Some CVAR changes

- added a very rudimentary neck model (laughable)
- Decreased the positional multiplier, seemed to be affecting movement
too much, feels better to me now
- stereo side rendering controller by a render info cvar, which can be
used in the client dlls too now
- Left handed control implementation
This commit is contained in:
Simon committed 2019-08-04 08:25:37 +01:00
1 parent 173e33bd56
commit 762d0160f1
10 files changed
+302 -325

No files matched your search

+14
View File
@@ -120,27 +120,41 @@
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/annotation_processor_list" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/apk_list" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/blame" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/build-info" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/builds" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/check-libraries" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/check-manifest" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/checkDebugClasspath" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/checkReleaseClasspath" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/compatible_screen_manifest" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-classes" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-runtime-classes" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-verifier" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant-run-apk" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant-run-resources" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant_run_merged_manifests" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant_run_split_apk_resources" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/javac" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/jniLibs" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/manifest-checker" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/merged_assets" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/merged_manifests" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/ndkBuild" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/prebuild" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/processed_res" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/reload-dex" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/res" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/resources" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/rs" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/shader_assets" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/shaders" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/split-apk" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/split_list" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/symbols" />
<excludeFolder url="file://$MODULE_DIR$/build/intermediates/transforms" />
<excludeFolder url="file://$MODULE_DIR$/build/outputs" />
<excludeFolder url="file://$MODULE_DIR$/build/reports" />
<excludeFolder url="file://$MODULE_DIR$/build/tmp" />
</content>
<content url="file://$MODULE_DIR$/../../assets">
+2 -2
View File
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.lambda1vr"
android:versionCode="6"
android:versionName="1.0.3" android:installLocation="auto" >
android:versionCode="7"
android:versionName="1.0.4" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
@@ -817,7 +817,7 @@ void setHMDPosition( float x, float y, float z, float yaw )
}
void Host_BeginFrame();
void Host_Frame(int eye);
void Host_Frame();
void Host_EndFrame();
void VR_GetMove( float *forward, float *side, float *yaw, float *pitch, float *roll )
@@ -858,7 +858,8 @@ void RenderFrame( ovrRenderer * renderer, const ovrJava * java,
GL(glDisable(GL_SCISSOR_TEST));
//Now do the drawing for this eye
Host_Frame(eye);
Cvar_Set("vr_stereo_side", eye == 0 ? "0" : "1");
Host_Frame();
}
//Clear edge to prevent smearing
@@ -1355,12 +1356,15 @@ void VR_Init()
//Create Cvars
vr_snapturn_angle = Cvar_Get( "vr_snapturn_angle", "45", CVAR_ARCHIVE, "Sets the angle for snap-turn, set to < 10.0 to enable smooth turning" );
vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE, "How quickly the grip trigger needs to be release to initiate a reload" );
vr_positional_factor= Cvar_Get( "vr_positional_factor", "2600", CVAR_ARCHIVE, "Arbitrary number that makes positional tracking work well" );
vr_positional_factor= Cvar_Get( "vr_positional_factor", "1800", CVAR_SERVERINFO, "Arbitrary number that makes positional tracking work" );
vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE, "1 - Use HMD for direction, 0 - Use off-hand controller for direction" );
vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE, "gun pitch angle adjust" );
vr_weapon_recoil = Cvar_Get( "vr_weapon_recoil", "0", CVAR_ARCHIVE, "Enables weapon recoil in VR, default is disabled, warning could make you sick" );
vr_lasersight = Cvar_Get( "vr_lasersight", "0", CVAR_ARCHIVE, "Enables laser-sight" );
vr_fov = Cvar_Get( "vr_fov", "108.5", CVAR_ARCHIVE, "FOV for Lambda1VR" );
//Not to be changed by users, as it will be overwritten anyway
vr_stereo_side = Cvar_Get( "vr_stereo_side", "0", CVAR_RENDERINFO, "Eye being drawn" );
}
void * AppThreadFunction( void * parm )
@@ -1558,9 +1562,9 @@ void * AppThreadFunction( void * parm )
ALOGV(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
if (r_lefthand->value) {
HandleInput_Right(appState.Ovr, appState.DisplayTime);
} else {
