mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-16 18:14:05 +02:00
code formatting and minor fixes
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@@ -2237,11 +2237,7 @@ struct GiantMutant : Enemy {
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}
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virtual void updatePosition() {
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float angleY = 0.0f;
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if (target && target->health > 0.0f && fabsf(targetAngle) > GIANT_MUTANT_MIN_ANGLE)
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if (state == STATE_TURN_LEFT || state == STATE_TURN_RIGHT || state == STATE_WALK || state == STATE_STOP)
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angleY = targetAngle;
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turn(angleY, GIANT_MUTANT_TURN_SLOW);
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turn(false, GIANT_MUTANT_TURN_SLOW);
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Enemy::updatePosition();
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//setOverrides(true, jointChest, jointHead);
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@@ -40,7 +40,7 @@ namespace Input {
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mat4 controllers[2];
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vec3 zero;
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bool ready;
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bool down[cMAX]; // internal state for VR controllers( based on actions not buttons)
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bool state[cMAX];
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void setView(const mat4 &pL, const mat4 &pR, const mat4 &vL, const mat4 &vR) {
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proj[0] = pL;
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@@ -213,7 +213,7 @@ namespace Input {
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Core::Settings::Controls &ctrl = Core::settings.controls[j];
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for (int i = 0; i < cMAX; i++) {
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KeySet &c = ctrl.keys[i];
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newState[j][i] = (c.key != ikNone && down[c.key]) || (c.joy != jkNone && joy[ctrl.joyIndex].down[c.joy]) || hmd.down[i]; //adding vr check with hmd[down]
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newState[j][i] = (c.key != ikNone && down[c.key]) || (c.joy != jkNone && joy[ctrl.joyIndex].down[c.joy]) || hmd.state[i];
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}
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}
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@@ -3040,6 +3040,11 @@ struct Lara : Character {
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// VR control
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if (Core::settings.detail.stereo == Core::Settings::STEREO_VR && camera->firstPerson && canFreeRotate()) {
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if (!(input & WALK)) {
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input &= ~(LEFT | RIGHT);
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}
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vec3 ang = getAngleAbs(Input::hmd.head.dir().xyz());
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angle.y = ang.y;
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if (stand == STAND_UNDERWATER) {
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@@ -3075,10 +3080,6 @@ struct Lara : Character {
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|| state == STATE_ROLL_END
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|| state == STATE_MIDAS_USE
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|| state == STATE_MIDAS_DEATH
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// make me sick!
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//|| state == STATE_BACK_JUMP
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//|| state == STATE_LEFT_JUMP
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//|| state == STATE_RIGHT_JUMP
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|| animation.index == ANIM_CLIMB_2
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|| animation.index == ANIM_CLIMB_3
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|| animation.index == ANIM_CLIMB_JUMP;
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@@ -2704,14 +2704,14 @@ struct Level : IGame {
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Viewport vp = Core::viewportDef;
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Core::defaultTarget = Core::eyeTex[0];
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Core::viewportDef = Viewport(0, 0, float(Core::defaultTarget->width), float(Core::defaultTarget->height));
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Core::viewportDef = Viewport(0, 0, Core::defaultTarget->width, Core::defaultTarget->height);
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Core::setTarget(NULL,Core::defaultTarget, 0); // changing to 0 and adding defaultTarget parameter
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Core::eye = -1.0f;
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setup();
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renderView(camera->getRoomIndex(), true);
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Core::defaultTarget = Core::eyeTex[1];
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Core::viewportDef = Viewport(0, 0, float(Core::defaultTarget->width), float(Core::defaultTarget->height));
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Core::viewportDef = Viewport(0, 0, Core::defaultTarget->width, Core::defaultTarget->height);
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Core::setTarget(NULL, Core::defaultTarget, 0);
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Core::eye = 1.0f;
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setup();
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@@ -698,14 +698,11 @@ bool GetDigitalActionState(vr::VRActionHandle_t action, vr::VRInputValueHandle_t
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{
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vr::InputDigitalActionData_t actionData;
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vr::VRInput()->GetDigitalActionData(action, &actionData, sizeof(actionData), vr::k_ulInvalidInputValueHandle);
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if (pDevicePath)
