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Disable oculus scene rotation without disable tracking

Pippopluto
Honored Guest
Hi all, I'm working on my project where I have my own function for translate camera using head tracking. But when i move head scene rotatine instead of simply translate.
Do you know if is there a way to disable oculus auto rotation without disable tracking?
The effect that I want is that when i rotate head up, camera translate up, when rotate right, camera translate right ... like you have an image fixed on a plane that could move only on that plane. I have looked around the web for a solution but i can't find something that work for me.
I hope to have clearly explain the question. I'm working in c++ with 0.7sdk.
2 REPLIES 2

joan
Protege
When polling the sensor with ovr_GetTrackingState you get an ovrPosef in HeadPose.ThePose. This has orientation and position in two separate fields. What you use for rendering is your choice… Nothing prevents you from converting rotation to translation and keeping the accumulated position in your own variable that you then use for rendering.

I can't see how this will not induce nausea though. Maybe I'm misunderstanding what you attempt to do.

You can't remove the small compensatory rotations caused by timewarp. Maybe this is what you mean by auto-rotation? Try to put the pose based on the original sensor reading in the layer eye pose so that the timewarp is not compensating over your modified one. So you would call ovr_CalcEyePoses twice, once for your modified pose that you will use to render and once for the original pose that you will use to submit.

Current version is SDK 0.8.

edit: If that's indeed the issue, you could even resample the sensor right before submit to get an even closer value for rotation. Then when timewarp computes the difference in predicted poses it will be minimal and the compensation close to nil.

Pippopluto
Honored Guest
Ok, thanks for help. I'm using 0.7 because I work both on pc and laptop and with 0.8 sdk on laptop i can't work