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85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
#ifndef VR_INPUT_MANAGER_HPP
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#define VR_INPUT_MANAGER_HPP
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#include "vrtypes.hpp"
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#include "../mwinput/inputmanagerimp.hpp"
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#include <vector>
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#include <array>
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#include <iostream>
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#include "../mwworld/ptr.hpp"
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namespace MWVR
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{
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struct OpenXRInput;
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namespace RealisticCombat {
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class StateMachine;
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}
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/// Extension of the input manager to include VR inputs
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class VRInputManager : public MWInput::InputManager
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{
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public:
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VRInputManager(
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SDL_Window* window,
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osg::ref_ptr<osgViewer::Viewer> viewer,
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
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osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation,
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const std::string& userFile, bool userFileExists,
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const std::string& userControllerBindingsFile,
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const std::string& controllerBindingsFile, bool grab);
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virtual ~VRInputManager();
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/// Overriden to force vr modes such as hiding cursors and crosshairs
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virtual void changeInputMode(bool guiMode);
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/// Overriden to update XR inputs
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virtual void update(float dt, bool disableControls = false, bool disableEvents = false);
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/// Current head offset from character position
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osg::Vec3 headOffset() const { return mHeadOffset; };
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/// Update head offset. Should only be called by the movement solver when reducing head offset.
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void setHeadOffset(osg::Vec3 offset) { mHeadOffset = offset; };
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/// Quaternion that aligns VR stage coordinates with world coordinates.
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osg::Quat stageRotation();
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/// Set current offset to 0 and re-align VR stage.
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void requestRecenter();
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/// Tracking pose of the given limb at the given predicted time
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Pose getLimbPose(int64_t time, TrackedLimb limb);
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protected:
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void updateHead();
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void processAction(const class Action* action, float dt, bool disableControls);
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void updateActivationIndication(void);
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void pointActivation(bool onPress);
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void injectMousePress(int sdlButton, bool onPress);
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void injectChannelValue(MWInput::Actions action, float value);
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void applyHapticsLeftHand(float intensity) override;
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void applyHapticsRightHand(float intensity) override;
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std::unique_ptr<OpenXRInput> mXRInput;
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std::unique_ptr<RealisticCombat::StateMachine> mRealisticCombat;
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Pose mHeadPose{};
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osg::Vec3 mHeadOffset{ 0,0,0 };
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bool mShouldRecenter{ true };
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bool mActivationIndication{ false };
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bool mHapticsEnabled{ true };
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float mYaw{ 0.f };
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float mVrAngles[3]{ 0.f,0.f,0.f };
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};
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}
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#endif
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