* update qt6 upgrade progress
* add flawed addition for QRenderTarget and link needed libs
* update to better logging format
* move many assets and qml files into qrc
* get rid of deprecation messages
* remove additional deprecation notices
* make Qt6 finally render on desktop with some progress on vr
* initialize QRhi with QQuickRenderControl
* use default values to stop SegFaults
* fix compilation on windows
* add windows files for aiding in running exe
* fix formatting of testing qt.conf
* first attempt on using textures instead of files in AudioTabController
* Fix public/private access issue
---------
Co-authored-by: RTUnreal <unreal@rtinf.net>
* add nlhomann json header
* add get scene app fn
* add get current binding and related logic
* add save binding file to settings folder
* apply binding fn added fixed uid bug
* add button logic to QML, add enable Bind Setting
* add finding logic for all custom bind
* fix minor qml issues
* fix get controllername bug, fix bug with save bind
* fix regex issue
* change webrequest for selectconfig
* change to properly urlify path to send
* fix race condition web requests
* change steamvr tab qml formatting
* change color scheme
* change colors of icons to text color
* change bind qml better for better ux
* add possible workaround for space drag issues
* add deact color to pushbutton
* increment version
* adjust button size in movecenter
* move nlhomann json
* fix PKGBUILD to include missing dependency (#606) (#613)
It turns out qt5-websockets needs to be included for a successful build.
Co-authored-by: James R <71466513+ColdIce1605@users.noreply.github.com>
* fix warning
* improved logging messages around perapp bindings
* improve getsceneappID logging
* add HMD based controller Finding
* improve logging controller name
* change logging around initial chaperone calibration
* increment version
* improve logging/error handling around sceneappid failures
* added fallback for getting scene app by pid
* update version string
* update documentation
Co-authored-by: James R <71466513+ColdIce1605@users.noreply.github.com>
Initial implementation of Auto-Turn
Auto-turn leverages Space Turn automatically whenever you reach a configured distance from your chaperone boundary. Turn direction is in order of precedence:
1. Away from a corner where you're already touching one wall. This is to avoid being turned to face a wall, which we pretty much never want. If 'use corner angle' is enabled, it'll turn the angle of the corner, otherwise it'll turn the angle of your headset to the wall you encountered.
2. In whichever direction will start you unwinding your cord. If your rotations is greater than 'cord detangling rotations' and your angle to the wall is less than 'min detangling angle' it'll turn you such that the thing you're walking towards is directly along a wall, in the direction which will begin unwinding your cord.
3. In the closest angle to the wall. This too will put whatever you're walking towards directly along a wall, so you can walk the maximum distance to it.
- If Smooth turn is checked, it'll turn at a constant (configurable) rate until the world is aligned with the new angle, otherwise it'll snap to the new direction instantly.
- Activation distance is the distance from your chaperone at which auto-turn starts, and deactivation distance is the minimum distance (+ the activation distance) at which it'll be able to be activated again, to avoid turning twice at once.
Redirected walking tries to gently guide you away from your playspace boundaries by tweaking the world's angle at smaller increments than your brain is capable of noticing. While most playspaces won't be big enough to allow this to give you a true 'infinite walk' experience, it can give the perception of your playspace being ever so slightly bigger by making you walk in a slight arc in real life while walking forward in VR.
- Redirected walking is independent from Auto-turn and can be activated on its own. At both the 'slight' and 'imperceptable' radii, the turning speed is incredibly minimal. When walking along one wall of your chaperone to another, you should notice the far corner of your playspace (relative to the world) drifting ever so slightly away from you. In normal circumstances at the lowest settings this shouldn't be noticable.
