From b8a2fcbb2c74dfac021108e244c423e83e888453 Mon Sep 17 00:00:00 2001 From: AlessandroSigna Date: Fri, 30 Oct 2015 15:21:48 -0700 Subject: [PATCH] Vive controller - fix inverted inputs --- .../input-plugins/src/input-plugins/ViveControllerManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp b/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp index 69303bb079..e90006e014 100644 --- a/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp +++ b/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp @@ -254,7 +254,7 @@ void ViveControllerManager::update(float deltaTime, bool jointsCaptured) { } numTrackedControllers++; - bool left = numTrackedControllers == 1; + bool left = numTrackedControllers == 2; const mat4& mat = _trackedDevicePoseMat4[device]; @@ -307,13 +307,13 @@ void ViveControllerManager::focusOutEvent() { // These functions do translation from the Steam IDs to the standard controller IDs void ViveControllerManager::handleAxisEvent(uint32_t axis, float x, float y, bool left) { #ifdef Q_OS_WIN + //FIX ME? It enters here every frame: probably we want to enter only if an event occurs axis += vr::k_EButton_Axis0; using namespace controller; if (axis == vr::k_EButton_SteamVR_Touchpad) { _axisStateMap[left ? LX : RX] = x; _axisStateMap[left ? LY : RY] = y; } else if (axis == vr::k_EButton_SteamVR_Trigger) { - //FIX ME: Seems that enters here everytime _axisStateMap[left ? LT : RT] = x; } #endif