David Rowe
c0e36b7960
Address code review comments
2020-05-16 14:37:40 +12:00
Seth Alves
cb83e4e6c9
adjust to new eye matrix
2020-04-26 12:25:19 -07:00
Seth Alves
67f4811c2b
blink actions were renamed
2020-04-26 12:24:47 -07:00
Seth Alves
a0031c6f10
eye and hand tracking for htc vive pro
2020-04-26 12:24:45 -07:00
Fluffy Jenkins
6563d32395
Fixed something thats for sure
2019-12-20 00:57:38 +00:00
Fluffy Jenkins
95c7998720
Changed code to correct type
2019-12-19 23:34:29 +00:00
Fluffy Jenkins
7d402f4bae
Changed so it will fail to load VR straight away instead of trying so much it causes audio failures
2019-12-19 23:19:05 +00:00
Seth Alves
af14245d45
provide a way to get at _sensorResetMat from outside class
2019-09-17 09:43:18 -07:00
David Rowe
5624ba6e14
Fix JSDoc for some Controller.Hardware.Vive property names
2019-09-04 21:05:06 +12:00
Seth Alves
9baf4c7078
comfort mode -- squeeze vision to avoid sickness
2019-07-12 09:14:17 -07:00
David Rowe
407ce745d5
Merge branch 'master' into M22075
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# Conflicts:
# libraries/controllers/src/controllers/Actions.cpp
2019-04-27 10:51:13 +12:00
SamGondelman
c730e51d1e
wip redo stencil work
2019-04-11 13:22:51 -07:00
David Rowe
59533d0f59
Controller JSDoc update
2019-04-10 08:51:14 +12:00
Sam Gondelman
660818aded
Revert "Case 20060: Grab correct stencil masks from display plugins"
2019-04-05 11:59:46 -07:00
Sam Gondelman
85bf1da0a1
Merge pull request #15266 from SamGondelman/stencil
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Case 20060: Grab correct stencil masks from display plugins
2019-04-04 13:36:25 -07:00
Brad Davis
44fc0d21db
Revert "Remove _compositeFramebuffer from display plugins"
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This reverts commit cb311408c6
.
2019-04-03 13:43:39 -07:00
SamGondelman
8d2495ef7a
vive coordinates in clip space
2019-03-29 16:24:04 -07:00
SamGondelman
4ed7c09016
grab correct stencil masks from display plugins
2019-03-26 13:42:18 -07:00
Brad Davis
cb311408c6
Remove _compositeFramebuffer from display plugins
2019-03-12 12:20:20 -07:00
SamGondelman
f7a487a020
move materialcache et al to material-networking library
2019-02-08 10:28:07 -08:00
Anthony Thibault
a7a71e4286
Merge branch 'master' into feature/hmd-avatar-alignment-type
2019-01-23 15:52:20 -08:00
Seth Alves
fd09180776
Merge pull request #14645 from ctrlaltdavid/M19774-d
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Make mouselook directly proportional to right-click mouse
2019-01-16 09:09:38 -08:00
Seth Alves
6a88941166
put a plugin-interface version into the meta data of each plugin. don't load plugins that don't match the current version.
2019-01-10 15:07:06 -08:00
Anthony Thibault
5d606981de
Added HMD Avatar Alignment Type
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Adds a new API to set this type, and an option to the Avatar App.
* "eye" - Match the user eyes with the avatar eyes. The previous default behavior.
If the avatar skull is larger then the user, it can cause the avatars body to lift off of the ground when the user looks down.
* "head" - Match the user head with the avatar head. The new default behavior.
This prevents the body from lifting off of the ground while wearing a large headed avatar. But can cause an offset between the users eyes and the avatars eyes.
2019-01-08 18:35:28 -08:00
David Rowe
84c6bb4797
Introduce optional timestamp into internal Controller axis values
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This can be used to determine if consecutive identifical values should
be output.
2018-12-31 12:15:51 +13:00
amantley
bc78ebe05d
cleaned up the button event code for the proximity sensor button
2018-12-19 14:21:14 -08:00
amantley
d0802b9d62
fixed merge conflict in fbxserializer
2018-12-19 13:46:02 -08:00
amantley
a7510cbfbe
removed debug print statements
2018-12-19 13:43:50 -08:00
amantley
b8c0d6d9f9
removed print statement in application.cpp and added check of button flag in openvrhelpers.cpp
2018-12-19 12:00:40 -08:00
amantley
da05692e5d
added auto switch to vive, checking for the proximity button on vive, to do: make sure ik is off for the head when in desktop mode.
