How to detect whether a Vive base station (aka lighthouse) has moved or rotated since the last “Room...












0















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.










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    0















    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.










    share|improve this question



























      0












      0








      0








      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.










      share|improve this question
















      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






      share|improve this question















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      edited Nov 16 '18 at 0:40







      Kamran Bigdely

















      asked Nov 16 '18 at 0:22









      Kamran BigdelyKamran Bigdely

      3,380114467




      3,380114467
























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