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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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Turn the cockpit wheel with the steering, and add hand steering
Every XR frame in the cockpit seat the pacing thread locates both grips in the seated frame (the immersive base turned by the lean-back angle, the frame the eye transforms place the vehicle in) and publishes a driving snapshot. The wheel or handlebar shows the left stick's steering at the configured full-lock angle, eased; the vehicle's own wheel reads that angle on the guest thread. With hand_steering on (off by default), squeezing a grip near the wheel or handlebar takes hold of it (a short pulse on grab and release); one or two hands turn it through heurazy's SteeringWheel, and while it is held the wheel replaces the left stick's X axis in both the Wii Remote and gamepad presentations, the stick's Y still aims items, and a holding grip no longer presses C or a shoulder. The settings panel withholds it like any other input. The stereo packet carries the cockpit overlay: the hands, in the runtime's hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only when hand steering is on at launch) or procedural gloves, and the separate VR wheel or handlebar whenever the vehicle's own is not the one turning.
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@@ -10,6 +10,8 @@
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#endif
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#include "vr/openxr_input.h"
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#include "runtime_config.h"
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#include "vr/mkw_vr_first_person.h"
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#include "vr/openxr_diagnostics.h"
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#include <SDL3/SDL_gamepad.h>
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@@ -451,6 +453,7 @@ void OpenXRInput::DetachVirtualGamepad() {
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void OpenXRInput::Destroy() {
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// The game must stop reading a remote whose controllers are going away.
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OpenXRWithdrawWiiRemote();
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ResetDriving();
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if (m_created) {
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StopRumble();
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}
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@@ -493,6 +496,7 @@ void OpenXRInput::Idle() {
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m_last_input_time = 0;
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m_panel_select_held = false;
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OpenXRPublishSettingsPanelPointer(false, 0.0f, 0.0f, false, 0.0f);
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ResetDriving();
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StopRumble();
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// Nothing stays held on the gamepad either while input is away.
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if (m_joystick != nullptr) {
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@@ -507,7 +511,7 @@ void OpenXRInput::Idle() {
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}
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void OpenXRInput::Sync(XrTime predicted_display_time, const OpenXRPointerScreen& screen,
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const OpenXRPointerScreen& settings_panel) {
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const OpenXRPointerScreen& settings_panel, const driving::SeatFrame& seat) {
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if (!m_created || m_runtime == nullptr) {
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return;
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}
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@@ -618,6 +622,10 @@ void OpenXRInput::Sync(XrTime predicted_display_time, const OpenXRPointerScreen&
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OpenXRSetSettingsPanelOpen(open);
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}
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// The cockpit's wheel before the game reads the controllers: a held wheel
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// steers through the left stick and keeps its grips from the game.
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UpdateDriving(predicted_display_time, seat, hands, panel.withheld);
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// While the panel has the controllers, the game sees them idle.
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static const std::array<wii_remote::HandInputs, kHands> kIdleHands{};
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const auto& game_hands = panel.withheld ? kIdleHands : hands;
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@@ -768,6 +776,117 @@ void OpenXRInput::PublishWiiRemote(XrTime input_time, const OpenXRPointerScreen&
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OpenXRPublishWiiRemote(m_joystick_id, sample);
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}
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void OpenXRInput::ResetDriving() {
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m_wheel = {};
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WheelGeometry unused{};
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m_wheel_reference.Resolve(unused, false, false, false, false, 0, 0.0f);
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m_wheel_visual.Reset();
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m_wheel_held = {};
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m_wheel_time = 0;
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m_driving = {};
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OpenXRPublishDriving(m_driving);
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}
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void OpenXRInput::UpdateDriving(XrTime display_time, const driving::SeatFrame& seat,
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std::array<wii_remote::HandInputs, kHands>& hands, bool withheld) {
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const FirstPersonAnchor anchor = MkwVRFirstPersonGetAnchor();
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if (!seat.valid || !anchor.valid || !anchor.cockpit) {
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if (m_driving.cockpit_active || m_wheel_time != 0) {
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ResetDriving();
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}
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return;
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}
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const WheelTuning tuning = RuntimeConfigFile::VrWheelTuning();
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const bool hand_steering = RuntimeConfigFile::VrHandSteering();
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const bool steering_wheel = RuntimeConfigFile::VrSteeringWheel();
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const bool native_steering_wheel = RuntimeConfigFile::VrNativeSteeringWheel();
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const float dt = m_wheel_time != 0 && display_time > m_wheel_time
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? static_cast<float>(display_time - m_wheel_time) * 1.0e-9f
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: 1.0f / 90.0f;
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m_wheel_time = display_time;
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DrivingSnapshot snapshot{};
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snapshot.cockpit_active = true;
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snapshot.hand_steering = hand_steering;
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snapshot.bike = anchor.bike;
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// The vehicle's own control is the one turning (or none is shown at all),
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// so the overlay adds no separate wheel.
