When making a fist, different joints curl at different angles, reflect
this more directly in the code.
Also increase total curl to make it easier to hold ingame objects.
hand_origin is confusing because it implies it is the origin of the coordinate system the hand is in.
It actually is the hand pose in the "global" coordinate system.
Previously the left/right role assignment considered only device types
* XRT_DEVICE_TYPE_LEFT_HAND_CONTROLLER
* XRT_DEVICE_TYPE_RIGHT_HAND_CONTROLLER
* XRT_DEVICE_TYPE_ANY_HAND_CONTROLLER
This adds XRT_DEVICE_TYPE_HAND_TRACKER for consideration, but only if none
of the above are present.
This commit is a band aid until a more proper room setup is implemented.
It allows moving the tracking offset for the device roles head, left and right by a fixed value.
A y tracking offset OXR_TRACKING_ORIGIN_OFFSET_Y=1.0 would tell monado that the current tracking
origin is 1 meter above the desired tracking origin, e.g. when the headset was calibrated to a
(0,0,0) position while sitting on table 1 meter above the floor.
This environment variable affects STAGE space, but not LOCAL space.
Use none shader when XRT_DISTORTION_MODEL_NONE is set.
Fall back to none distortion if mesh generation fails or unsupported
distortion model is set.
comp_render init updates comp_settings::distortion_model.
u_compute_distortion_mesh: Don't touch xdev::distortion::preferred,
just add XRT_DISTORTION_MODEL_MESHUV mesh to xdev::distortion::models.
Each HMD driver now has to implement compute_distortion() which will be called
by the compositor implementation to generate a mesh (usually).
u_distortion_mesh contains implementations for the defaults (panotools, OpenHMD, vive).
Also adds compute_distortion function for Vive distortion
There are differences between OpenHMD and Panotools values, main differences for now:
* psvr has 5 pano coefficients, ohmd has 3
* psvr uses viewport size and lens center in pixels for distortion calculation, ohmd in meter
* psvr uses different distortion scaling than ohmd