HandleInput_Left(appState.Ovr, appState.DisplayTime);
} else {
HandleInput_Right(appState.Ovr, appState.DisplayTime);
}
static usingScreenLayer = true; //Starts off using the screen layer
+4 -1
View File
@@ -9,4 +9,7 @@ convar_t *vr_walkdirection;
convar_t *vr_weapon_pitchadjust;
convar_t *vr_weapon_recoil;
convar_t *vr_lasersight;
convar_t *vr_fov;
convar_t *vr_fov;
//Used and updated continuously during rendering
convar_t *vr_stereo_side;
+259 -300
View File
@@ -1,7 +1,7 @@
/************************************************************************************
Filename : VrInputRight.c
Content : Handles controller input for the right-handed
Content : Handles controller input for the left-handed
Created : August 2019
Authors : Simon Brown
@@ -25,7 +25,6 @@ Authors : Simon Brown
#include "VrCvars.h"
extern cvar_t *cl_forwardspeed;
extern convar_t *r_lefthand;
int IN_TouchEvent( touchEventType type, int fingerID, float x, float y, float dx, float dy );
void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
@@ -35,8 +34,8 @@ float initialTouchX, initialTouchY;
void HandleInput_Left( ovrMobile * Ovr, double displayTime )
{
//The amount of yaw changed by controller
//TODO: fixme
//The amount of yaw changed by controller
//TODO: fixme
for ( int i = 0; ; i++ ) {
ovrInputCapabilityHeader cap;
ovrResult result = vrapi_EnumerateInputDevices(Ovr, i, &cap);
@@ -69,98 +68,91 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
}
}
ovrInputStateTrackedRemote *dominantTrackedRemoteState = !r_lefthand->integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *dominantTrackedRemoteStateOld = !r_lefthand->integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTracking *dominantRemoteTracking = !r_lefthand->integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
ovrTracking *dominantRemoteTrackingOld = !r_lefthand->integer ? &rightRemoteTracking_old : &leftRemoteTracking_old;
ovrInputStateTrackedRemote *offHandTrackedRemoteState = r_lefthand->integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *offHandTrackedRemoteStateOld = r_lefthand->integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTracking *offHandRemoteTracking = r_lefthand->integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
ovrTracking *offHandRemoteTrackingOld = r_lefthand->integer ? &rightRemoteTracking_old : &leftRemoteTracking_old;
static bool dominantGripPushed = false;
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)) {
//Show screen view (if in multiplayer toggle scoreboard)
if (((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_B)) &&
(rightTrackedRemoteState_new.Buttons & ovrButton_B)) {
showingScreenLayer = !showingScreenLayer;
//Check we are in multiplayer
if (CL_GetMaxClients() > 1) {
sendButtonAction("+showscores", showingScreenLayer);
}
}
//Check we are in multiplayer
if (CL_GetMaxClients() > 1) {
sendButtonAction("+showscores", showingScreenLayer);
}
}
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
//Menu control - Uses "touch"
if (useScreenLayer())
{
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old,ovrButton_Enter, K_ESCAPE);
//Menu control - Uses "touch"
if (useScreenLayer())
{
float remoteAngles[3];
QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, remoteAngles);
float yaw = remoteAngles[YAW] - playerYaw;
const ovrQuatf quatRemote = dominantRemoteTracking->HeadPose.Pose.Orientation;
float remoteAngles[3];
QuatToYawPitchRoll(quatRemote, remoteAngles);
float yaw = remoteAngles[YAW] - playerYaw;
if (yaw > -40.0f && yaw < 40.0f &&
remoteAngles[PITCH] > -22.5f && remoteAngles[PITCH] < 22.5f) {
//Adjust for maximum yaw values
if (yaw >= 180.0f) yaw -= 180.0f;
if (yaw <= -180.0f) yaw += 180.0f;
int newRemoteTrigState = (dominantTrackedRemoteState->Buttons & ovrButton_Trigger) != 0;
int prevRemoteTrigState = (dominantTrackedRemoteStateOld->Buttons & ovrButton_Trigger) != 0;
if (yaw > -40.0f && yaw < 40.0f &&
remoteAngles[PITCH] > -22.5f && remoteAngles[PITCH] < 22.5f) {
touchEventType t = event_motion;
int newRemoteTrigState = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) != 0;
int prevRemoteTrigState = (leftTrackedRemoteState_old.Buttons & ovrButton_Trigger) != 0;
float touchX = (-yaw + 40.0f) / 80.0f;
float touchY = (remoteAngles[PITCH] + 22.5f) / 45.0f;
if (newRemoteTrigState != prevRemoteTrigState)
{
t = newRemoteTrigState ? event_down : event_up;
if (newRemoteTrigState)
{
initialTouchX = touchX;
initialTouchY = touchY;
}
}
touchEventType t = event_motion;
IN_TouchEvent(t, 0, touchX, touchY, initialTouchX - touchX, initialTouchY - touchY);
}
}
else
{
static bool weaponStabilisation = false;
float touchX = (-yaw + 40.0f) / 80.0f;
float touchY = (remoteAngles[PITCH] + 22.5f) / 45.0f;
if (newRemoteTrigState != prevRemoteTrigState)
{
t = newRemoteTrigState ? event_down : event_up;
if (newRemoteTrigState)
{
initialTouchX = touchX;
initialTouchY = touchY;
}
}
//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
float distance = sqrtf(powf(offHandRemoteTracking->HeadPose.Pose.Position.x - dominantRemoteTracking->HeadPose.Pose.Position.x, 2) +
powf(offHandRemoteTracking->HeadPose.Pose.Position.y - dominantRemoteTracking->HeadPose.Pose.Position.y, 2) +
powf(offHandRemoteTracking->HeadPose.Pose.Position.z - dominantRemoteTracking->HeadPose.Pose.Position.z, 2));
IN_TouchEvent(t, 0, touchX, touchY, initialTouchX - touchX, initialTouchY - touchY);
}
}
else
{
static bool weaponStabilisation = false;
//Turn on weapon stabilisation?
