cinder / Cinder-VR

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vive trigger/axes processing prevents continuous values #22

Open grrrwaaa opened 7 years ago

grrrwaaa commented 7 years ago

The way the trigger and axis handling is done in the openvr binding captures an instantaneous value, rather than the current actual value of the trigger/axis; setTriggerValue() is only called if the trigger touch state changes. This doesn't match how the oculus binding is done, where setTriggerValue() is called every time.

More importantly it doesn't allow a continuous sampling of the trigger or axis state, which is weird.

(Also, the difference between touch and press events is not captured by the Cinder-VR binding at the moment.)

grrrwaaa commented 7 years ago

Put a fix in my fork here, let me know if you want a pull request. https://github.com/worldmaking/Cinder-VR/commit/fb9ef6afb93095adac6bcea9cec447dfb328fdba

chaoticbob commented 7 years ago

Pull request would be awesome!

grrrwaaa commented 7 years ago

OK I will do, but not just yet -- seems like I'm still not getting continuous data. Hope to get time today to figure out why but otherwise it may be next week.