WorldViz User Forum  

Go Back   WorldViz User Forum > Vizard

 
 
Thread Tools Rate Thread Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 03-06-2014, 12:29 PM
apboone apboone is offline
Member
 
Join Date: Mar 2014
Posts: 3
oculus rift and inertia cube interaction problems

We have an oculus set up to define head direction and an inertia cube that defines the body orientation. The inertia cube is set up such that the program ignores the roll and pitch information. The problem is that when you run the program and turn around in the environment the systems (oculus and inertia cube) are additive. That is, when you turn 90 degrees in the real world, you've turned 180 in the virtual environment. We think it has something to do with relative vs. absolute designations of the two systems.

This is what we have with the inertia cube. We are trying to define a similar function for the oculus so that we can control whether it's relative or absolute etc.

Code:
def updateOriBody():
	ori = tracker.getEuler()
	pitch = 0
	roll = 0
	viz.MainView.setEuler([ori[0],0,0],viz.BODY_ORI,viz.ABS_GLOBAL)
Thanks for you help!
Reply With Quote
 

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 05:13 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Copyright 2002-2023 WorldViz LLC