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>
chaperoneGeometryQuads was converted from an implicit pointer array to a
std::vector because the only thing the pointer array did was hide the
fact that it was an array.
* fixed Chaperone toggle, toggle state on launch
* made update rates based on variable frame rate assuming 90 default
* added overlay color back in
* fixed opacity value not synching
* updated to ovr 1.8.19
* fixed license issue
* rolled back ovr update
* fixed overlay toggle state, formatting, and clamped max opacity to .85%
* removed velocity fade dependent fade.
* changed floating point comparisons
* explicit conversion changes
* removed head speed calculation from overlaycontroller as no longer used
* added arbitrary orientation change
* removed commented code
* updated to OVR 1.4.18
* changed two instances using new to init via array
* moved prox sensor action to haptic instead of Misc
* fixed json file, added prox sensor back for mic mute/un-mute
* added proximity sensor to audio and haptic chaperone warnings
* fixed fall-through behavior
* removed bad prox code
Added chaperone profiles
Added separate supersampling sliders for applications/compositor
Added asynchronous reprojection on/off switch
Merged in Microphone Control Overlay
Added Push-to-Talk profiles
Updated to OpenVR 1.0.3
Requires at least SteamVR beta 1477423729.