if ((offHandTrackedRemoteState->Buttons & ovrButton_GripTrigger) !=
(offHandTrackedRemoteStateOld->Buttons & ovrButton_GripTrigger)) {
//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));
if (offHandTrackedRemoteState->Buttons & ovrButton_GripTrigger)
{
if (distance < 0.50f)
{
weaponStabilisation = true;
}
}
else
{
weaponStabilisation = false;
}
}
//Turn on weapon stabilisation?
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
//dominant hand stuff first
{
if (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
{
if (distance < 0.50f)
{
weaponStabilisation = true;
}
}
else
{
weaponStabilisation = false;
}
}
//dominant hand stuff first
{
///Weapon location relative to view
weaponoffset[0] = dominantRemoteTracking->HeadPose.Pose.Position.x - hmdPosition[0];
weaponoffset[1] = dominantRemoteTracking->HeadPose.Pose.Position.y - hmdPosition[1];
weaponoffset[2] = dominantRemoteTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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];
{
vec2_t v;
@@ -168,16 +160,16 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
weaponoffset[0] = v[0];
weaponoffset[2] = v[1];
ALOGV(" Weapon Offset: %f, %f, %f",
weaponoffset[0],
weaponoffset[1],
weaponoffset[2]);
ALOGV(" Weapon Offset: %f, %f, %f",
weaponoffset[0],
weaponoffset[1],
weaponoffset[2]);
}
//Weapon velocity
weaponvelocity[0] = dominantRemoteTracking->HeadPose.LinearVelocity.x;
weaponvelocity[1] = dominantRemoteTracking->HeadPose.LinearVelocity.y;
weaponvelocity[2] = dominantRemoteTracking->HeadPose.LinearVelocity.z;
//Weapon velocity
weaponvelocity[0] = leftRemoteTracking_new.HeadPose.LinearVelocity.x;
weaponvelocity[1] = leftRemoteTracking_new.HeadPose.LinearVelocity.y;
weaponvelocity[2] = leftRemoteTracking_new.HeadPose.LinearVelocity.z;
{
vec2_t v;
@@ -185,158 +177,152 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
weaponvelocity[0] = v[0];
weaponvelocity[2] = v[1];
ALOGV(" Weapon Velocity: %f, %f, %f",
weaponvelocity[0],
weaponvelocity[1],
weaponvelocity[2]);
ALOGV(" Weapon Velocity: %f, %f, %f",
weaponvelocity[0],
weaponvelocity[1],
weaponvelocity[2]);
}
//Set gun angles
const ovrQuatf quatRemote = dominantRemoteTracking->HeadPose.Pose.Orientation;
QuatToYawPitchRoll(quatRemote, weaponangles);
//Set gun angles
const ovrQuatf quatRemote = leftRemoteTracking_new.HeadPose.Pose.Orientation;
QuatToYawPitchRoll(quatRemote, weaponangles);
if (weaponStabilisation &&
//Don't trigger stabilisation if controllers are close together (holding Glock for example)
(distance > 0.15f))
{
float z = offHandRemoteTracking->HeadPose.Pose.Position.z - dominantRemoteTracking->HeadPose.Pose.Position.z;
float x = offHandRemoteTracking->HeadPose.Pose.Position.x - dominantRemoteTracking->HeadPose.Pose.Position.x;
float y = offHandRemoteTracking->HeadPose.Pose.Position.y - dominantRemoteTracking->HeadPose.Pose.Position.y;
float zxDist = length(x, z);
if (weaponStabilisation &&
//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 zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
weaponangles[YAW] = (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z));
weaponangles[PITCH] = degrees(atanf(y / zxDist));
}
}
else
{
weaponangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
weaponangles[PITCH] *= -1.0f;
if (zxDist != 0.0f && z != 0.0f) {
weaponangles[YAW] = (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z));
weaponangles[PITCH] = degrees(atanf(y / zxDist));
}
}
else
{
weaponangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
weaponangles[PITCH] *= -1.0f;
//Slight gun angle adjustment
weaponangles[PITCH] += vr_weapon_pitchadjust->value;
}
//Slight gun angle adjustment
weaponangles[PITCH] += vr_weapon_pitchadjust->value;
}
//Use (Action)
if ((dominantTrackedRemoteState->Buttons & ovrButton_Joystick) !=
(dominantTrackedRemoteStateOld->Buttons & ovrButton_Joystick)) {
//Use (Action)
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
sendButtonAction("+use", (dominantTrackedRemoteState->Buttons & ovrButton_Joystick));
}
sendButtonAction("+use", (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick));
}
static bool finishReloadNextFrame = false;
if (finishReloadNextFrame)
{
sendButtonActionSimple("-reload");
finishReloadNextFrame = false;
}
static bool finishReloadNextFrame = false;
if (finishReloadNextFrame)
{
