mirror of
https://github.com/astromaddie/lambda1-vr.git
synced 2026-10-24 11:00:14 +02:00
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
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@@ -120,27 +120,41 @@
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/annotation_processor_list" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/apk_list" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/blame" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/build-info" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/builds" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/check-libraries" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/check-manifest" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/checkDebugClasspath" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/checkReleaseClasspath" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/compatible_screen_manifest" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-classes" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-runtime-classes" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/incremental-verifier" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant-run-apk" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant-run-resources" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant_run_merged_manifests" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/instant_run_split_apk_resources" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/javac" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/jniLibs" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/manifest-checker" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/merged_assets" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/merged_manifests" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/ndkBuild" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/prebuild" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/processed_res" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/reload-dex" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/res" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/resources" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/rs" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/shader_assets" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/shaders" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/split-apk" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/split_list" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/symbols" />
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<excludeFolder url="file://$MODULE_DIR$/build/intermediates/transforms" />
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<excludeFolder url="file://$MODULE_DIR$/build/outputs" />
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<excludeFolder url="file://$MODULE_DIR$/build/reports" />
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<excludeFolder url="file://$MODULE_DIR$/build/tmp" />
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</content>
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<content url="file://$MODULE_DIR$/../../assets">
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@@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.lambda1vr"
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android:versionCode="6"
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android:versionName="1.0.3" android:installLocation="auto" >
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android:versionCode="7"
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android:versionName="1.0.4" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@@ -817,7 +817,7 @@ void setHMDPosition( float x, float y, float z, float yaw )
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}
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void Host_BeginFrame();
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void Host_Frame(int eye);
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void Host_Frame();
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void Host_EndFrame();
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void VR_GetMove( float *forward, float *side, float *yaw, float *pitch, float *roll )
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@@ -858,7 +858,8 @@ void RenderFrame( ovrRenderer * renderer, const ovrJava * java,
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GL(glDisable(GL_SCISSOR_TEST));
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//Now do the drawing for this eye
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Host_Frame(eye);
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Cvar_Set("vr_stereo_side", eye == 0 ? "0" : "1");
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Host_Frame();
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}
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//Clear edge to prevent smearing
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@@ -1355,12 +1356,15 @@ void VR_Init()
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//Create Cvars
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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" );
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vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE, "How quickly the grip trigger needs to be release to initiate a reload" );
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vr_positional_factor= Cvar_Get( "vr_positional_factor", "2600", CVAR_ARCHIVE, "Arbitrary number that makes positional tracking work well" );
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vr_positional_factor= Cvar_Get( "vr_positional_factor", "1800", CVAR_SERVERINFO, "Arbitrary number that makes positional tracking work" );
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vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE, "1 - Use HMD for direction, 0 - Use off-hand controller for direction" );
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vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE, "gun pitch angle adjust" );
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vr_weapon_recoil = Cvar_Get( "vr_weapon_recoil", "0", CVAR_ARCHIVE, "Enables weapon recoil in VR, default is disabled, warning could make you sick" );
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vr_lasersight = Cvar_Get( "vr_lasersight", "0", CVAR_ARCHIVE, "Enables laser-sight" );
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vr_fov = Cvar_Get( "vr_fov", "108.5", CVAR_ARCHIVE, "FOV for Lambda1VR" );
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//Not to be changed by users, as it will be overwritten anyway
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vr_stereo_side = Cvar_Get( "vr_stereo_side", "0", CVAR_RENDERINFO, "Eye being drawn" );
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}
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void * AppThreadFunction( void * parm )
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@@ -1558,9 +1562,9 @@ void * AppThreadFunction( void * parm )
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ALOGV(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
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if (r_lefthand->value) {
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HandleInput_Right(appState.Ovr, appState.DisplayTime);
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} else {
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HandleInput_Left(appState.Ovr, appState.DisplayTime);
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} else {
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HandleInput_Right(appState.Ovr, appState.DisplayTime);
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}
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static usingScreenLayer = true; //Starts off using the screen layer
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@@ -9,4 +9,7 @@ convar_t *vr_walkdirection;
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convar_t *vr_weapon_pitchadjust;
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convar_t *vr_weapon_recoil;
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convar_t *vr_lasersight;
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convar_t *vr_fov;
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convar_t *vr_fov;
