New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Oculus touch controller #873
Oculus touch controller #873
Conversation
0a9db56
to
3eece44
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Does the 6DoF head tracking work with this patch? It would seem the 6DoF controllers are not if you are applying an elbow model. Also you should be able to use two controllers. If there is an issue we should get that sorted out as well.
3eece44
to
e6c348b
Compare
@bluemarvin the 6DoF head tracking is supported from my patch. Because we use In terms of two controllers, I already have a WIP patch in local, it has been near to be done. I will send you a PR shortly. |
@daoshengmu Please wait for @MortimerGoro to review before landing. He wrote the original implementation so I would like his feedback first. Thanks. |
e6c348b
to
e600392
Compare
Update using |
In order to support all the current functions in FxR, we need to follow MozillaReality/FirefoxReality-android-third-party#2 to upgrade SDK to 1.19.
In this implementation, I notice the fov from the projection matrix of
predictedTracking.eye
is [fovX: 95, foxY: 99], But if we useVRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X
to get fov, they will be 104 and 106 degrees. So, we have to make it consistent with camera.projectionMatrix and the main eye buffer layer.Besides, the controllerTransform is wrong when doing 6 DOF controller orientation. It should rotate transform by the elbow instead of by the origin. This new device has the same button layout as Oculus Rift Touch but different looking. So, we will keep working on it at following bugs to let it support multiple controllers and has the same button and axis mapping for WebVR content as Oculus Rift.