", (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger));
|
||||
sendButtonAction("+attack2", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||||
|
||||
firingPrimary = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
firingPrimary = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
//Duck with X
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X) &&
|
||||
//Duck
|
||||
if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & domButton1) &&
|
||||
ducked != DUCK_CROUCHED) {
|
||||
ducked = (leftTrackedRemoteState_new.Buttons & ovrButton_X) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (leftTrackedRemoteState_new.Buttons & ovrButton_X));
|
||||
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (pDominantTrackedRemoteNew->Buttons & domButton1));
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static bool weaponSwitched = false;
|
||||
if (between(-0.25f, leftTrackedRemoteState_new.Joystick.x, 0.25f) &&
|
||||
(between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
|
||||
between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.75f)))
|
||||
if (between(-0.25f, pDominantTrackedRemoteNew->Joystick.x, 0.25f) &&
|
||||
(between(0.75f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
|
||||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.75f)))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
|
||||
if (between(0.75f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
|
||||
{
|
||||
sendButtonActionSimple("invnext");
|
||||
}
|
||||
@@ -319,27 +315,21 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
}
|
||||
|
||||
//Left-hand specific stuff
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
|
||||
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)
|
||||
&& (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)) {
|
||||
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
|
||||
}
|
||||
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y);
|
||||
float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = nlf * rightTrackedRemoteState_new.Joystick.x;
|
||||
float y = nlf * rightTrackedRemoteState_new.Joystick.y;
|
||||
float x = nlf * pOffTrackedRemoteNew->Joystick.x;
|
||||
float y = nlf * pOffTrackedRemoteNew->Joystick.y;
|
||||
|
||||
player_moving = (fabs(x) + fabs(y)) > 0.01f;
|
||||
|
||||
@@ -357,9 +347,9 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
|
||||
|
||||
//flashlight on/off
|
||||
if (((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) &&
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) {
|
||||
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
|
||||
(pOffTrackedRemoteOld->Buttons & offButton1)) {
|
||||
sendButtonActionSimple("impulse 100");
|
||||
}
|
||||
|
||||
@@ -369,12 +359,12 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
static bool firingPrimary = false;
|
||||
|
||||
//Run
|
||||
handleTrackedControllerButton(&rightTrackedRemoteState_new,
|
||||
&rightTrackedRemoteState_old,
|
||||
handleTrackedControllerButton(pOffTrackedRemoteNew,
|
||||
pOffTrackedRemoteOld,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
static increaseSnap = true;
|
||||
if (leftTrackedRemoteState_new.Joystick.x > 0.6f)
|
||||
if (pDominantTrackedRemoteNew->Joystick.x > 0.6f)
|
||||
{
|
||||
if (increaseSnap)
|
||||
{
|
||||
@@ -388,12 +378,12 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
} else if (pDominantTrackedRemoteNew->Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static decreaseSnap = true;
|
||||
if (leftTrackedRemoteState_new.Joystick.x < -0.6f)
|
||||
if (pDominantTrackedRemoteNew->Joystick.x < -0.6f)
|
||||
{
|
||||
if (decreaseSnap)
|
||||
{
|
||||
@@ -409,7 +399,7 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
|
||||
snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f)
|
||||
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.4f)
|
||||
{
|
||||
decreaseSnap = true;
|
||||
}
|
||||
@@ -29,13 +29,10 @@ extern cvar_t *cl_movespeedkey;
|
||||
|
||||
void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
|
||||
|
||||
void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
void HandleInput_LeftAlt2()
|
||||
{
|
||||
//Ensure handedness is set to right
|
||||
Cvar_Set("hand", "0");
|
||||
|
||||
//Get info for tracked remotes
|
||||
acquireTrackedRemotesData(Ovr, displayTime);
|
||||
//Ensure handedness is set to left
|
||||
Cvar_Set("hand", "1");
|
||||
|
||||
static bool dominantGripPushed = false;
|
||||
static int grabMeleeWeapon = 0;
|
||||
@@ -60,14 +57,14 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
//Menu control - Uses "touch"
|
||||
if (useScreenLayer())
|
||||
{
|
||||
interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
|
||||
interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
|
||||
}
|
||||
else
|
||||
{
|
||||
//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
|
||||
float distance = sqrtf(powf(leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z, 2));
|
||||
float distance = sqrtf(powf(rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
|
||||
powf(rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
|
||||
powf(rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z, 2));
|
||||
|
||||
//Turn on weapon stabilisation?