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//Used and updated continuously during rendering
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convar_t *vr_stereo_side;
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@@ -1,7 +1,7 @@
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/************************************************************************************
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Filename : VrInputRight.c
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Content : Handles controller input for the right-handed
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Content : Handles controller input for the left-handed
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Created : August 2019
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Authors : Simon Brown
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@@ -25,7 +25,6 @@ Authors : Simon Brown
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#include "VrCvars.h"
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extern cvar_t *cl_forwardspeed;
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extern convar_t *r_lefthand;
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int IN_TouchEvent( touchEventType type, int fingerID, float x, float y, float dx, float dy );
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void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
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@@ -35,8 +34,8 @@ float initialTouchX, initialTouchY;
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void HandleInput_Left( ovrMobile * Ovr, double displayTime )
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{
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//The amount of yaw changed by controller
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//TODO: fixme
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//The amount of yaw changed by controller
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//TODO: fixme
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for ( int i = 0; ; i++ ) {
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ovrInputCapabilityHeader cap;
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ovrResult result = vrapi_EnumerateInputDevices(Ovr, i, &cap);
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@@ -69,98 +68,91 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
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}
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}
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ovrInputStateTrackedRemote *dominantTrackedRemoteState = !r_lefthand->integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
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ovrInputStateTrackedRemote *dominantTrackedRemoteStateOld = !r_lefthand->integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
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ovrTracking *dominantRemoteTracking = !r_lefthand->integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
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ovrTracking *dominantRemoteTrackingOld = !r_lefthand->integer ? &rightRemoteTracking_old : &leftRemoteTracking_old;
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ovrInputStateTrackedRemote *offHandTrackedRemoteState = r_lefthand->integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
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ovrInputStateTrackedRemote *offHandTrackedRemoteStateOld = r_lefthand->integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
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ovrTracking *offHandRemoteTracking = r_lefthand->integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
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ovrTracking *offHandRemoteTrackingOld = r_lefthand->integer ? &rightRemoteTracking_old : &leftRemoteTracking_old;
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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//Show screen view (if in multiplayer toggle scoreboard)
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if (((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) &&
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(leftTrackedRemoteState_new.Buttons & ovrButton_Y)) {
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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 (CL_GetMaxClients() > 1) {
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sendButtonAction("+showscores", showingScreenLayer);
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}
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}
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//Check we are in multiplayer
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if (CL_GetMaxClients() > 1) {
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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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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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//Menu button
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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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float remoteAngles[3];
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QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, remoteAngles);
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float yaw = remoteAngles[YAW] - playerYaw;
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const ovrQuatf quatRemote = dominantRemoteTracking->HeadPose.Pose.Orientation;
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float remoteAngles[3];
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QuatToYawPitchRoll(quatRemote, remoteAngles);
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float yaw = remoteAngles[YAW] - playerYaw;
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if (yaw > -40.0f && yaw < 40.0f &&
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remoteAngles[PITCH] > -22.5f && remoteAngles[PITCH] < 22.5f) {
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//Adjust for maximum yaw values
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if (yaw >= 180.0f) yaw -= 180.0f;
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if (yaw <= -180.0f) yaw += 180.0f;
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int newRemoteTrigState = (dominantTrackedRemoteState->Buttons & ovrButton_Trigger) != 0;
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int prevRemoteTrigState = (dominantTrackedRemoteStateOld->Buttons & ovrButton_Trigger) != 0;
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if (yaw > -40.0f && yaw < 40.0f &&
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remoteAngles[PITCH] > -22.5f && remoteAngles[PITCH] < 22.5f) {
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touchEventType t = event_motion;
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int newRemoteTrigState = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) != 0;
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int prevRemoteTrigState = (leftTrackedRemoteState_old.Buttons & ovrButton_Trigger) != 0;
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float touchX = (-yaw + 40.0f) / 80.0f;
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float touchY = (remoteAngles[PITCH] + 22.5f) / 45.0f;
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if (newRemoteTrigState != prevRemoteTrigState)
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{
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t = newRemoteTrigState ? event_down : event_up;
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if (newRemoteTrigState)
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{
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initialTouchX = touchX;
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initialTouchY = touchY;
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}
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}
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touchEventType t = event_motion;
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IN_TouchEvent(t, 0, touchX, touchY, initialTouchX - touchX, initialTouchY - touchY);
