Chaperone Movement Fix 1.26.3 steamvr (#630)
* fix chaperone move behavior for 1.26.x of open/steamvr fix a ui error with a warning on old app and external chaperone --------- Co-authored-by: Chelsea Jaggi <feilen1000@gmail.com>
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@@ -457,12 +457,12 @@ void MoveCenterTabController::setFrictionPercent( int value, bool notify )
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bool MoveCenterTabController::adjustChaperone() const
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{
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return settings::getSetting(
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settings::BoolSetting::PLAYSPACE_adjustChaperone2 );
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settings::BoolSetting::PLAYSPACE_adjustChaperone3 );
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}
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void MoveCenterTabController::setAdjustChaperone( bool value, bool notify )
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{
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settings::setSetting( settings::BoolSetting::PLAYSPACE_adjustChaperone2,
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settings::setSetting( settings::BoolSetting::PLAYSPACE_adjustChaperone3,
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value );
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if ( notify )
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@@ -2767,9 +2767,14 @@ void MoveCenterTabController::updateSpace( bool forceUpdate )
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// As of SVR 1.13.1 The Chaperone will follow Universe Center NOT raw
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// Center as such this should be off by defualt.
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// As of SVR 1.26.3 The chaperone seems to Have reverted back to pre 1.13.1
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// behavior
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// as of SVR 1.26.3 instead of 2x offset we have 1x offset and universe
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// centerS
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if ( adjustChaperone() )
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{
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// outputLogPoses();
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// make a copy of our bounds and
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// reorient relative to new universe center
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@@ -2798,21 +2803,22 @@ void MoveCenterTabController::updateSpace( bool forceUpdate )
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// original origin
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updatedBounds[quad].vCorners[corner].v[0]
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-= offsetUniverseCenter.m[0][3]
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- offsetUniverseCenter.m[0][3];
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//- m_universeCenterForReset.m[0][3];
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// but don't touch y=0 values to keep floor corners rooted
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// down
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// - offsetUniverseCenter.m[0][3];
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- m_universeCenterForReset.m[0][3];
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// but don't touch y=0 values to keep floor corners
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// rooted down
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if ( updatedBounds[quad].vCorners[corner].v[1] != 0 )
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{
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updatedBounds[quad].vCorners[corner].v[1]
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-= offsetUniverseCenter.m[1][3]
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- offsetUniverseCenter.m[1][3];
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//- m_universeCenterForReset.m[1][3];
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//- offsetUniverseCenter.m[1][3];
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- m_universeCenterForReset.m[1][3];
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}
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updatedBounds[quad].vCorners[corner].v[2]
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-= offsetUniverseCenter.m[2][3]
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- offsetUniverseCenter.m[2][3];
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//- m_universeCenterForReset.m[2][3];
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// - offsetUniverseCenter.m[2][3];
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- m_universeCenterForReset.m[2][3];
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// rotate by universe center's yaw
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rotateFloatCoordinates(
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