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Bug fix for head trackers in desktop mode

Sitting and standing modes work even in desktop mode. We were inadvertently checking for HMD Mode instead of if the head was valid. * A change was made to the ViveControllerManager to return head poses in the correct standing universe when in desktop mode. * The default sensorToWorld matrix in desktop mode is similar to the one returned by the system for Vive and Oculus sensor frame; y = 0 is at floor level. * Sitting mode, walking mode and recentering flags are now visible in the AnimStats.

Anthony Thibault committed 8 years ago

Commit ac8869e1 parent d0181288 files · +68 −20Browse files

Showing the changes to interface/src/Application.cpp (1 of 8 files). Show all

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interface/src/Application.cpp+1−1
@@ -6471,7 +6471,7 @@ void Application::copyDisplayViewFrustum(ViewFrustum& viewOut) const { · 6470 unmodified lines
6471void Application::resetSensors(bool andReload) {6471void Application::resetSensors(bool andReload) {
6472 DependencyManager::get<DdeFaceTracker>()->reset();6472 DependencyManager::get<DdeFaceTracker>()->reset();
6473 DependencyManager::get<EyeTracker>()->reset();6473 DependencyManager::get<EyeTracker>()->reset();
6474 getActiveDisplayPlugin()->resetSensors();6474 //getActiveDisplayPlugin()->resetSensors();
6475 _overlayConductor.centerUI();6475 _overlayConductor.centerUI();
6476 getMyAvatar()->reset(true, andReload);6476 getMyAvatar()->reset(true, andReload);
6477 QMetaObject::invokeMethod(DependencyManager::get<AudioClient>().data(), "reset", Qt::QueuedConnection);6477 QMetaObject::invokeMethod(DependencyManager::get<AudioClient>().data(), "reset", Qt::QueuedConnection);