mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Oculus Rift Improvements
- Now requires OVR SDK 0.2.5 - New chromatic aberration correction shader. Can be disabled by setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior to enabling Rift display (such as for screen shots). - FXAA on by default when using full screen on the Rift. - Can now manually override IPD from script. Otherwise value set in profile is used. - Raw sensor data now available through input events (set $OculusVR::GenerateSensorRawEvents to true) and console methods. The raw data is acceleration, angular velocity, and magnetometer reading. - Can determine if magnetometer calibration data is available using a console method in order to notify the user.
This commit is contained in:
parent
8d2fcf2456
commit
85730dfb59
18 changed files with 985 additions and 20 deletions
|
|
@ -73,4 +73,19 @@ void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius,
|
|||
outRotation.y = axis.y;
|
||||
}
|
||||
|
||||
}
|
||||
void convertAcceleration(OVR::Vector3f& inAcceleration, VectorF& outAcceleration)
|
||||
{
|
||||
outAcceleration.set(inAcceleration.x, -inAcceleration.z, inAcceleration.y);
|
||||
}
|
||||
|
||||
void convertAngularVelocity(OVR::Vector3f& inAngVel, EulerF& outAngVel)
|
||||
{
|
||||
outAngVel.set(-inAngVel.x, inAngVel.z, -inAngVel.y);
|
||||
}
|
||||
|
||||
void convertMagnetometer(OVR::Vector3f& inMagnetometer, VectorF& outMagnetometer)
|
||||
{
|
||||
outMagnetometer.set(inMagnetometer.x, -inMagnetometer.z, inMagnetometer.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue