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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
64716471 void Application::resetSensors(bool andReload) {
64726472 DependencyManager::get<DdeFaceTracker>()->reset();
64736473 DependencyManager::get<EyeTracker>()->reset();
6474− getActiveDisplayPlugin()->resetSensors();
6474+ //getActiveDisplayPlugin()->resetSensors();
64756475 _overlayConductor.centerUI();
64766476 getMyAvatar()->reset(true, andReload);
64776477 QMetaObject::invokeMethod(DependencyManager::get<AudioClient>().data(), "reset", Qt::QueuedConnection);