Co-authored-by: feilen <feilen1000@gmail.com>
* Initial implementation of Infinite Walk
* Code cleanup and abstraction, use nearest corner instead of nearest wall to determine turn direction
* Run clang-format
* Turn relative to the last wall if we run into adjacent walls, otherwise turn at easiest angle
* Limit maximum turns (just refuse to turn for now), only turn on shared corners if going the same direction
* Improve same-corner
* get rid of LastDirectionLeft
* WIP: cord untangling hint
* Try to automatically untangle cord, don't rotate if we encounter a wall behind us
* Incorrect offset for walls
* optimize if hmd inactive
* Cleanup/clarify angles
* (probably?) solve rare segfault
* Adjust the defaults and fix a bug with blocking reverse turns
* Implement smooth turn, fix a bug with shared-corners that would cause it to turn the wrong way
* actually really fix shared corner bug
vect[i + 1 % vect.size()] was somehow evaluating to vect[i + (1 %
vect.size())]
* Move configurables for autoturn to .h to make clearer what's configurable
* WIP: true redirected walking
* First pass optimization/cleanup
* Second pass cleanup/optimize
* Missing clang-format
* Somewhat ugly: Optionally turn the exact angle of the corner when using shared corner turns
* added rotation tab controller in progress
* cleaned up chaperone controller/ finished settings/rotationtab
* did first 4 settings qml, and main qml setup
* initial working build, not all settings UI done
* merging master into redirected walking. (#387)
* Update OVR to 1.10.30 (#379)
* updated to ovr 1.10.30
* fixed updated showoverlaykeyboard call
* fixed keyboard location
* Updated Manifest (#380)
* updated to ovr 1.10.30
* fixed updated showoverlaykeyboard call
* fixed keyboard location
* removed un-necessary matrix, updated app key and manifest
* fixed formatting
* Fix push to mute icon not being used when PTM enabled
* added touch default bindings (#385)
travis CI down/broken?
Co-authored-by: Vasily <vautkin@teknik.io>
* added action, and additional settings
* fixed various bugs added turn speed and mode
* fixed conversion error for turn speed
* added redirected walking options
* formatting
* formatting fixing
* removed old comments
* changed logs to debug and some wording changes
* changed UI layout
* added space turn to rotation page
* added icon, fixed autoturn to autoTurn, fixed conversion to be in qml vs set
* Update src/res/qml/RootPage.qml
yep XD
Co-Authored-By: Kung-vr <38249782+Kung-vr@users.noreply.github.com>
* reverted build changes
* removed un-needed app image build commands
* Cleanup some functions, avoid an extra chaperone check.
* Make redirected walking and autoturn independently enable-able
Co-authored-by: Feilen <feilen1000@gmail.com>
Co-authored-by: Vasily <vautkin@teknik.io>
Co-authored-by: Kung-vr <38249782+Kung-vr@users.noreply.github.com>
The current interface is almost exclusively in written English.
This makes usage of the program more difficult for people who can't
distinguish English words, or remember specific VR/English technical
terminology.
Adding small icons to main menu items will make it easier for the
aforementioned groups to use the application.
This also adds the ability for buttons in general to have a custom icon,
if necessary.
* changed color overlay to use gain values instead of overlay
* moved SS/Motion smoothing, and filter to video tab
* began refactor of steamVR qml page
* added misc toggles to steamvr tab
* added imu fallback and DND, and some qml formatting
* added Camera Settings to SteamVR page
* changed formatting to minimize height
* added video profiles cleaned up steamvr controller
* delta comparison change
* added profiles for video
* fixed display bug in colorgroupbox and removed frivoulous saves
* removed commented code
* added custom keybind buttons
The implementation is simple 3D vector scaling and addition. The
HmdMatrix34_t consists of a 3x3 rotation matrix and a 3D vector for
position.
The overlay position is only updated whenever a new overlay is changed
because we need the old overlay position in order to modify it. The
openvr call to get the position is only updated whenever you open the
menu.
A new page was created due to lack of space on the utilities page.
All images have been moved to the /img/ folder in order to fully
separate qml from images. The .qrc file allows qml to use the images by
appending the qrc:/ prefix before the abstract path to the image.
Note that the .qrc file is also check at compile time, which further
enhances the confidence the lack of errors.
Some of the images are not used in the QML, but instead directly passed
through to the OpenVR API. These have not been added to the .qrc file.
Elements work like they've always done, this just moves the commonly
used components away from the global namespace.
The qmldir file still does something, although at this point it is
unknown exactly how it's used and whether or not it could be changed to
simplify imports across the block.
Valve's official terminology are "Room Setup" and "Tracking Universe". Changed our usage of "Playspace" to "Room" for clarity with the upcoming Room-Turn feature and existing Room-Drag feature when compared to nomenclature for other tools that exits out there.
Also slight clean up in readability of movecentertab's action functions.
The QML at the moment is a giant mess. Moving pages into individual
folders and properly abstracting the sub components of the pages will
allow for much easier development and better error messages.
Additionally it will prevent polluting the global namespace. Really, all
the reasons for avoiding globally available values and using
abstractions in regular programming also come into play here.
Compare old and new pose via a relative quaternion rather than relative yaw, then calculate the resulting yaw-difference from the quaternion in one go.