howard-stearns
67f76db7e4
Merge branch 'master' of https://github.com/highfidelity/hifi into vive-ui
2016-06-22 15:58:53 -07:00
howard-stearns
baa9139881
Merge branch 'vive-ui' of https://github.com/highfidelity/hifi into vive-ui
2016-06-21 17:02:23 -07:00
Ryan Huffman
70be7b3273
Merge branch 'master' of https://github.com/highfidelity/hifi into feat/user-actions
2016-06-21 16:39:25 -07:00
Brad Davis
f3bad3a63b
Don't trigger keyboard on revealing the overlay layer
2016-06-21 16:04:06 -07:00
howard-stearns
8421931c56
Merge branch 'master' of https://github.com/highfidelity/hifi into vive-ui
2016-06-21 14:47:45 -07:00
Ryan Huffman
251e2137d3
Remove old use of connectedDevice
2016-06-21 13:31:10 -07:00
Brad Hefta-Gaub
160a5de271
CR feedback
2016-06-21 12:49:42 -07:00
Brad Hefta-Gaub
c322317878
rework plugins to not depend on PluginContainer unless they want to
2016-06-21 12:07:05 -07:00
Bradley Austin Davis
5bc8b53d1b
Merge remote-tracking branch 'upstream/master' into vive-ui
2016-06-17 10:56:53 -07:00
Bradley Austin Davis
0b0977f362
Support keyboard suppresion, control suppresion while in keyboard mode
2016-06-15 10:48:48 -07:00
Bradley Austin Davis
71bf9384ce
Merge remote-tracking branch 'upstream/master' into vive-ui
2016-06-15 10:45:51 -07:00
Atlante45
5560ba9a4c
Quit application when SteamVR requests it
2016-06-14 16:29:50 -07:00
SamGondelman
df9fd6c7fc
reset vive grip buttons to 0 if not pressed
2016-06-13 18:35:39 -07:00
Bradley Austin Davis
6707f889b8
Fixing laser offset, support laser in Oculus
2016-06-13 17:33:18 -07:00
Brad Davis
472a3540d7
Merge remote-tracking branch 'upstream/master' into vive-ui
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Conflicts:
scripts/system/controllers/handControllerGrab.js
2016-06-10 10:43:09 -07:00
Brad Hefta-Gaub
8434aa9416
Merge pull request #8027 from SamGondelman/exposeHaptics
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Expose haptics to JS
2016-06-08 16:17:04 -07:00
Brad Hefta-Gaub
69ae33ad9a
Merge pull request #7997 from SamGondelman/touchFixes
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Corrected Oculus Touch coordinate system so that hands track properly
2016-06-08 15:39:17 -07:00
Brad Davis
c2aa9e7f61
Update SteamVR keyboard behavior
2016-06-07 21:52:21 -07:00
Brad Davis
eab611acc0
Enable Steam VR text input
2016-06-07 21:52:20 -07:00
SamGondelman
ff2405437b
can set strength to 0
2016-06-07 12:19:38 -07:00
SamGondelman
b59d597780
if overlapping calls, haptics take on strength and duration of call that will finish last
2016-06-06 15:35:12 -07:00
SamGondelman
cea0d74c35
fix spaces and touch duration
2016-06-06 15:20:10 -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
Brad Davis
b7d1659852
Merge remote-tracking branch 'upstream/master' into vive-ui
2016-06-06 09:32:33 -07:00
SamGondelman
2367cb1995
fixing input mapping for vive/touch grip button/trigger, script needs fixing
2016-06-03 15:07:21 -07:00
SamGondelman
912b35693b
added vive single pulse haptics
2016-06-02 18:13:33 -07:00
Howard Stearns
f0133013c2
typo
2016-06-01 07:30:26 -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
Brad Davis
ac5912df01
Fix crash on shutdown of SteamVR
2016-05-27 13:40:47 -07:00
howard-stearns
a3f1ece978
Do button mapping in C++ and simplify vive.json accordingly. Vive and
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Hydra now use PrimaryThumb and SecondaryThumb. Fix warnings for Neuron.
2016-05-24 16:10:12 -07:00
Brad Davis
73342b2758
PR feedback
2016-05-20 14:50:24 -07:00
Brad Davis
07562f72af
Doing a pass over the input plugins and controller code
2016-05-20 14:50:23 -07:00
Brad Hefta-Gaub
d656f61c64
Merge pull request #7759 from jherico/app_plugin_type
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Don't expose raw pointer to the display plugin
2016-05-11 14:49:22 -07:00
Anthony J. Thibault
09a4e0eaa8
Fix for vive controllers sometimes not working
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* 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
Brad Davis
c54d0bc993
Don't expose raw pointer to the display plugin
2016-05-08 10:35:31 -07:00
Zach Pomerantz
931cad34d1
Check plugin activation success
2016-03-28 12:05:58 -07:00
Bradley Austin Davis
cde56d6fa2
Disable OpenVR plugin when Oculus HMD is connected
2016-03-17 10:13:52 -07:00
Brad Davis
17852e86d2
Fixing enum names
2016-03-08 16:16:44 -08:00
Brad Davis
f651adbd24
Correcting vive button naming
2016-03-08 15:12:54 -08:00
Brad Davis
1312901f06
Removing thumb mappings, using start/back for camera and menu
2016-03-08 15:09:45 -08:00
Anthony Thibault
89885805d2
OpenVR: Added hysteresis to the touch pad dead spot
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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
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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.
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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
Anthony J. Thibault
c8e6aee3e7
OpenVr: fix for conflict between openvr and oculus display plugins
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* Call vr::VR_Shutdown() when ref-count goes to zero. The ref-count
is ncessary because the vr::IVRSystem poitner is shared between the
the openvr input and display plugins.
* OpenVR plugins options will display in the menu if vr::VR_IsHmdPresent() is true.
This is faster then initializing all of openvr and less likely to conflict with the
oculus display plugin.
2016-02-10 16:28:03 -08:00
Anthony J. Thibault
b9a16cec25
Re-enable OpenVR plugin
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* Enabled preview window
* rendering is only mono for some-reason.
2016-02-09 18:49:18 -08:00
samcake
a50b14dfae
Merging with upstream graphics
2015-12-14 18:18:39 -08:00
Brad Davis
978d39b7f4
Moving OpenVR to external plugin and updating to latest version
2015-12-09 16:20:24 -08:00