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
@@ -194,7 +191,7 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
if (dominantGripPushed) {
|
||||
//Initiate crowbar from backpack mode
|
||||
sendButtonActionSimple("weapon_crowbar");
|
||||
Android_Vibrate(80, 1, 0.8); // vibrate to let user know they switched
|
||||
Android_Vibrate(80, 0, 0.8); // vibrate to let user know they switched
|
||||
grabMeleeWeapon = 1;
|
||||
}
|
||||
}
|
||||
@@ -227,17 +224,11 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
|
||||
controllerYawHeading = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
ALOGV(" Right-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||||
//player is facing for positional tracking
|
||||
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
|
||||
@@ -317,11 +308,7 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
}
|
||||
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
@@ -367,7 +354,7 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
&rightTrackedRemoteState_old,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
static increaseSnap = true;
|
||||
static bool increaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x > 0.6f)
|
||||
{
|
||||
if (increaseSnap)
|
||||
@@ -386,7 +373,7 @@ void HandleInput_LeftAlt2(ovrMobile * Ovr, double displayTime )
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static decreaseSnap = true;
|
||||
static bool decreaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x < -0.6f)
|
||||
{
|
||||
if (decreaseSnap)
|
||||
|
||||
@@ -1,419 +0,0 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : VrInputRight.c
|
||||
Content : Handles controller input for the right-handed
|
||||
Created : August 2019
|
||||
Authors : Simon Brown
|
||||
|
||||
*************************************************************************************/
|
||||
|
||||
#include <common/common.h>
|
||||
#include <common/library.h>
|
||||
#include <common/cvardef.h>
|
||||
#include <common/xash3d_types.h>
|
||||
#include <engine/keydefs.h>
|
||||
#include <client/touch.h>
|
||||
#include <client/client.h>
|
||||
|
||||
#include <VrApi.h>
|
||||
#include <VrApi_Helpers.h>
|
||||
#include <VrApi_SystemUtils.h>
|
||||
#include <VrApi_Input.h>
|
||||
#include <VrApi_Types.h>
|
||||
|
||||
#include "VrInput.h"
|
||||
#include "VrCvars.h"
|
||||
|
||||
extern cvar_t *cl_forwardspeed;
|
||||
extern cvar_t *cl_movespeedkey;
|
||||
|
||||
void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
|
||||
|
||||
void HandleInput_Right(ovrMobile * Ovr, double displayTime )
|
||||
{
|
||||
//Ensure handedness is set to right
|
||||
Cvar_Set("hand", "0");
|
||||
|
||||
//Get info for tracked remotes
|
||||
acquireTrackedRemotesData(Ovr, displayTime);
|
||||
|
||||
static bool dominantGripPushed = false;
|
||||
static int grabMeleeWeapon = 0;
|
||||
static float dominantGripPushTime = 0.0f;
|
||||
|
||||
//Show screen view (if in multiplayer toggle scoreboard)
|
||||
if (((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) &&
|
||||
(leftTrackedRemoteState_new.Buttons & ovrButton_Y)) {
|
||||
|
||||
showingScreenLayer = !showingScreenLayer;
|
||||
|
||||
//Check we are in multiplayer
|
||||
if (isMultiplayer()) {
|
||||
sendButtonAction("+showscores", showingScreenLayer);
|
||||
}
|
||||
}
|
||||
|
||||
//Menu button
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
|
||||
|
||||
//Menu control - Uses "touch"
|
||||
if (useScreenLayer())
|
||||
{
|
||||
interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
|
||||
}
|
||||
else
|
||||
{
|
||||
//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
|
||||
float distance = sqrtf(powf(leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z, 2));
|
||||
|
||||
//Turn on weapon stabilisation?
