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Architectury build system & huge code cleanup
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package eu.midnightdust.midnightcontrols.client.mouse;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.util.GlfwUtil;
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import eu.midnightdust.midnightcontrols.client.MidnightControlsConfig;
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import net.minecraft.util.math.Smoother;
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public class EyeTrackerHandler {
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/**
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* Based on the updateMouse method in the Mouse.class, this changes the mouse algorithm to suit eye tracking.
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* This requires the cursor to not be locked, and the raw input setting to be turned off.
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*/
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public static void updateMouseWithEyeTracking(double mouseX, double mouseY, MinecraftClient client, double lastMouseUpdateTime, boolean holdingLeftMouseButton, boolean usingLongRangedTool, Smoother smoothX, Smoother smoothY) {
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if (client.player == null) return;
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/* The player wants objects of interest to be moved under the crosshair that is always center of screen.
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* Normal mouse controls operate with the delta values from the direction of mouse movement,
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* but in eye tracking we want to use the cursor's actual x,y values (their point of gaze), relative to
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* the screen center (where the crosshair is). This new eye tracking delta creates a vector that points
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* from the crosshair to the gaze point. As the player keeps their eyes on the object of interest, we pull
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* that object into the center until the object is underneath the crosshair.
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*/
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double deltaTime = GlfwUtil.getTime() - lastMouseUpdateTime;
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// The center of screen is the new (0,0)
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double centerX = client.getWindow().getWidth() / 2.0;
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double centerY = client.getWindow().getHeight() / 2.0;
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double gazeRawX = mouseX - centerX;
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double gazeRawY = mouseY - centerY;
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//This part follows the original mouse.java somewhat closely, with different constants
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double feeling = 2.5;
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double sensitivity = client.options.getMouseSensitivity().getValue() * feeling;
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double spyglass = sensitivity * sensitivity * sensitivity;
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double moveScalar = spyglass * 8.0;
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double frameScalar;
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if(client.options.getPerspective().isFirstPerson() && client.player.isUsingSpyglass()) {
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frameScalar = spyglass;
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} else {
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frameScalar = moveScalar;
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}
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if(holdingLeftMouseButton && !usingLongRangedTool) {
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frameScalar *= 0.5; //Don't move the camera so much while mining. It's annoying.
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}
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// The longest vector connects the center to the corner of the screen, so that is our maximum magnitude for
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// normalization. We use normalized screen size vector for resolution independent control
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double magnitudeMax = Math.sqrt(centerX*centerX + centerY*centerY);
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double normalizedX = gazeRawX / magnitudeMax;
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double normalizedY = gazeRawY / magnitudeMax;
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double moveX = normalizedX * frameScalar;
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double moveY = normalizedY * frameScalar;
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if (client.options.smoothCameraEnabled) {
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moveX = smoothX.smooth(moveX, moveScalar*deltaTime);
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moveY = smoothY.smooth(moveY, moveScalar*deltaTime);
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}
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// The player entity's needs their facing rotated.
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double invertY = 1.0;
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double moveMagnitude = Math.sqrt(normalizedX*normalizedX + normalizedY*normalizedY);
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if (client.options.getInvertYMouse().getValue()) {
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invertY = -1.0;
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}
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boolean notInDeadzone = (moveMagnitude > MidnightControlsConfig.eyeTrackerDeadzone) && !usingLongRangedTool;
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if (client.player != null && notInDeadzone) {
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client.player.changeLookDirection(moveX, moveY * invertY);
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client.getTutorialManager().onUpdateMouse(moveX, moveY);
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}
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}
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}
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