mirror of https://github.com/bjornbytes/lovr.git
Fix headset and controller poses
This commit is contained in:
parent
bf7fd349e2
commit
d8de87d789
|
@ -87,10 +87,14 @@ static const float* oculusMobileGetBoundsGeometry(int* count) {
|
|||
|
||||
static void oculusMobileGetPose(float* x, float* y, float* z, float* angle, float* ax, float* ay, float* az) {
|
||||
*x = bridgeLovrMobileData.updateData.lastHeadPose.x;
|
||||
*y = bridgeLovrMobileData.updateData.lastHeadPose.y;
|
||||
*y = bridgeLovrMobileData.updateData.lastHeadPose.y + offset; // Correct for head height
|
||||
*z = bridgeLovrMobileData.updateData.lastHeadPose.z;
|
||||
|
||||
quat_getAngleAxis(bridgeLovrMobileData.updateData.lastHeadPose.q, angle, ax, ay, az);
|
||||
// Notice: Ax and Az are both swapped and inverted. Experimentally, if you do the Oculus Go controller position
|
||||
// lines up with Lovr visually, and if you don't it doesn't. This is probably needed because of different axis standards.
|
||||
quat_getAngleAxis(bridgeLovrMobileData.updateData.lastHeadPose.q, angle, az, ay, ax);
|
||||
*ax = -*ax;
|
||||
*az = -*az;
|
||||
}
|
||||
|
||||
static void oculusMobileGetEyePose(HeadsetEye eye, float* x, float* y, float* z, float* angle, float* ax, float* ay, float* az) {
|
||||
|
@ -98,12 +102,14 @@ static void oculusMobileGetEyePose(HeadsetEye eye, float* x, float* y, float* z,
|
|||
oculusMobileGetPose(x, y, z, angle, ax, ay, az);
|
||||
}
|
||||
|
||||
// TODO: This has never been tested
|
||||
static void oculusMobileGetVelocity(float* x, float* y, float* z) {
|
||||
*x = bridgeLovrMobileData.updateData.lastHeadVelocity.x;
|
||||
*y = bridgeLovrMobileData.updateData.lastHeadVelocity.y;
|
||||
*z = bridgeLovrMobileData.updateData.lastHeadVelocity.z;
|
||||
}
|
||||
|
||||
// TODO: This has never been tested
|
||||
static void oculusMobileGetAngularVelocity(float* x, float* y, float* z) {
|
||||
*x = bridgeLovrMobileData.updateData.lastHeadVelocity.ax;
|
||||
*y = bridgeLovrMobileData.updateData.lastHeadVelocity.ay;
|
||||
|
@ -129,10 +135,14 @@ static ControllerHand oculusMobileControllerGetHand(Controller* controller) {
|
|||
|
||||
static void oculusMobileControllerGetPose(Controller* controller, float* x, float* y, float* z, float* angle, float* ax, float* ay, float* az) {
|
||||
*x = bridgeLovrMobileData.updateData.goPose.x;
|
||||
*y = bridgeLovrMobileData.updateData.goPose.y;
|
||||
*y = bridgeLovrMobileData.updateData.goPose.y + offset; // Correct for head height
|
||||
*z = bridgeLovrMobileData.updateData.goPose.z;
|
||||
|
||||
quat_getAngleAxis(bridgeLovrMobileData.updateData.goPose.q, angle, ax, ay, az);
|
||||
// Notice: Ax and Az are both swapped and inverted. Experimentally, if you do the Oculus Go controller position
|
||||
// lines up with Lovr visually, and if you don't it doesn't. This is probably needed because of different axis standards.
|
||||
quat_getAngleAxis(bridgeLovrMobileData.updateData.goPose.q, angle, az, ay, ax);
|
||||
*ax = -*ax;
|
||||
*az = -*az;
|
||||
}
|
||||
|
||||
static float oculusMobileControllerGetAxis(Controller* controller, ControllerAxis axis) {
|
||||
|
|
Loading…
Reference in New Issue