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
if (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
|
||||
{
|
||||
if (distance < 0.50f)
|
||||
{
|
||||
Cvar_Set2("vr_weapon_stabilised", "1", true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Cvar_Set2("vr_weapon_stabilised", "0", true);
|
||||
}
|
||||
}
|
||||
|
||||
//dominant hand stuff first
|
||||
{
|
||||
///Weapon location relative to view
|
||||
weaponoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
weaponoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
weaponoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
weaponoffset[0] = v[0];
|
||||
weaponoffset[2] = v[1];
|
||||
|
||||
ALOGV(" Weapon Offset: %f, %f, %f",
|
||||
weaponoffset[0],
|
||||
weaponoffset[1],
|
||||
weaponoffset[2]);
|
||||
}
|
||||
|
||||
//Weapon velocity
|
||||
weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
|
||||
weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
|
||||
weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
|
||||
weaponvelocity[0] = v[0];
|
||||
weaponvelocity[2] = v[1];
|
||||
|
||||
ALOGV(" Weapon Velocity: %f, %f, %f",
|
||||
weaponvelocity[0],
|
||||
weaponvelocity[1],
|
||||
weaponvelocity[2]);
|
||||
}
|
||||
|
||||
|
||||
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
|
||||
const ovrQuatf quatRemote = rightRemoteTracking_new.HeadPose.Pose.Orientation;
|
||||
QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles[ADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, 0.0f, weaponangles[UNADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, -30.0f, weaponangles[MELEE]);
|
||||
|
||||
|
||||
if (vr_weapon_stabilised->integer &&
|
||||
//Don't trigger stabilisation if controllers are close together (holding Glock for example)
|
||||
(distance > 0.15f))
|
||||
{
|
||||
float z = leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z;
|
||||
float x = leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x;
|
||||
float y = leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y;
|
||||
float zxDist = length(x, z);
|
||||
|
||||
if (zxDist != 0.0f && z != 0.0f) {
|
||||
VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
|
||||
VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
|
||||
VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
weaponangles[ADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[ADJUSTED][PITCH] *= -1.0f;
|
||||
|
||||
weaponangles[UNADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[UNADJUSTED][PITCH] *= -1.0f;
|
||||
|
||||
weaponangles[MELEE][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[MELEE][PITCH] *= -1.0f;
|
||||
}
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
sendButtonAction("+use", (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick));
|
||||
}
|
||||
|
||||
static bool finishReloadNextFrame = false;
|
||||
if (finishReloadNextFrame)
|
||||
{
|
||||
sendButtonActionSimple("-reload");
|
||||
finishReloadNextFrame = false;
|
||||
}
|
||||
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
dominantGripPushed = (rightTrackedRemoteState_new.Buttons &
|
||||
ovrButton_GripTrigger) != 0;
|
||||
|
||||
if (grabMeleeWeapon == 0)
|
||||
{
|
||||
if (rightRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
|
||||
|
||||
if (dominantGripPushed) {
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
} else {
|
||||
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
|
||||
vr_reloadtimeoutms->integer) {
|
||||
sendButtonActionSimple("+reload");
|
||||
finishReloadNextFrame = true;
|
||||
}
|
||||
}
|
||||
} else{
|
||||
if (dominantGripPushed) {
|
||||
//Initiate crowbar from backpack mode
|
||||
sendButtonActionSimple("weapon_crowbar");
|
||||
Android_Vibrate(80, 1, 0.8); // vibrate to let user know they switched
|
||||
grabMeleeWeapon = 1;
|
||||
}
|
||||
}
|
||||
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
|
||||
//Restores last used weapon
|
||||
sendButtonActionSimple("lastinv");
|
||||
grabMeleeWeapon = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float controllerYawHeading = 0.0f;
|
||||
//off-hand stuff
|
||||
{
|
||||
flashlightoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
flashlightoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
flashlightoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
flashlightoffset[0] = v[0];
|
||||
flashlightoffset[2] = v[1];
|
||||
|
||||
QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
|
||||
|
||||
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
|
||||
if (vr_walkdirection->integer == 0) {
|
||||
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
ALOGV(" Right-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||||
//player is facing for positional tracking
|
||||
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
|
||||
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
|
||||
if (ducked != DUCK_NOTDUCKED)
|
||||
{
|
||||
multiplier *= 3.0f;
|
||||
}
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
|
||||
positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
|
||||
positional_movementSideways = v[0];
