How to detect whether a Vive base station (aka lighthouse) has moved or rotated since the last “Room...
I have developed a new driver for SteamVR platform. The driver needs to be recalibrated if any base station (aka lighthouse) has moved or rotated. My question is how we detect whether a base station has moved/rotated between power cycles (turning off/on the PC) or during a game?
What I've done so far:
1- Using just a single base station for tracking, I moved the base station for couple centimeter (about 10 cm) but SteamVR still gave me the same position which means getting the pose of base station is not a good way to detect whether it's been moved or not.
2- I got happy when I found a function in "openvr_driver.h" that supposedly tells you whether a base station has moved or not:
/** Get the current state of Chaperone calibration.
This state can change at any time during a session due to physical base
station changes.
**/
virtual ChaperoneCalibrationState GetCalibrationState() = 0;
If somebody bumped into a base station, this function apparently should return:
ChaperoneCalibrationState_Warning_BaseStationMayHaveMoved = 101, // A base station thinks that it might have moved
However, it does not! If you move it, it only returns error:
"ChaperoneCalibrationState_Error = 200"
for a short period of time and it quickly gets back to
"ChaperoneCalibrationState_OK = 1"
I don't know what SteamVR developers had in mind but this is not working.
driver htc-vive openvr steamvr
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I have developed a new driver for SteamVR platform. The driver needs to be recalibrated if any base station (aka lighthouse) has moved or rotated. My question is how we detect whether a base station has moved/rotated between power cycles (turning off/on the PC) or during a game?
What I've done so far:
1- Using just a single base station for tracking, I moved the base station for couple centimeter (about 10 cm) but SteamVR still gave me the same position which means getting the pose of base station is not a good way to detect whether it's been moved or not.
2- I got happy when I found a function in "openvr_driver.h" that supposedly tells you whether a base station has moved or not:
/** Get the current state of Chaperone calibration.
This state can change at any time during a session due to physical base
station changes.
**/
virtual ChaperoneCalibrationState GetCalibrationState() = 0;
If somebody bumped into a base station, this function apparently should return:
ChaperoneCalibrationState_Warning_BaseStationMayHaveMoved = 101, // A base station thinks that it might have moved
However, it does not! If you move it, it only returns error:
"ChaperoneCalibrationState_Error = 200"
for a short period of time and it quickly gets back to
"ChaperoneCalibrationState_OK = 1"
I don't know what SteamVR developers had in mind but this is not working.
driver htc-vive openvr steamvr
add a comment |
I have developed a new driver for SteamVR platform. The driver needs to be recalibrated if any base station (aka lighthouse) has moved or rotated. My question is how we detect whether a base station has moved/rotated between power cycles (turning off/on the PC) or during a game?
What I've done so far:
1- Using just a single base station for tracking, I moved the base station for couple centimeter (about 10 cm) but SteamVR still gave me the same position which means getting the pose of base station is not a good way to detect whether it's been moved or not.
2- I got happy when I found a function in "openvr_driver.h" that supposedly tells you whether a base station has moved or not:
/** Get the current state of Chaperone calibration.
This state can change at any time during a session due to physical base
station changes.
**/
virtual ChaperoneCalibrationState GetCalibrationState() = 0;
If somebody bumped into a base station, this function apparently should return:
ChaperoneCalibrationState_Warning_BaseStationMayHaveMoved = 101, // A base station thinks that it might have moved
However, it does not! If you move it, it only returns error:
"ChaperoneCalibrationState_Error = 200"
for a short period of time and it quickly gets back to
"ChaperoneCalibrationState_OK = 1"
I don't know what SteamVR developers had in mind but this is not working.
driver htc-vive openvr steamvr
I have developed a new driver for SteamVR platform. The driver needs to be recalibrated if any base station (aka lighthouse) has moved or rotated. My question is how we detect whether a base station has moved/rotated between power cycles (turning off/on the PC) or during a game?
What I've done so far:
1- Using just a single base station for tracking, I moved the base station for couple centimeter (about 10 cm) but SteamVR still gave me the same position which means getting the pose of base station is not a good way to detect whether it's been moved or not.
2- I got happy when I found a function in "openvr_driver.h" that supposedly tells you whether a base station has moved or not:
/** Get the current state of Chaperone calibration.
This state can change at any time during a session due to physical base
station changes.
**/
virtual ChaperoneCalibrationState GetCalibrationState() = 0;
If somebody bumped into a base station, this function apparently should return:
ChaperoneCalibrationState_Warning_BaseStationMayHaveMoved = 101, // A base station thinks that it might have moved
However, it does not! If you move it, it only returns error:
"ChaperoneCalibrationState_Error = 200"
for a short period of time and it quickly gets back to
"ChaperoneCalibrationState_OK = 1"
I don't know what SteamVR developers had in mind but this is not working.
driver htc-vive openvr steamvr
driver htc-vive openvr steamvr
edited Nov 16 '18 at 0:40
Kamran Bigdely
asked Nov 16 '18 at 0:22
Kamran BigdelyKamran Bigdely
3,380114467
3,380114467
add a comment |
add a comment |
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