sendButtonActionSimple("-reload");
finishReloadNextFrame = false;
}
if ((dominantTrackedRemoteState->Buttons & ovrButton_GripTrigger) !=
(dominantTrackedRemoteStateOld->Buttons & ovrButton_GripTrigger)) {
if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
dominantGripPushed = (dominantTrackedRemoteState->Buttons & ovrButton_GripTrigger);
dominantGripPushed = (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger);
if (dominantGripPushed)
{
dominantGripPushTime = GetTimeInMilliSeconds();
}
else
{
if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
{
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
}
}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
flashlightoffset[0] = offHandRemoteTracking->HeadPose.Pose.Position.x - hmdPosition[0];
flashlightoffset[1] = offHandRemoteTracking->HeadPose.Pose.Position.y - hmdPosition[1];
flashlightoffset[2] = offHandRemoteTracking->HeadPose.Pose.Position.z - hmdPosition[2];
QuatToYawPitchRoll(offHandRemoteTracking->HeadPose.Pose.Orientation, flashlightangles);
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[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;
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 (!r_lefthand->integer) {
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));
if (dominantGripPushed)
{
dominantGripPushTime = GetTimeInMilliSeconds();
}
else
{
if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
{
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
}
else
{
//Fire Primary
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
}
}
}
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
}
} else {
//Run
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
}
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];
//Duck with A
if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) {
QuatToYawPitchRoll(rightRemoteTracking_new.HeadPose.Pose.Orientation, flashlightangles);
sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
}
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
}
//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;
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 (Y Button)
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old, ovrButton_Y, 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 ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
sendButtonAction("+attack2", (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger));
}
}
else
{
//Fire Primary
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
firingPrimary = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
}
//Duck with X
if ((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
sendButtonAction("+duck", (leftTrackedRemoteState_new.Buttons & ovrButton_X));
}
//Weapon Chooser
static bool weaponSwitched = false;
if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f)))
if (between(-0.2f, leftTrackedRemoteState_new.Joystick.x, 0.2f) &&
(between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.8f)))
{
if (!weaponSwitched) {
if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
if (between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
{
sendButtonActionSimple("invnext");
}
@@ -349,107 +335,80 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
} 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);
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old,
ovrButton_Enter, K_ESCAPE);
//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 ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)
&& (rightTrackedRemoteState_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 dist = length(rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y);
float nlf = nonLinearFilter(dist);
float x = nlf * leftTrackedRemoteState_new.Joystick.x;
float y = nlf * leftTrackedRemoteState_new.Joystick.y;
float x = nlf * rightTrackedRemoteState_new.Joystick.x;
float y = nlf * rightTrackedRemoteState_new.Joystick.y;
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x, y, vr_walkdirection->integer == 1 ? cl.refdef.cl_viewangles[YAW] : controllerYawHeading,v);
vec2_t v;
rotateAboutOrigin(x, y, vr_walkdirection->integer == 1 ? cl.refdef.cl_viewangles[YAW] : controllerYawHeading,v);
remote_movementSideways = v[0];
remote_movementForward = v[1];
remote_movementSideways = v[0];
remote_movementForward = v[1];
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