|
||||
positional_movementForward = v[1];
|
||||
|
||||
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
||||
positional_movementSideways,
|
||||
positional_movementForward);
|
||||
|
||||
//Jump (B Button)
|
||||
handleTrackedControllerButton(&rightTrackedRemoteState_new,
|
||||
&rightTrackedRemoteState_old, ovrButton_B, K_SPACE);
|
||||
|
||||
//We need to record if we have started firing primary so that releasing trigger will stop 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 (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
|
||||
{
|
||||
//Fire Secondary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
//Duck with A
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A) &&
|
||||
ducked != DUCK_CROUCHED) {
|
||||
ducked = (rightTrackedRemoteState_new.Buttons & ovrButton_A) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static bool weaponSwitched = false;
|
||||
if (between(-0.25f, rightTrackedRemoteState_new.Joystick.x, 0.25f) &&
|
||||
(between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
|
||||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.75f)))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
|
||||
{
|
||||
sendButtonActionSimple("invnext");
|
||||
}
|
||||
else
|
||||
{
|
||||
sendButtonActionSimple("invprev");
|
||||
}
|
||||
weaponSwitched = true;
|
||||
}
|
||||
} else {
|
||||
weaponSwitched = false;
|
||||
}
|
||||
}
|
||||
|
||||
//Left-hand specific stuff
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
|
||||
}
|
||||
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = nlf * leftTrackedRemoteState_new.Joystick.x;
|
||||
float y = nlf * leftTrackedRemoteState_new.Joystick.y;
|
||||
|
||||
player_moving = (fabs(x) + fabs(y)) > 0.01f;
|
||||
|
||||
|
||||
//Adjust to be off-hand controller oriented
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||||
|
||||
remote_movementSideways = v[0];
|
||||
remote_movementForward = v[1];
|
||||
|
||||
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
||||
remote_movementSideways,
|
||||
remote_movementForward);
|
||||
|
||||
|
||||
//flashlight on/off
|
||||
if (((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) &&
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
|
||||
sendButtonActionSimple("impulse 100");
|
||||
}
|
||||
|
||||
|
||||
//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;
|
||||
|
||||
//Run
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new,
|
||||
&leftTrackedRemoteState_old,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
static increaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.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;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static decreaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.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;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f)
|
||||
{
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Save state
|
||||
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
||||
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
||||
}
|
||||
@@ -1,440 +0,0 @@
|
||||
/************************************************************************************
|
||||
|
||||
Filename : VrInputRightAlt.c
|
||||
Content : Handles controller input for the right-handed
|
||||
Created : August 2019
|
||||
Authors : Simon Brown
|
||||
|
||||
*************************************************************************************/
|
||||
|
||||
#include <common/common.h>
|
||||
#include <common/library.h>
|
||||
#include <common/cvardef.h>
|
||||
#include <common/xash3d_types.h>
|
||||
#include <engine/keydefs.h>
|
||||
#include <client/touch.h>
|
||||
#include <client/client.h>
|
||||
|
||||
#include <VrApi.h>
|
||||
#include <VrApi_Helpers.h>
|
||||
#include <VrApi_SystemUtils.h>
|
||||
#include <VrApi_Input.h>
|
||||
#include <VrApi_Types.h>
|
||||
|
||||
#include "VrInput.h"
|
||||
#include "VrCvars.h"
|
||||
|
||||
extern cvar_t *cl_forwardspeed;
|
||||
extern cvar_t *cl_movespeedkey;
|
||||
|
||||
void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
|
||||
|
||||
void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
{
|
||||
//Ensure handedness is set to right
|
||||
Cvar_Set("hand", "0");
|
||||
|
||||
//Get info for tracked remotes
|
||||
acquireTrackedRemotesData(Ovr, displayTime);
|
||||
|
||||
static bool dominantGripPushed = false;
|
||||
static int grabMeleeWeapon = 0;
|
||||
static bool selectingWeapon = false;
|
||||
static float dominantGripPushTime = 0.0f;
|
||||
|
||||
//Menu button
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
|
||||
|
||||
//Menu control - Uses "touch"
|
||||
if (useScreenLayer())
|
||||
{
|
||||
interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
|
||||
}
|
||||
else
|
||||
{
|
||||
//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
|
||||
float distance = sqrtf(powf(leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
|
||||
powf(leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z, 2));
|
||||
|
||||
//Turn on weapon stabilisation?
