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April 22, 2019 14:10
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Tracker Tutorial: Update Tracker
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vr::HmdMatrix34_t ATracker::UpdateTracker(int id) | |
{ | |
//Get Tracker Pose | |
vr::VRControllerState_t *state = new vr::VRControllerState_t(); | |
vr::TrackedDevicePose_t *pose = new vr::TrackedDevicePose_t(); | |
vrSystem->GetControllerStateWithPose(vr::ETrackingUniverseOrigin::TrackingUniverseStanding, id, state, sizeof(vr::VRControllerState_t), pose); | |
//Get Pose Position | |
vr::HmdMatrix34_t posMat = pose->mDeviceToAbsoluteTracking; | |
// Update tracker only if we have decided which tracker to use | |
if (trackerID != -1) | |
{ | |
//Build Quaternion From Matrix | |
float w = FGenericPlatformMath::Sqrt(1.0 + posMat.m[0][0] + posMat.m[1][1] + posMat.m[2][2]) / 2.0; | |
float w4 = (4.0 * w); | |
float x = (posMat.m[2][1] - posMat.m[1][2]) / w4; | |
float y = (posMat.m[0][2] - posMat.m[2][0]) / w4; | |
float z = (posMat.m[1][0] - posMat.m[0][1]) / w4; | |
// Postion and Rotate Actor | |
sceneComponent->SetWorldLocationAndRotationNoPhysics( | |
FVector(-posMat.m[2][3] * 100, posMat.m[0][3] * 100, posMat.m[1][3] * 100), | |
FQuat(z, -x, -y, w).Rotator()); | |
} | |
return posMat; | |
} |
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