bjorn
c0f4e2848b
Update android build;
2019-06-05 20:22:51 -07:00
bjorn
06c6b172de
vec3 has 4 elements;
2019-06-03 07:20:03 -07:00
bjorn
31e086edaf
Inline all the maf functions;
2019-06-03 07:19:25 -07:00
Bjorn Swenson
68c1b6a201
Merge pull request #122 from bjornbytes/hand-updates
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Hand updates
2019-06-03 00:14:45 -07:00
bjorn
dc34ed4570
Start to trend towards 4-element arrays for vec3;
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It will be important for enabling more SIMD.
2019-06-02 20:35:52 -07:00
bjorn
cf7a738a9f
Fix openvr.c;
2019-06-02 02:27:19 -07:00
bjorn
22fe333150
Update refcounting (again);
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- Ref struct only stores refcount now and is more general.
- Proxy stores a hash of its type name instead of an enum.
- Variants store additional information instead of using a vtable.
- Remove the concept of superclasses from the API.
- Clean up some miscellaneous includes.
2019-06-02 01:02:26 -07:00
bjorn
84bd50379d
Add primary button/axis;
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It's called "primary".
2019-05-31 12:00:15 -07:00
bjorn
7ac3d6938b
rm TRACKER devices for now;
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This is not the correct way to expose them. It doesn't seem like
there is consensus on how to expose them yet. At the very least
LÖVR should instead use the hardcoded OpenVR tracker paths like
/camera, /keyboard, /foot/left, /foot/right, etc.
See these issues:
- https://github.com/ValveSoftware/openvr/issues/1030
- https://github.com/ValveSoftware/openvr/issues/962
2019-05-31 10:57:29 -07:00
bjorn
af0678f9e9
rm DEVICE_HAND;
...
If we expose both unhanded hands and handed hands, people need to
deal with handling (haha) both cases in their apps. It's simpler
to always deal with left and right hands, even though it is a bit
less general. Still, this is congruent with the current state of
OpenVR and OpenXR, and I think there are still open questions about
the more uncommon cases where there are more than two hands.
2019-05-31 10:41:40 -07:00
bjorn
fe559903e1
Oculus Go controller has handedness;
2019-05-31 10:37:43 -07:00
mcc
1449d4c914
Oculus mobile: Support getAcceleration
2019-05-28 18:59:05 -04:00
mcc
f4189d13e8
Oculus Mobile fixes: Fix potential crash, fix touches on Go after Quest changes
2019-05-26 11:17:49 -04:00
mcc
991b35a628
Oculus mobile: revamp bridge to support Oculus Quest
2019-05-26 10:29:42 -04:00
bjorn
0b8bc4145e
openxr: Begin the session at the correct time;
2019-05-25 20:15:42 -07:00
bjorn
4cc154fdfa
More number conversions;
2019-05-20 20:35:07 -07:00
bjorn
e4c32d2f08
Fix oculus_mobile api.h include;
2019-05-20 15:17:38 -07:00
bjorn
a9972a88de
Fix oculus_mobile_bridge include path;
2019-05-20 15:15:10 -07:00
bjorn
e8a8f6718e
Fix vrapi_getAxis;
2019-05-20 15:13:05 -07:00
bjorn
df6b7fc96a
Ref is mostly private now;
...
It's really nice how objects don't need to care about how they're
allocated/managed now.
2019-05-20 15:09:06 -07:00
bjorn
67ddefd0c2
Ensure platform functions have prefix;
2019-05-20 04:02:25 -07:00
bjorn
7645f4c014
Add core folder;
2019-05-20 02:47:33 -07:00
bjorn
a17f10e273
Add modules folder;
2019-05-19 00:38:35 -07:00