Commit graph

79 commits

Author SHA1 Message Date
Dante Ruiz
5d457eaa39 better handling of when lost tracking of pucks 2017-05-11 20:44:08 +01:00
Dante Ruiz
4365907462 drop down puck configuration for gernal settings 2017-05-10 22:12:11 +01:00
Dante Ruiz
bb4c0d972d head routed through the vive input plugin 2017-05-10 00:10:26 +01:00
Dante Ruiz
c362ba9164 better calibration event 2017-05-09 19:13:47 +01:00
Dante Ruiz
bce9e9ea82 made requested chnages 2017-05-09 17:51:30 +01:00
Dante Ruiz
03ba3f5944 minimize diff 2.0 2017-05-09 00:31:13 +01:00
Dante Ruiz
23c3a75116 finally fixed rotation issue 2017-05-09 00:27:30 +01:00
Dante Ruiz
31f6038e45 limbs tracking pucks 2017-05-03 20:08:42 +01:00
Dante Ruiz
8e2b25eacc working on computing offsets 2017-05-03 00:25:41 +01:00
Dante Ruiz
15cad1fee9 saving work 2017-05-02 21:33:58 +01:00
Anthony J. Thibault
d47c040768 Vive: Expose all 16 tracked poses to the controller system.
This is in preparation for the Vive hockey puck trackers...
2017-03-29 18:15:29 -07:00
Seth Alves
f8fb5b9709 avoid some more static/global QStrings in plugins 2016-11-13 11:29:19 -08:00
Ryan Huffman
216cf2b4bc Update tutorial to work with HMD + Hand Controllers only 2016-10-07 10:30:18 -07:00
Brad Davis
472a3540d7 Merge remote-tracking branch 'upstream/master' into vive-ui
Conflicts:
	scripts/system/controllers/handControllerGrab.js
2016-06-10 10:43:09 -07:00
SamGondelman
e7743cd8e2 added options for both hands (default), all devices, short pulse, and fixed touch timing mechanism 2016-06-06 15:03:08 -07:00
SamGondelman
afca0ec2c9 moved vive pulses to correct thread, works with duration 2016-06-06 13:25:05 -07:00
SamGondelman
f51cb7ce0c trying to add duration support for vive 2016-06-06 10:34:32 -07:00
SamGondelman
912b35693b added vive single pulse haptics 2016-06-02 18:13:33 -07:00
Howard Stearns
922468ce1c fix cut and paste error with extraneous namespace qualifiers. 2016-05-31 20:47:58 -07:00
howard-stearns
c2858f847b Partition vive trackpad by center, x, and y (not just center v outer). 2016-05-31 16:57:23 -07:00
howard-stearns
a3f1ece978 Do button mapping in C++ and simplify vive.json accordingly. Vive and
Hydra now use PrimaryThumb and SecondaryThumb. Fix warnings for Neuron.
2016-05-24 16:10:12 -07:00
Brad Davis
07562f72af Doing a pass over the input plugins and controller code 2016-05-20 14:50:23 -07:00
Anthony J. Thibault
09a4e0eaa8 Fix for vive controllers sometimes not working
* Fixed bug with input devices that where added, removed then re-added.
  The default mappings were being ignored on the second add.
* Fixed potential crash when hardware inputPlugin device poses were polled from the JavaScript thread
  by taking the UserInputManager lock during pluginUpdate.
* Renamed Controller.Hardware.Vive.LB & RB to LeftGrip and RightGrip, to better match Oculus touch.
* Updated resource/controller/vive.json to reflect this new mapping.
* Exposed touch pad capacitive touch events to JavaScript as
  Controller.Hardware.Vive.LSTouch and RSTouch.
* Added viveTouchpadTest.js script to test LSTouch and RSTouch events.
2016-05-10 19:32:08 -07:00
Zach Pomerantz
931cad34d1 Check plugin activation success 2016-03-28 12:05:58 -07:00
Anthony Thibault
89885805d2 OpenVR: Added hysteresis to the touch pad dead spot
This should make using the Vive touch pad for movement more reliable.
2016-02-26 18:34:33 -08:00
Anthony J. Thibault
01ef5aabcb OpenVR: More reliable detection of left and right hands 2016-02-26 14:38:35 -08:00
Anthony Thibault
3b87cd0ea8 Improve hold action by using controller velocity
The AvatarHoldAction now derives the body velocity by using data from the controller::Pose.  Rather then trying to derive it based on previous positions.  This results in more acurate motion of the held object when the hold is released.

OpenVR input plugin: pass the velocity and angularVelocity directly from the controller pose to the controller::Pose.
2016-02-22 19:15:22 -08:00
Anthony J. Thibault
111ed65bf8 Controller Pose values are relative to Avatar.
Pass a InputCalibrationData to each inputPlugin and inputDevice.
This contains the most up sensorToWorldMatrix, avatarMat and hmdSensorMatrix.
Each input plugin can use this data to transform it's poses into Avatar space
before sending it up the chain.

This fixes a bug in the handControllerGrab.js script that relied on the hand controller
rotation/positions being in the avatar frame.
2016-02-11 17:18:01 -08:00
Brad Davis
978d39b7f4 Moving OpenVR to external plugin and updating to latest version 2015-12-09 16:20:24 -08:00
Renamed from libraries/input-plugins/src/input-plugins/ViveControllerManager.h (Browse further)