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more work on getting head routed through input system
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parent
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commit
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2 changed files with 38 additions and 8 deletions
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@ -245,6 +245,10 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
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}
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handleRotationForUntrackedHand(inputCalibrationData, hand, tracking.HandPoses[hand]);
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});
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_poseStateMap.erase(controller::HEAD);
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handleHeadPose(deltaTime, inputCalibrationData, tracking.HeadPose);
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using namespace controller;
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// Axes
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const auto& inputState = _parent._inputState;
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@ -293,15 +297,35 @@ void OculusControllerManager::TouchDevice::focusOutEvent() {
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};
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void OculusControllerManager::TouchDevice::handlePose(float deltaTime,
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const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand,
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const ovrPoseStatef& handPose) {
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const controller::InputCalibrationData& inputCalibrationData,
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ovrHandType hand, const ovrPoseStatef& handPose) {
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auto poseId = hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND;
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auto& pose = _poseStateMap[poseId];
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pose = ovrControllerPoseToHandPose(hand, handPose);
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// transform into avatar frame
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glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
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pose = pose.transform(controllerToAvatar);
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}
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void OculusControllerManager::TouchDevice::handleHeadPose(float deltaTime,
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const controller::InputCalibrationData& inputCalibrationData,
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const ovrPoseStatef& headPose) {
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auto poseId = controller::HEAD;
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auto& pose = _poseStateMap[poseId];
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pose.translation = toGlm(headPose.ThePose.Position);
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pose.rotation = toGlm(headPose.ThePose.Orientation);
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pose.angularVelocity = toGlm(headPose.AngularVelocity);
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pose.velocity = toGlm(headPose.LinearVelocity);
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pose.valid = true;
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qDebug() << "handleHeadPose" << pose.translation.x << pose.translation.y << pose.translation.z;
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// transform into avatar frame
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glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
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pose = pose.transform(controllerToAvatar);
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qDebug() << "handleHeadPose after" << pose.translation.x << pose.translation.y << pose.translation.z;
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}
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void OculusControllerManager::TouchDevice::handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
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@ -382,6 +406,7 @@ controller::Input::NamedVector OculusControllerManager::TouchDevice::getAvailabl
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makePair(LEFT_HAND, "LeftHand"),
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makePair(RIGHT_HAND, "RightHand"),
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makePair(HEAD, "Head"),
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makePair(LEFT_PRIMARY_THUMB_TOUCH, "LeftPrimaryThumbTouch"),
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makePair(LEFT_SECONDARY_THUMB_TOUCH, "LeftSecondaryThumbTouch"),
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@ -76,8 +76,13 @@ private:
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private:
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void stopHapticPulse(bool leftHand);
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void handlePose(float deltaTime, const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
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void handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand, const ovrPoseStatef& handPose);
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void handlePose(float deltaTime, const controller::InputCalibrationData& inputCalibrationData,
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ovrHandType hand, const ovrPoseStatef& handPose);
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void handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
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ovrHandType hand, const ovrPoseStatef& handPose);
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void handleHeadPose(float deltaTime, const controller::InputCalibrationData& inputCalibrationData,
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const ovrPoseStatef& headPose);
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int _trackedControllers { 0 };
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// perform an action when the TouchDevice mutex is acquired.
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