remote_movementSideways,
remote_movementForward);
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");
}
//flashlight on/off
if (((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) &&
(rightTrackedRemoteState_old.Buttons & ovrButton_A)) {
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;
if (!r_lefthand->integer) {
//Run
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
}
else
{
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
{
//Fire Secondary
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
//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;
sendButtonAction("+attack2", (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger));
}
}
else
{
//Fire Primary
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
//Run
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
ovrButton_Trigger, K_SHIFT);
firingPrimary = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firingPrimary);
}
}
}
static increaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x > 0.6f)
static 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 (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
}
}
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
if (snapTurn < -180.0f)
{
snapTurn += 360.f;
}
}
} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
increaseSnap = true;
}
static decreaseSnap = true;
if (rightTrackedRemoteState_new.Joystick.x < -0.6f)
if (leftTrackedRemoteState_new.Joystick.x < -0.6f)
{
if (decreaseSnap)
{
@@ -457,22 +416,22 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
decreaseSnap = false;
}
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
if (snapTurn > 180.0f)
{
snapTurn -= 360.f;
}
}
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f)
} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f)
{
decreaseSnap = true;
}
}
}
}
}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
//Save state
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
}
@@ -2272,17 +2272,15 @@ Host_ClientFrame
==================
*/
#ifdef VR
int r_stereo_side; // Move this.. this is bad placement
void Host_ClientFrame( int eye )
#else
void Host_ClientFrame( )
#endif
void Host_ClientFrame( )
{
// if client is not active, skip render functions
// decide the simulation time
#ifdef VR
int eye = Cvar_VariableInteger("vr_stereo_side");
if (eye == VR_EYE_MONO || eye == VR_EYE_LEFT ) {
#endif
cl.oldtime = cl.time;
@@ -2323,7 +2321,6 @@ void Host_ClientFrame( )
#ifdef VR
}
r_stereo_side = eye;
#endif
// update the screen
@@ -331,7 +331,7 @@ sets cl.refdef view values
===============
*/
#ifdef VR
extern int r_stereo_side; // Move this.. this is bad placement
extern convar_t *vr_stereo_side;
#endif
void V_CalcRefDef( void )
{
@@ -341,7 +341,7 @@ void V_CalcRefDef( void )
do
{
//Only recalc refdef once
if (r_stereo_side == VR_EYE_LEFT || r_stereo_side == VR_EYE_MONO) {
if (vr_stereo_side->integer == VR_EYE_LEFT || vr_stereo_side->integer == VR_EYE_MONO) {
clgame.dllFuncs.pfnCalcRefdef(&cl.refdef);
V_MergeOverviewRefdef(&cl.refdef);
}
@@ -658,11 +658,15 @@ R_SetupModelviewMatrix
=============
*/
extern convar_t *vr_worldscale;
extern int r_stereo_side;
extern convar_t *vr_stereo_side;
static void R_SetupModelviewMatrix( const ref_params_t *fd, matrix4x4 m )
{
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatTranslate( m, 0, vr_worldscale->value * (0.065f / 2.0f) * ((r_stereo_side - 0.5f) * 2.0f), 0 );
Matrix4x4_ConcatTranslate( m, 0, vr_worldscale->value * (0.065f / 2.0f) * ((vr_stereo_side->integer - 0.5f) * 2.0f), 0 );
//Move eyes forward 3cm - super rudimentary neck model lol
Matrix4x4_ConcatTranslate( m, vr_worldscale->value * -0.03f, 0, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[ROLL], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[PITCH], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[YAW], 0, 0, 1 );
@@ -814,11 +814,7 @@ CLIENT / SERVER SYSTEMS
*/
void CL_Init( void );
void CL_Shutdown( void );
#ifdef VR
void Host_ClientFrame( int eye );
#else
void Host_ClientFrame( );
#endif
void Host_RenderFrame( void );
void Host_ClientBegin( void );
qboolean CL_Active( void );
@@ -777,10 +777,10 @@ Host_Frame
*/
#ifdef VR
void Host_Frame( int eye )
void Host_Frame( )
{
if ( !Host_IsDedicated() )
Host_ClientFrame (eye); // client frame
Host_ClientFrame ( ); // client frame
HTTP_Run();
}