Add VR locomotion: move/turn with thumbsticks while the menu is open
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- Left thumbstick snap-turns, right thumbstick smooth-moves, letting the
  player line themselves up with the fixed game quad ("virtual screen")
  without needing physical room-scale space to do it in. Implemented via
  a second OpenXR reference space (a "play space") derived from the real
  LOCAL space by the inverse of the player's transform, so every existing
  quad/hit-testing/rendering call site just needed g_local_space swapped
  for it - no manual coordinate-transform math required elsewhere
- Generalized the ray/quad hit-testing in xr_input.c to a proper
  oriented-plane intersection (needed once quads can rotate); verified it
  degenerates to the old axis-aligned formula when unrotated, so the
  keyboard and non-recentered menu are unaffected
- The menu launcher now re-centers in front of the player, correctly
  oriented to face them, each time it's freshly reopened
- "Reset Position" (Main Menu tab) recenters using the player's current
  real head pose - not a plain reset-to-origin, which only undid
  thumbstick movement and ignored physical drift since the session
  started. The same recenter runs once automatically at startup too, as a
  fallback for when there's no complete saved position to use instead
- Position/orientation persists in questshock.config.json's new
  player_position group (independent of savegames), including new
  numeric-value support in the config file's hand-rolled JSON parser
  (previously string-enums only)
This commit is contained in:
ml
2026-09-05 15:47:54 +02:00
parent c0619a55ab
commit 360a1f7e3d
12 changed files with 812 additions and 46 deletions
+105 -5
View File
@@ -1,6 +1,7 @@
#include "xr_session.h"
#include <ctype.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
@@ -65,6 +66,26 @@ static XrInstance g_instance = XR_NULL_HANDLE;
static XrSystemId g_system_id = XR_NULL_SYSTEM_ID;
static XrSession g_session = XR_NULL_HANDLE;
static XrSpace g_local_space = XR_NULL_HANDLE;
// Everything this app submits/locates (game/menu/keyboard/beam quads, hand
// and head poses) is expressed relative to g_play_space, not g_local_space
// directly - it's g_local_space translated/rotated by the inverse of the
// player's own virtual transform (see xr_session_set_player_transform()'s
// own comment in xr_session.h and xr_session_rebuild_play_space() below),
// so moving/turning the player moves/turns everything else relative to
// them without touching any actual pose-building or hit-testing math
// elsewhere in the app - it's all still "relative to the base space",
// which just happens to no longer be g_local_space itself.
static XrSpace g_play_space = XR_NULL_HANDLE;
static float g_player_x = 0.0f;
static float g_player_z = 0.0f;
static float g_player_yaw_deg = 0.0f;
// Set by xr_session_set_player_transform() (including before xr_init() has
// even run - see its own comment), cleared once xr_session_rebuild_play_space()
// actually rebuilds g_play_space from the current x/z/yaw_deg - checked
// once per frame in xr_frame_end() so a stick held at rest costs nothing.
static bool g_player_transform_dirty = false;
static XrSessionState g_session_state = XR_SESSION_STATE_UNKNOWN;
// Distinct from g_session_state - true from a successful xrBeginSession
// until xrEndSession/loss/exit. Many runtimes only advance the *state*
@@ -256,6 +277,65 @@ static EGLConfig xr_get_current_egl_config(EGLDisplay display, EGLContext contex
return config;
}
#define QS_DEG_TO_RAD (3.14159265358979323846f / 180.0f)
// Destroys/recreates g_play_space from g_local_space, offset by the
// inverse of the player's current virtual transform (g_player_x/z/yaw_deg) -
// see xr_session_set_player_transform()'s comment in xr_session.h for why
// this is the inverse rather than the transform itself. Given
// V = Translate(x, 0, z) * Rotate_Y(yaw_deg) (the player's own transform,
// "apparent pose in play space = V composed with real pose in local
// space"), the new space's poseInReferenceSpace must be V's inverse:
// orientation = Rotate_Y(-yaw_deg), position = Rotate_Y(-yaw_deg) * (-x, 0, -z).
// Called once, right after g_local_space itself is created (picking up
// whatever qs_config_load_startup() already seeded before xr_init() ever
// ran), and once per frame from xr_frame_end() whenever
// g_player_transform_dirty says the transform actually changed since the
// last rebuild - a plain stick-at-rest frame costs nothing beyond that one
// bool check. g_session must already exist.