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}
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}
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else
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{
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static bool weaponStabilisation = false;
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float touchX = (-yaw + 40.0f) / 80.0f;
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float touchY = (remoteAngles[PITCH] + 22.5f) / 45.0f;
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if (newRemoteTrigState != prevRemoteTrigState)
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{
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t = newRemoteTrigState ? event_down : event_up;
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if (newRemoteTrigState)
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{
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initialTouchX = touchX;
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initialTouchY = touchY;
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}
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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(offHandRemoteTracking->HeadPose.Pose.Position.x - dominantRemoteTracking->HeadPose.Pose.Position.x, 2) +
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powf(offHandRemoteTracking->HeadPose.Pose.Position.y - dominantRemoteTracking->HeadPose.Pose.Position.y, 2) +
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powf(offHandRemoteTracking->HeadPose.Pose.Position.z - dominantRemoteTracking->HeadPose.Pose.Position.z, 2));
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IN_TouchEvent(t, 0, touchX, touchY, initialTouchX - touchX, initialTouchY - touchY);
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}
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}
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else
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{
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static bool weaponStabilisation = false;
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//Turn on weapon stabilisation?
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if ((offHandTrackedRemoteState->Buttons & ovrButton_GripTrigger) !=
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(offHandTrackedRemoteStateOld->Buttons & ovrButton_GripTrigger)) {
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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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if (offHandTrackedRemoteState->Buttons & ovrButton_GripTrigger)
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{
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if (distance < 0.50f)
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{
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weaponStabilisation = true;
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}
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}
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else
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{
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weaponStabilisation = false;
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}
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}
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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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//dominant hand stuff first
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{
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if (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
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{
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if (distance < 0.50f)
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{
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weaponStabilisation = true;
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}
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}
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else
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{
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weaponStabilisation = false;
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}
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}
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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] = dominantRemoteTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = dominantRemoteTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = dominantRemoteTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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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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{
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vec2_t v;
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@@ -168,16 +160,16 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
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weaponoffset[0] = v[0];
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weaponoffset[2] = v[1];
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ALOGV(" Weapon Offset: %f, %f, %f",
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weaponoffset[0],
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weaponoffset[1],
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weaponoffset[2]);
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ALOGV(" Weapon Offset: %f, %f, %f",
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weaponoffset[0],
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weaponoffset[1],
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weaponoffset[2]);
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}
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//Weapon velocity
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weaponvelocity[0] = dominantRemoteTracking->HeadPose.LinearVelocity.x;
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weaponvelocity[1] = dominantRemoteTracking->HeadPose.LinearVelocity.y;
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weaponvelocity[2] = dominantRemoteTracking->HeadPose.LinearVelocity.z;
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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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{
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vec2_t v;
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@@ -185,158 +177,152 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
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weaponvelocity[0] = v[0];
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weaponvelocity[2] = v[1];
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ALOGV(" Weapon Velocity: %f, %f, %f",
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weaponvelocity[0],
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weaponvelocity[1],
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weaponvelocity[2]);
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ALOGV(" Weapon Velocity: %f, %f, %f",
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weaponvelocity[0],
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weaponvelocity[1],
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weaponvelocity[2]);
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}
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//Set gun angles
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const ovrQuatf quatRemote = dominantRemoteTracking->HeadPose.Pose.Orientation;
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QuatToYawPitchRoll(quatRemote, weaponangles);
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//Set gun angles
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const ovrQuatf quatRemote = leftRemoteTracking_new.HeadPose.Pose.Orientation;
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QuatToYawPitchRoll(quatRemote, weaponangles);
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if (weaponStabilisation &&
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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 = 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();
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user