Esempio n. 1
0
OVR_PUBLIC_FUNCTION(ovrTrackingState) ovr_GetTrackingState(ovrSession session, double absTime, ovrBool latencyMarker)
{
	ovrTrackingState state = { 0 };

	if (!session)
		return state;

	// Gain focus for the compositor
	float time = (float)ovr_GetTimeInSeconds();

	// Get the absolute tracking poses
	vr::TrackedDevicePose_t* poses = session->poses;

	// Convert the head pose
	state.HeadPose = REV_TrackedDevicePoseToOVRPose(poses[vr::k_unTrackedDeviceIndex_Hmd], time);
	state.StatusFlags = REV_TrackedDevicePoseToOVRStatusFlags(poses[vr::k_unTrackedDeviceIndex_Hmd]);

	// Convert the hand poses
	vr::TrackedDeviceIndex_t hands[] = { g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_LeftHand),
		g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand) };
	for (int i = 0; i < ovrHand_Count; i++)
	{
		vr::TrackedDeviceIndex_t deviceIndex = hands[i];
		if (deviceIndex == vr::k_unTrackedDeviceIndexInvalid)
		{
			state.HandPoses[i].ThePose = OVR::Posef::Identity();
			continue;
		}

		state.HandPoses[i] = REV_TrackedDevicePoseToOVRPose(poses[deviceIndex], time);
		state.HandStatusFlags[i] = REV_TrackedDevicePoseToOVRStatusFlags(poses[deviceIndex]);
	}

	OVR::Matrix4f origin = REV_HmdMatrixToOVRMatrix(g_VRSystem->GetSeatedZeroPoseToStandingAbsoluteTrackingPose());

	// The calibrated origin should be the location of the seated origin relative to the absolute tracking space.
	// It currently describes the location of the absolute origin relative to the seated origin, so we have to invert it.
	origin.Invert();

	state.CalibratedOrigin.Orientation = OVR::Quatf(origin);
	state.CalibratedOrigin.Position = origin.GetTranslation();

	return state;
}
Esempio n. 2
0
OVR_PUBLIC_FUNCTION(ovrTrackingState) ovr_GetTrackingState(ovrSession session, double absTime, ovrBool latencyMarker)
{
	ovrTrackingState state = { 0 };

	// Gain focus for the compositor
	float time = (float)ovr_GetTimeInSeconds();

	// Get the absolute tracking poses
	vr::TrackedDevicePose_t* poses = session->gamePoses;

	// Convert the head pose
	state.HeadPose = REV_TrackedDevicePoseToOVRPose(poses[vr::k_unTrackedDeviceIndex_Hmd], time);
	state.StatusFlags = REV_TrackedDevicePoseToOVRStatusFlags(poses[vr::k_unTrackedDeviceIndex_Hmd]);

	// Convert the hand poses
	vr::TrackedDeviceIndex_t hands[] = { g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_LeftHand),
		g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand) };
	for (int i = 0; i < ovrHand_Count; i++)
	{
		vr::TrackedDeviceIndex_t deviceIndex = hands[i];
		if (deviceIndex == (uint32_t)-1)
		{
			state.HandPoses[i].ThePose = OVR::Posef::Identity();
			continue;
		}

		state.HandPoses[i] = REV_TrackedDevicePoseToOVRPose(poses[deviceIndex], time);
		state.HandStatusFlags[i] = REV_TrackedDevicePoseToOVRStatusFlags(poses[deviceIndex]);
	}

	// TODO: It looks like this should be set to GetSeatedZeroPoseToStandingAbsoluteTrackingPose()?
	state.CalibratedOrigin.Orientation = OVR::Quatf();
	state.CalibratedOrigin.Position = OVR::Vector3f();

	return state;
}