diff --git a/Projects/Android/Android.iml b/Projects/Android/Android.iml
index 5d00be6..9e8bb21 100644
--- a/Projects/Android/Android.iml
+++ b/Projects/Android/Android.iml
@@ -120,27 +120,41 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Projects/Android/AndroidManifest.xml b/Projects/Android/AndroidManifest.xml
index c983ecc..9e599a8 100644
--- a/Projects/Android/AndroidManifest.xml
+++ b/Projects/Android/AndroidManifest.xml
@@ -1,8 +1,8 @@
+ android:versionCode="7"
+ android:versionName="1.0.4" android:installLocation="auto" >
diff --git a/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c b/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c
index 7dfd658..2c010a2 100644
--- a/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c
+++ b/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c
@@ -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
diff --git a/Projects/Android/jni/src/Lambda1VR/VrCvars.h b/Projects/Android/jni/src/Lambda1VR/VrCvars.h
index fe2c0d4..99ebef0 100644
--- a/Projects/Android/jni/src/Lambda1VR/VrCvars.h
+++ b/Projects/Android/jni/src/Lambda1VR/VrCvars.h
@@ -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;
\ No newline at end of file
+convar_t *vr_fov;
+
+//Used and updated continuously during rendering
+convar_t *vr_stereo_side;
\ No newline at end of file
diff --git a/Projects/Android/jni/src/Lambda1VR/VrInputLeft.c b/Projects/Android/jni/src/Lambda1VR/VrInputLeft.c
index 5261dd2..7d31087 100644
--- a/Projects/Android/jni/src/Lambda1VR/VrInputLeft.c
+++ b/Projects/Android/jni/src/Lambda1VR/VrInputLeft.c
@@ -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;
}
\ No newline at end of file
diff --git a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_main.c b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_main.c
index ce6627e..d207d12 100644
--- a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_main.c
+++ b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_main.c
@@ -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
diff --git a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_view.c b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_view.c
index 49721c7..0d6127b 100644
--- a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_view.c
+++ b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/cl_view.c
@@ -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);
}
diff --git a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/gl_rmain.c b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/gl_rmain.c
index ff3a10e..ecf665d 100644
--- a/Projects/Android/jni/src/Xash3D/xash3d/engine/client/gl_rmain.c
+++ b/Projects/Android/jni/src/Xash3D/xash3d/engine/client/gl_rmain.c
@@ -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 );
diff --git a/Projects/Android/jni/src/Xash3D/xash3d/engine/common/common.h b/Projects/Android/jni/src/Xash3D/xash3d/engine/common/common.h
index 025c70f..8ece398 100644
--- a/Projects/Android/jni/src/Xash3D/xash3d/engine/common/common.h
+++ b/Projects/Android/jni/src/Xash3D/xash3d/engine/common/common.h
@@ -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 );
diff --git a/Projects/Android/jni/src/Xash3D/xash3d/engine/common/host.c b/Projects/Android/jni/src/Xash3D/xash3d/engine/common/host.c
index e3634d6..f5468eb 100644
--- a/Projects/Android/jni/src/Xash3D/xash3d/engine/common/host.c
+++ b/Projects/Android/jni/src/Xash3D/xash3d/engine/common/host.c
@@ -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();
}