However, the pipboy map does not ignore this position update. This helps with movement controls as otherwise any movement in an application is not reset when the joystick is let go by the user, and FO4 menus ignore this position update. As soon as the center position is reached it is immediately send to the application in a position update. The idea is to ignore input events caused by the joystick snapping back to center position. The saved highest position is reset when the center position has been reached. All newer positions smaller can the last known position are ignored. Position Based: This modes assumes that the joystick can only move further away from the center position. Therefore, on the input remapping pages of each analog axis a touchpad emulation mode can be configured. It allows to emulate trackpad behaviour with the Rift's joysticks. There is an Oculus Touch specific fix available for Fallout 4 VR. This API should be powerful enough to also support the development of full-fledged motion-controller drivers. There is also a client-side API which other programs can use to communicate with the driver. But this driver should also support other use cases. Additionally I need a way to easily switch between the tracking puck on my gun and my motion controller with the game thinking it's still the same controller (Throwing grenades with a tracked gun is not fun). To accomplish this I need some way to add translation and rotation offsets to the poses of the motion controllers so that I can line up my tracked gun and the gun in the game. The motivation of this driver is that I want to make myself a tracked gun that is guaranteed to work in any SteamVR game regardless of whether the original dev wants to support tracked guns or not. Due to the nature of this hack the driver may break when Valve decides to update the driver-side OpenVR API. The OpenVR driver hooks into the HTC Vive lighthouse driver and allows to modify any pose updates or button/axis events coming from the Vive controllers before they reach the OpenVR runtime. Includes a dashboard to configure some settings directly in VR, a command line client for more advanced settings, and a client-side library to support development of third-party applications. Hope it can help anyonee with better skills than me, to make something useful ffor the community.An OpenVR driver that allows to create virtual controllers, emulate controller input, enable motion compensation, manipulate poses of existing controllers and remap buttons. I just compile the driver (dll file as output) and then put it into the correct SteamVr folder. Note 2: I have never been able to compile the complete project. Therefore the actual initial orientation of the tracker should not matter (unless it is close to some singularity angles). Note: the program is modified so that when you hit "apply" in the GUI, then it stores the current rotational angles of the tracker and the whole math is done on the differences between the current orientation aand the one stored when hitting "apply". Please apologize the functions names and variabless names. In the openvr_math file I added some more functions for playing around with quaternions and rotations. In the file "motioncompensationmanager" I do the math needed to compensate correctly. The software is modified for us since we have the joystick placed at same height of head but behind the wheel (about 50cms away). I have 2 folders because I have pimax, my friend rift cv1. folders containing the files I modified.I'd appreciate it if you could package up your project working directory and the necessary installers or links to the versions you are using. Since you already implemented important fixes for the last couple of updates, can you upload your progress so far to your Google Drive or something?Īlso, which version of Qt are you using? The suggested version 5.7 in the readme isn't available for download any more. I encountered some build issues trying to get it running the other day. Forward/backward pitching of the tracker results in up/down movement-corrections of the HMD, instead of forward/backward. Hi It seems I got a SteamVR update again which broke InputEmulator for me once more. So far I am working in order to make motion compensation work with Pimax (because I saw so far it is not working due to "overcompensation"). If you want I can send you the source files so that you can check it improve it and also publish it. My coding is very basic and "error&trial" based. Actually I am not a code expert, and I would not even know how to do it.
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