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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 19:29:19 +02:00
reformat: remove redundant parentheses
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@@ -32,7 +32,7 @@ vr_openvr::vr_openvr()
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std::unique_ptr<TModel3d> vr_openvr::create_hiddenarea_model(eye_e e)
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{
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vr::HiddenAreaMesh_t mesh = vr_system->GetHiddenAreaMesh((e == eye_left) ? vr::Eye_Left : vr::Eye_Right, vr::k_eHiddenAreaMesh_Standard);
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vr::HiddenAreaMesh_t mesh = vr_system->GetHiddenAreaMesh(e == eye_left ? vr::Eye_Left : vr::Eye_Right, vr::k_eHiddenAreaMesh_Standard);
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if (!mesh.unTriangleCount)
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return nullptr;
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@@ -66,7 +66,7 @@ glm::ivec2 vr_openvr::get_target_size()
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viewport_proj_config vr_openvr::get_proj_config(eye_e e)
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{
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vr::EVREye eye = (e == eye_left) ? vr::Eye_Left : vr::Eye_Right;
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vr::EVREye eye = e == eye_left ? vr::Eye_Left : vr::Eye_Right;
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float left, right, top, bottom; // tangents of half-angles from center view axis
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vr_system->GetProjectionRaw(eye, &left, &right, &top, &bottom);
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@@ -85,7 +85,7 @@ viewport_proj_config vr_openvr::get_proj_config(eye_e e)
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glm::mat4 vr_openvr::get_matrix(const vr::HmdMatrix34_t &src)
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{
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return glm::mat4(glm::transpose(glm::make_mat3x4((float*)(src.m))));
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return glm::mat4(glm::transpose(glm::make_mat3x4((float*)src.m)));
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}
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void vr_openvr::begin_frame()
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@@ -273,8 +273,8 @@ texture_done:
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vr::InputDigitalActionData_t actiondata_sec;
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vr::VRInput()->GetDigitalActionData(secondary_action, &actiondata_sec, sizeof(actiondata_sec), vr::k_ulInvalidInputValueHandle);
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bool any_changed = (actiondata_pri.bChanged || actiondata_sec.bChanged);
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bool any_active = (actiondata_pri.bState || actiondata_sec.bState);
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bool any_changed = actiondata_pri.bChanged || actiondata_sec.bChanged;
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bool any_active = actiondata_pri.bState || actiondata_sec.bState;
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if (command_active == user_command::none && any_changed) {
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bool primary = actiondata_pri.bState;
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@@ -343,10 +343,10 @@ bool vr_openvr::update_component(const std::string &rendermodel, vr::VRInputValu
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vr::VRRenderModels()->GetComponentStateForDevicePath(rendermodel.c_str(), component->pName.c_str(), handle, &state, &component_state);
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const glm::mat4 component_pose = get_matrix(component_state.mTrackingToComponentRenderModel);
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bool visible = (component_state.uProperties & vr::VRComponentProperty_IsVisible);
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bool visible = component_state.uProperties & vr::VRComponentProperty_IsVisible;
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component->ReplaceMatrix(component_pose);
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component->iVisible = (visible ? 1 : 0);
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component->iVisible = visible ? 1 : 0;
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return !(component_state.uProperties & vr::VRComponentProperty_IsStatic);
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}
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