2018-12-18 18:53:48 -08:00
amantley
ff9b0a1ac4
added debug for hmd events
2018-12-17 16:18:43 -08:00
amantley
893e9649be
removed eye joint debug statements
2018-12-17 15:30:49 -08:00
amantley
cb672b878c
looking at vive user flag behaviour
2018-12-17 08:42:53 -08:00
sabrina-shanman
566d09dc9c
Add model preparation step to ModelCache using new library model-baker
2018-12-11 11:15:54 -08:00
Jamil Akram
bc5166d1d8
Merge pull request #14531 from hyperlogic/feature/drop-after-delay-out-of-range-tracking
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Added DropAfterDelay strategy to Vive Tracker Calibration Dialog
2018-12-07 12:09:44 -08:00
John Conklin II
bbc8e4de70
Merge pull request #14534 from SamGondelman/vive
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Case 20138: Fix vive crash
2018-12-06 14:28:24 -08:00
SamGondelman
58396b845f
move back to plugin thread
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(cherry picked from commit 98d3f6a9d1191031cda1ff040e69093ef6824f1c)
2018-12-04 17:38:48 -08:00
SamGondelman
0c64d1227a
fix vive crash
2018-12-04 16:41:03 -08:00
Anthony Thibault
7f2e427584
Added DropAfterDelay strategy to Vive Tracker Calibration Dialog
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This is a hybrid of None and Drop strategies.
Basically, if the puck is out of range for less then 1/2 a second we still use it, however any longer then that and we mark it as invalid.
2018-12-03 18:56:45 -08:00
Anthony Thibault
c0bf832e39
Head and Hand offsets for Vive Trackers now function as expected
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In the Settings > Controller... > Calibration menu, when using head or hand trackers
The provided Y and Z offsets should function correctly now. This gives you the ability to adjust
the offsets of the pucks to the hands/head. For example: this allows you to wear the hand pucks on your forearms
rather then the backs of your palms.
2018-12-02 16:18:36 -08:00
Brad Hefta-Gaub
153b8920be
Merge pull request #14348 from sabrina-shanman/hfm_library
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(case 19302) Create the HFM library and namespace
2018-11-13 12:03:53 -08:00
Brad Hefta-Gaub
47cd6b332c
Merge pull request #14349 from hyperlogic/bug-fix/head-trackers-in-desktop-mode
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Bug fix for head trackers in desktop mode
2018-11-13 11:49:24 -08:00
sabrina-shanman
753557736e
Merge branch 'master' into hfm_library
2018-11-12 15:03:30 -08:00
Brad Davis
8c4f0ec774
Vcpkg migration
2018-11-08 12:28:06 -08:00
Anthony Thibault
ac8869eb61
Bug fix for head trackers in desktop mode
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Sitting and standing modes work even in desktop mode.
We were inadvertently checking for HMD Mode instead of if the head was valid.
* A change was made to the ViveControllerManager to return head poses in the correct standing universe when in desktop mode.
* The default sensorToWorld matrix in desktop mode is similar to the one returned by the system for Vive and Oculus sensor frame; y = 0 is at floor level.
* Sitting mode, walking mode and recentering flags are now visible in the AnimStats.
2018-11-05 16:21:19 -08:00
sabrina-shanman
2801f324b7
Switch references to HFM to the HFM lib and remove HFM classes in FBX
2018-11-05 12:47:34 -08:00
Jeff Clinton
eb383b1d09
Merge pull request #14040 from hyperlogic/feature/acceleration-limit-filter
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Quality Improvements to Avatars driven by Vive Trackers
2018-10-25 08:51:59 -07:00
John Conklin II
e21e7d30d7
Merge pull request #14126 from amantley/squattyPottyFix
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Sit State for the seated user in HMD: Squatty Potty Fix
2018-10-23 15:20:49 -07:00
Brad Davis
c8e664a0a1
New SPIRV Shader toolchain
2018-10-23 10:40:12 -07:00
Anthony Thibault
a776f7e55a
Changed default for OutOfRange data to Drop.
2018-10-09 10:51:02 -07:00