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.
Showing the changes to interface/src/Application.cpp (1 of 8 files). Show all
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| @@ -6471,7 +6471,7 @@ void Application::copyDisplayViewFrustum(ViewFrustum& viewOut) const { · 6470 unmodified lines | ||
| 6471 | 6471 | void Application::resetSensors(bool andReload) { |
| 6472 | 6472 | DependencyManager::get<DdeFaceTracker>()->reset(); |
| 6473 | 6473 | DependencyManager::get<EyeTracker>()->reset(); |
| 6474 | − getActiveDisplayPlugin()->resetSensors(); | |
| 6474 | + //getActiveDisplayPlugin()->resetSensors(); | |
| 6475 | 6475 | _overlayConductor.centerUI(); |
| 6476 | 6476 | getMyAvatar()->reset(true, andReload); |
| 6477 | 6477 | QMetaObject::invokeMethod(DependencyManager::get<AudioClient>().data(), "reset", Qt::QueuedConnection); |