static void xr_session_rebuild_play_space(void) {
if (g_play_space != XR_NULL_HANDLE) {
xrDestroySpace(g_play_space);
g_play_space = XR_NULL_HANDLE;
}
float theta = g_player_yaw_deg * QS_DEG_TO_RAD;
float half = -theta * 0.5f;
float c = cosf(-theta), s = sinf(-theta);
float vx = -g_player_x, vz = -g_player_z;
XrReferenceSpaceCreateInfo spaceInfo = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO};
spaceInfo.referenceSpaceType = XR_REFERENCE_SPACE_TYPE_LOCAL;
spaceInfo.poseInReferenceSpace.orientation.x = 0.0f;
spaceInfo.poseInReferenceSpace.orientation.y = sinf(half);
spaceInfo.poseInReferenceSpace.orientation.z = 0.0f;
spaceInfo.poseInReferenceSpace.orientation.w = cosf(half);
spaceInfo.poseInReferenceSpace.position.x = vx * c + vz * s;
spaceInfo.poseInReferenceSpace.position.y = 0.0f;
spaceInfo.poseInReferenceSpace.position.z = -vx * s + vz * c;
xr_check(xrCreateReferenceSpace(g_session, &spaceInfo, &g_play_space),
"xrCreateReferenceSpace(play)");
g_player_transform_dirty = false;
}
void xr_session_set_player_transform(float x, float z, float yaw_deg) {
g_player_x = x;
g_player_z = z;
g_player_yaw_deg = yaw_deg;
g_player_transform_dirty = true;
}
void xr_session_get_player_transform(float *x, float *z, float *yaw_deg) {
*x = g_player_x;
*z = g_player_z;
*yaw_deg = g_player_yaw_deg;
}
XrSpace xr_session_get_local_space(void) { return g_local_space; }
XrTime xr_session_get_predicted_display_time(void) { return g_predicted_display_time; }
static bool xr_create_instance_and_session(int game_width, int game_height) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
@@ -342,6 +422,14 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
"xrCreateReferenceSpace"))
return false;
// Picks up whatever qs_config_load_startup() already stored into
// g_player_x/z/yaw_deg via xr_session_set_player_transform() before
// this function ever ran (that call is pure state, no XR API calls, so
// it works fine even this early) - so a saved position is already in
// effect from the very first frame, not just after the player first
// moves a thumbstick.
xr_session_rebuild_play_space();
// Prefer a plain linear 8-bit format over GL_SRGB8_ALPHA8: the source
// SDL surface pixels are already sRGB-encoded (as ordinary 8-bit image
// data conventionally is) and get uploaded/sampled as plain linear
@@ -546,6 +634,14 @@ void xr_frame_end(void) {
if (g_session == XR_NULL_HANDLE)
return;
// Rebuilt before xr_input_sync_and_draw() below so this same frame's
// hit-testing and layer submission both see whatever the player's
// thumbstick input (or a config-driven "Reset Position"/Load
// Configuration) changed last frame - a no-op check on every frame
// nothing moved.
if (g_player_transform_dirty)
xr_session_rebuild_play_space();
// Syncs actions and hit-tests/dispatches each hand's ray against
// keyboard/menu/game quad (see xr_input.c) before the game swapchain
// image is released below - this always runs, even when there's
@@ -554,7 +650,7 @@ void xr_frame_end(void) {
// laser-beam quads are submitted as their own composition layers
// further down, not drawn into the game swapchain itself.
if (xr_is_session_running())
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
xr_input_sync_and_draw(g_play_space, g_predicted_display_time,
g_have_acquired_game_image);
if (g_have_acquired_game_image)
@@ -572,7 +668,7 @@ void xr_frame_end(void) {
// laser-beam quad while that hand's ray is aimed at the keyboard,
// menu, or the game quad itself (see xr_input_get_beam_layer()).
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
gameQuad.space = g_local_space;
gameQuad.space = g_play_space;
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
gameQuad.subImage.swapchain = g_game_swapchain.swapchain;
gameQuad.subImage.imageRect.extent.width = g_game_swapchain.width;
@@ -590,7 +686,7 @@ void xr_frame_end(void) {
XrCompositionLayerQuad menuQuad;
if (g_frame_should_render && xr_overlay_render_and_build_layer(g_menu_overlay, &menuQuad)) {
menuQuad.space = g_local_space;
menuQuad.space = g_play_space;
menuQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&menuQuad;
}
@@ -598,7 +694,7 @@ void xr_frame_end(void) {
XrCompositionLayerQuad keyboardQuad;
if (g_frame_should_render &&
xr_overlay_render_and_build_layer(g_keyboard_overlay, &keyboardQuad)) {
keyboardQuad.space = g_local_space;
keyboardQuad.space = g_play_space;
keyboardQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
// Lets the keyboard sit on screen translucently while playing
// rather than fully hiding whatever's behind it - KeyboardOverlay
@@ -618,7 +714,7 @@ void xr_frame_end(void) {
XrCompositionLayerQuad beamQuad[2];
for (int hand = 0; hand < 2; hand++) {
if (xr_input_get_beam_layer(hand, &beamQuad[hand])) {
beamQuad[hand].space = g_local_space;
beamQuad[hand].space = g_play_space;
beamQuad[hand].eyeVisibility = XR_EYE_VISIBILITY_BOTH;
beamQuad[hand].layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&beamQuad[hand];
@@ -643,6 +739,10 @@ void xr_shutdown(void) {
xrDestroySpace(g_local_space);
g_local_space = XR_NULL_HANDLE;
if (g_play_space != XR_NULL_HANDLE)
xrDestroySpace(g_play_space);
g_play_space = XR_NULL_HANDLE;
// Before the session/instance they were created from.
xr_input_shutdown();
xr_overlay_destroy(g_menu_overlay);