Commit Graph
8 Commits
Author SHA1 Message Date
RTUnrealandykeara 383f153c54 draft: upgrade codebase to qt6 and cmake (#657)
* 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

* use getter instead of directly accessing class members

* use QImage as a base to set overlay textures

* use native  logging

* add more QImage Overlays

* implement faulty vulkan implementation

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Co-authored-by: ykeara <ykeara1@gmail.com>
2024-05-01 15:19:36 -05:00
ykearaandRTUnreal ca0ec3e07d Qt6 (#669)
* 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>
2024-04-03 22:49:24 -05:00
1ae740463c Implement Auto-turn and Redirected Walking
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>
2020-04-08 18:57:53 -07:00
ykeara 2bddedf372 4.0.0 release (desktop overlay adjustment removal, bindings tab/button change, documentation update) (#315)
* removed desktop overlay tab moved width to steamvrtab

* added binding page launch button

* changed binding page button location

* removed binding page and associated resources

* clarified functionality via text update to desktop width box

* updated version string

* changed string to release

* updated photos

* updated ivrscreenshot

* updated documentation

* removed old qml references

* added missing actions to documentation

* hid audio profiles
2019-11-10 10:31:43 -06:00
Vasily 43d95d0ece Add icons for main menu buttons, ability for buttons in general
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.
2019-11-04 18:00:06 +01:00
Kung-vr d0c2520b64 Add bindings page and apply autosave chaperone on offset clamp 2019-10-27 00:39:01 +09:00
Vasily a4ecb0b114 Convert images to use .qrc file, move images
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.
2019-02-02 16:09:06 +01:00
Vasily e0768a38b3 Move checkmark and back arrow into .qrc file
The QRC file is a platform independant way of referring to resource
files. It allows the program to access resources in an abstract way
instead of the direct file path.

This is the first step towards moving all files to the new system.
2019-02-02 16:09:02 +01:00