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Well..
I'm kinda new to this so i try to catch up with you.. Thing is i dont need to import vizconnect in for the oculus or the controller to work. vizard detects them In that case (if i understand correctly) why is the vizconnect config matters ? Is there a vizconnect config to each scene ? If i get it right there is a kind of conflict with the mainview link (?) (linked to the oculus / linked to the xbox controller) I have the feeling its a minor thing i'm missing here I just need the oculus for the view and the controller to walk in the maze demo instead of the keypad (sounds simple.. ![]() Attached is the script for the controller (i disabled the oculus) and the controller works fine. Again, when i enables the oculus the controller doesn't respond (thou all its buttons responding..) Guess i just need the correct script for running them both together the script i use - (basicly connect oculus + maze + controller): import viz import vizact import vizcam import sys import vizinfo import oculus # Initialize window viz.setMultiSample(8) viz.go() """ # Setup Oculus Rift HMD hmd = oculus.Rift() if not hmd.getSensor(): sys.exit('Oculus Rift not detected') # Setup navigation node and link to main view navigationNode = viz.addGroup() viewLink = viz.link(navigationNode,viz.MainView) viewLink.preMultLinkable(hmd.getSensor()) # Apply user profile eye height to view profile = hmd.getProfile() if profile: viewLink.setOffset([0,profile.eyeHeight,0]) else: viewLink.setOffset([0,1.8,0]) """ # Add environment model viz.addChild('maze.osgb') # Load DirectInput plug-in dinput = viz.add('DirectInput.dle') # Add first available joystick joy = dinput.addJoystick() # Set dead zone threshold so small movements of joystick are ignored joy.setDeadZone(0.2) def UpdateMovement(): elapsed = viz.elapsed() # Get the joystick position x,y,z = joy.getPosition() # Get the twist of the joystick twist = joy.getTwist() # Move the viewpoint based on xy-axis value move_amount = 5 * elapsed viz.MainView.move([x*move_amount,0,y*move_amount], viz.BODY_ORI) # Turn the viewpoint left/right based on twist value turn_amount = 90 * elapsed viz.MainView.setEuler([twist*turn_amount,0,0], viz.BODY_ORI, viz.REL_PARENT) vizact.ontimer(0, UpdateMovement) |
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