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snapshot.synthetic_control =
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steering_wheel && !(native_steering_wheel && anchor.native_mesh_prepared);
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// Which control the hands reach for: the vehicle's own wherever its
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// geometry is known and no separate wheel is drawn, a handlebar always
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// (held over a brief gap while gripped), otherwise the VR wheel in front
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// of the seat.
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WheelGeometry geometry = anchor.native_wheel;
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const bool geometry_valid = m_wheel_reference.Resolve(geometry, true, geometry.valid,
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m_wheel_held[0] || m_wheel_held[1], anchor.bike,
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anchor.vehicle_identity, dt);
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if (anchor.bike && !geometry_valid) {
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geometry = {};
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geometry.center = {0.0f, SteeringWheel::Height, SteeringWheel::Depth};
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geometry.right = {1.0f, 0.0f, 0.0f};
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geometry.up = {0.0f, 0.0f, -1.0f};
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geometry.normal = {0.0f, 1.0f, 0.0f};
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geometry.radius = 0.25f;
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geometry.valid = true;
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}
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const bool uses_geometry = anchor.bike || (geometry_valid && !snapshot.synthetic_control);
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if (uses_geometry != m_wheel_uses_geometry || anchor.bike != m_wheel_bike) {
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m_wheel = {};
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m_wheel_uses_geometry = uses_geometry;
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m_wheel_bike = anchor.bike;
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}
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snapshot.control = geometry;
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constexpr XrSpaceLocationFlags kPoseValid =
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XR_SPACE_LOCATION_POSITION_VALID_BIT | XR_SPACE_LOCATION_ORIENTATION_VALID_BIT;
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std::array<WheelHand, kHands> wheel_hands{};
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for (uint32_t hand = 0; hand < kHands; ++hand) {
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bool tracked = false;
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std::array<float, 12> seat_from_grip = snapshot.hands[hand].seat_from_grip;
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if (m_grip_spaces[hand] != XR_NULL_HANDLE) {
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XrSpaceLocation location{XR_TYPE_SPACE_LOCATION};
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if (XR_SUCCEEDED(xrLocateSpace(m_grip_spaces[hand], m_runtime->AppSpace(), display_time, &location)) &&
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(location.locationFlags & kPoseValid) == kPoseValid) {
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tracked = true;
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const auto& pose = location.pose;
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seat_from_grip = driving::SeatFromApp(seat, {pose.position.x, pose.position.y, pose.position.z},
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{pose.orientation.x, pose.orientation.y,
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pose.orientation.z, pose.orientation.w});
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}
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}
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const float squeeze = hands[hand].squeeze;
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// Hands are shown only while they can steer.
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snapshot.hands[hand] = {tracked && hand_steering, false, squeeze, seat_from_grip};
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wheel_hands[hand] = {seat_from_grip[3], seat_from_grip[7], seat_from_grip[11], squeeze, tracked};
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if (uses_geometry) {
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wheel_hands[hand] = geometry.ToWheel(wheel_hands[hand]);
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}
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}
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const bool active = hand_steering && !withheld;
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const WheelState wheel = m_wheel.Update(wheel_hands, active, dt,
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uses_geometry ? geometry.radius : SteeringWheel::Radius,
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anchor.bike, tuning);
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for (uint32_t hand = 0; hand < kHands; ++hand) {
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if (wheel.held[hand] != m_wheel_held[hand] && active && tuning.haptics) {
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constexpr XrDuration kGrabPulseNs = 25'000'000;
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constexpr XrDuration kReleasePulseNs = 15'000'000;
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ApplyHaptic(hand, wheel.held[hand] ? 0.25f : 0.12f, wheel.held[hand] ? kGrabPulseNs : kReleasePulseNs);
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}
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snapshot.hands[hand].held = wheel.held[hand];
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}
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m_wheel_held = wheel.held;
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snapshot.held = wheel.held;
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driving::ApplyHandSteering(hands, wheel);
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snapshot.steering_input = withheld ? 0.0f : hands[0].stick_x;
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snapshot.visual_angle =
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m_wheel_visual.Update(wheel.held[0] || wheel.held[1], wheel.visualAngle, snapshot.steering_input,
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driving::MaxWheelAngle(anchor.bike, tuning), dt);
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m_driving = snapshot;
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OpenXRPublishDriving(snapshot);
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}
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void OpenXRInput::UpdateRumble() {
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if (!OpenXRWiiRemoteRumbleRequested() || !OpenXRWiiRemoteOwnsGamepad(m_joystick_id)) {
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StopRumble();
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