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
if (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
|
||||
{
|
||||
if (distance < 0.50f)
|
||||
{
|
||||
Cvar_Set2("vr_weapon_stabilised", "1", true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Cvar_Set2("vr_weapon_stabilised", "0", true);
|
||||
}
|
||||
}
|
||||
|
||||
//dominant hand stuff first
|
||||
{
|
||||
///Weapon location relative to view
|
||||
weaponoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
weaponoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
weaponoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
weaponoffset[0] = v[0];
|
||||
weaponoffset[2] = v[1];
|
||||
|
||||
ALOGV(" Weapon Offset: %f, %f, %f",
|
||||
weaponoffset[0],
|
||||
weaponoffset[1],
|
||||
weaponoffset[2]);
|
||||
}
|
||||
|
||||
//Weapon velocity
|
||||
weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
|
||||
weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
|
||||
weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
|
||||
|
||||
{
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
|
||||
weaponvelocity[0] = v[0];
|
||||
weaponvelocity[2] = v[1];
|
||||
|
||||
ALOGV(" Weapon Velocity: %f, %f, %f",
|
||||
weaponvelocity[0],
|
||||
weaponvelocity[1],
|
||||
weaponvelocity[2]);
|
||||
}
|
||||
|
||||
|
||||
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
|
||||
const ovrQuatf quatRemote = rightRemoteTracking_new.HeadPose.Pose.Orientation;
|
||||
QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles[ADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, 0.0f, weaponangles[UNADJUSTED]);
|
||||
QuatToYawPitchRoll(quatRemote, -30.0f, weaponangles[MELEE]);
|
||||
|
||||
|
||||
if (vr_weapon_stabilised->integer &&
|
||||
//Don't trigger stabilisation if controllers are close together (holding Glock for example)
|
||||
(distance > 0.15f))
|
||||
{
|
||||
float z = leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z;
|
||||
float x = leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x;
|
||||
float y = leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y;
|
||||
float zxDist = length(x, z);
|
||||
|
||||
if (zxDist != 0.0f && z != 0.0f) {
|
||||
VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
|
||||
VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
|
||||
VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
weaponangles[ADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[ADJUSTED][PITCH] *= -1.0f;
|
||||
|
||||
weaponangles[UNADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[UNADJUSTED][PITCH] *= -1.0f;
|
||||
|
||||
weaponangles[MELEE][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
weaponangles[MELEE][PITCH] *= -1.0f;
|
||||
}
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
sendButtonAction("+use", (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick));
|
||||
}
|
||||
|
||||
static bool finishReloadNextFrame = false;
|
||||
if (finishReloadNextFrame)
|
||||
{
|
||||
sendButtonActionSimple("-reload");
|
||||
finishReloadNextFrame = false;
|
||||
}
|
||||
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
dominantGripPushed = (rightTrackedRemoteState_new.Buttons &
|
||||
ovrButton_GripTrigger) != 0;
|
||||
|
||||
if (grabMeleeWeapon == 0)
|
||||
{
|
||||
if (rightRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
|
||||
|
||||
if (dominantGripPushed) {
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
} else {
|
||||
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
|
||||
vr_reloadtimeoutms->integer) {
|
||||
sendButtonActionSimple("+reload");
|
||||
finishReloadNextFrame = true;
|
||||
}
|
||||
}
|
||||
} else{
|
||||
if (dominantGripPushed) {
|
||||
//Initiate crowbar from backpack mode
|
||||
sendButtonActionSimple("weapon_crowbar");
|
||||
Android_Vibrate(80, 1, 0.8); // vibrate to let user know they switched
|
||||
grabMeleeWeapon = 1;
|
||||
}
|
||||
}
|
||||
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
|
||||
//Restores last used weapon
|
||||
sendButtonActionSimple("lastinv");
|
||||
grabMeleeWeapon = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float controllerYawHeading = 0.0f;
|
||||
//off-hand stuff
|
||||
{
|
||||
flashlightoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
|
||||
flashlightoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
flashlightoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
flashlightoffset[0] = v[0];
|
||||
flashlightoffset[2] = v[1];
|
||||
|
||||
QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
|
||||
|
||||
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
|
||||
if (vr_walkdirection->integer == 0) {
|
||||
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
ALOGV(" Right-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||||
//player is facing for positional tracking
|
||||
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
|
||||
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
|
||||
if (ducked != DUCK_NOTDUCKED)
|
||||
{
|
||||
multiplier *= 3.0f;
|
||||
}
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
|
||||
positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
|
||||
positional_movementSideways = v[0];
|
||||
positional_movementForward = v[1];
|
||||
|
||||
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
||||
positional_movementSideways,
|
||||
positional_movementForward);
|
||||
|
||||
//Jump (B Button)
|
||||
handleTrackedControllerButton(&rightTrackedRemoteState_new,
|
||||
&rightTrackedRemoteState_old, ovrButton_B, K_SPACE);
|
||||
|
||||
//We need to record if we have started firing primary so that releasing trigger will stop 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 (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
|
||||
{
|
||||
//Fire Secondary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
//Duck with A
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_A) &&
|
||||
ducked != DUCK_CROUCHED) {
|
||||
ducked = (rightTrackedRemoteState_new.Buttons & ovrButton_A) ? DUCK_BUTTON : DUCK_NOTDUCKED;
|
||||
sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
|
||||
}
|
||||
|
||||
|
||||
static bool sendUnAttackNextFrame = false;
|
||||
if (sendUnAttackNextFrame)
|
||||
{
|
||||
sendUnAttackNextFrame = false;
|
||||
sendButtonActionSimple("-attack");
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static int scrollCount = 0;
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) {
|
||||
|
||||
selectingWeapon = (leftTrackedRemoteState_new.Buttons & ovrButton_Y) > 0;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
scrollCount++;
|
||||
sendButtonActionSimple("invnext");
|
||||
} else{
|
||||
if (scrollCount == 0)
|
||||
{
|
||||
sendButtonActionSimple("cancelselect");
|
||||
} else{
|
||||
sendUnAttackNextFrame = true;
|
||||
sendButtonActionSimple("+attack");
|
||||
}
|
||||
scrollCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Left and right on right controller
|
||||
static bool weaponSwitched = false;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f) ||
|
||||
between(-1.0f, rightTrackedRemoteState_new.Joystick.x, -0.4f))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f))
|
||||
{
|
||||
scrollCount++;
|
||||
sendButtonActionSimple("invnext");
|
||||
}
|
||||
else
|
||||
{
|
||||
scrollCount--;
|
||||
sendButtonActionSimple("invprev");
|
||||
}
|
||||
weaponSwitched = true;
|
||||
}
|
||||
} else {
|
||||
weaponSwitched = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Left-hand specific stuff
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
|
||||
}
|
||||
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = nlf * leftTrackedRemoteState_new.Joystick.x;
|
||||
float y = nlf * leftTrackedRemoteState_new.Joystick.y;
|
||||
|
||||
player_moving = (fabs(x) + fabs(y)) > 0.01f;
|
||||
|
||||
//Adjust to be off-hand controller oriented
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||||
|
||||
remote_movementSideways = v[0];
|
||||
remote_movementForward = v[1];
|
||||
|
||||
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
||||
remote_movementSideways,
|
||||
remote_movementForward);
|
||||
|
||||
|
||||
//flashlight on/off
|
||||
if (((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) &&
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
|
||||
sendButtonActionSimple("impulse 100");
|
||||
|
||||
#ifndef NDEBUG
|
||||
Cbuf_AddText( "sv_cheats 1\n" );
|
||||
Cbuf_AddText( "impulse 101\n" );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//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;
|
||||
|
||||
//Run
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new,
|
||||
&leftTrackedRemoteState_old,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
if (!selectingWeapon) {
|
||||
static bool increaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.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;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static bool decreaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.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;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f) {
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Save state
|
||||
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
||||
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
||||
}
|
||||
@@ -42,10 +42,8 @@ LAMBDA1VR_SRC_FILES := \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/L1VR_SurfaceView.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrCompositor.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputCommon.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputRightAlt.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputRight.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeft.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeftAlt.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputDefault.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputAlt.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeftAlt2.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/argtable3.c
|
||||
|
||||
|
||||
Submodule Projects/Android/jni/src/hlsdk-xash3d updated: 5b58f4d7ac...cf128439a7.
Reference in new issue
Block a user