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{
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if (pDevicePath) {
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*pDevicePath = vr::k_ulInvalidInputValueHandle;
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if (actionData.bActive)
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{
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if (actionData.bActive) {
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vr::InputOriginInfo_t originInfo;
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if (vr::VRInputError_None == vr::VRInput()->GetOriginTrackedDeviceInfo(actionData.activeOrigin, &originInfo, sizeof(originInfo)))
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{
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if (vr::VRInputError_None == vr::VRInput()->GetOriginTrackedDeviceInfo(actionData.activeOrigin, &originInfo, sizeof(originInfo))) {
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*pDevicePath = originInfo.devicePath;
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}
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}
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@@ -727,6 +724,7 @@ void ProcessVREvent(const vr::VREvent_t &event) {
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break;
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case vr::VREvent_TrackedDeviceDeactivated:
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LOG("Device %u detached.\n", event.trackedDeviceIndex);
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Input::reset();
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break;
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case vr::VREvent_TrackedDeviceUpdated: //not sure what to do here
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LOG("Device %u updated.\n", event.trackedDeviceIndex);
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@@ -734,33 +732,29 @@ void ProcessVREvent(const vr::VREvent_t &event) {
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}
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}
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//taken from openvrsimpleexamples
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void vrUpdateInput() { // going to use action manifest and ivr:input(Steam Vr Input) // broken
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void vrUpdateInput() {
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if (!hmd) return;
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vr::VREvent_t event;
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while (hmd->PollNextEvent(&event, sizeof(event))) {
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ProcessVREvent( event ); // eventually going to be the function for this while loop
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ProcessVREvent(event);
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}
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//process actions( set hmd down)
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vr::VRActiveActionSet_t actionSet = { 0 };
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actionSet.ulActionSet = m_actionsetDemo;
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vr::VRInput()->UpdateActionState(&actionSet, sizeof(actionSet), 1);
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Input::hmd.down[cUp] = GetDigitalActionState(VRcUp);
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Input::hmd.down[cDown] = GetDigitalActionState(VRcDown);
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Input::hmd.down[cRight] = GetDigitalActionState(VRcRight);
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Input::hmd.down[cLeft] = GetDigitalActionState(VRcLeft);
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Input::hmd.down[cJump] = GetDigitalActionState(VRcJump);
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Input::hmd.down[cWalk] = GetDigitalActionState(VRcWalk);
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Input::hmd.down[cAction] = GetDigitalActionState(VRcAction);
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Input::hmd.down[cWeapon] = GetDigitalActionState(VRcWeapon);
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Input::hmd.down[cRoll] = GetDigitalActionState(VRcRoll);
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Input::hmd.down[cStart] = GetDigitalActionState(VRcStart);
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Input::hmd.down[cInventory] = GetDigitalActionState(VRcInventory);
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Input::hmd.state[cUp] = GetDigitalActionState(VRcUp);
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Input::hmd.state[cDown] = GetDigitalActionState(VRcDown);
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Input::hmd.state[cRight] = GetDigitalActionState(VRcRight);
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Input::hmd.state[cLeft] = GetDigitalActionState(VRcLeft);
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Input::hmd.state[cJump] = GetDigitalActionState(VRcJump);
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Input::hmd.state[cWalk] = GetDigitalActionState(VRcWalk);
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Input::hmd.state[cAction] = GetDigitalActionState(VRcAction);
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Input::hmd.state[cWeapon] = GetDigitalActionState(VRcWeapon);
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Input::hmd.state[cRoll] = GetDigitalActionState(VRcRoll);
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Input::hmd.state[cStart] = GetDigitalActionState(VRcStart);
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Input::hmd.state[cInventory] = GetDigitalActionState(VRcInventory);
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}
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void vrUpdateView() {
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@@ -784,7 +778,7 @@ void vrUpdateView() {
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vL.setPos(vL.getPos() * ONE_METER);
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vR.setPos(vR.getPos() * ONE_METER);
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Input::hmd.setView(pL, pR, vL, vR);
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// pass this to Lara's rotation value
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Input::hmd.head = head;
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}
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