Compare commits

...
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 c699e13104 Screens: find the controllers' laser tip during VR games too
GetComponentStateForDevicePath with no input source handle fails for
every render model component while a VR game runs (checked 2026-10-03
with a game up: all 21 components of frame_controller_right). TipOffset
then fell back to the controller's pose, which aims 40 degrees above the
Frame controller's laser. In games, pointing at a screen's middle missed
it and pointing below it hit, so the new aim-to-laser only worked from
the bottom; the controls' reveal and pin/roll aim were off the same way.
GetComponentState still answers then, with the same tip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:33:49 -06:00
DeeJanuzandClaude Opus 5.5 9b12b7d74e Merge branch aim-lasers (in games, pointing a controller at a Frametop panel turns its laser on) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:27:49 -06:00
2 changed files with 7 additions and 3 deletions

No files matched your search

+1 -1
View File
@@ -38,7 +38,7 @@ The curved layout chains screens edge to edge, like monitors on a desk: the midd
A resize handle has to be able to shrink a screen from any direction, so the dragged corner follows the laser along the screen's diagonal rather than taking the larger of its horizontal and vertical reach. Pushing and pulling a carried screen moves it along the line from your head, because the 3D mouse's virtual controller sits just in front of the bar, below the screen's centre, so the line from the device points mostly upward. A resize handle has to be able to shrink a screen from any direction, so the dragged corner follows the laser along the screen's diagonal rather than taking the larger of its horizontal and vertical reach. Pushing and pulling a carried screen moves it along the line from your head, because the 3D mouse's virtual controller sits just in front of the bar, below the screen's centre, so the line from the device points mostly upward.
Wherever ft-screens needs to know where a laser points (showing the controls, the resize tab, the roll knob), it uses the laser's own pose, the render model's `tip` component, rather than the controller's pose. On the Frame's controllers the tip points 40° below the pose's forward axis, so rays from the pose missed what the laser was actually on. The 3D mouse's virtual controller has no tip, and its laser runs along its pose. Wherever ft-screens needs to know where a laser points (showing the controls, the resize tab, the roll knob), it uses the laser's own pose, the render model's `tip` component, rather than the controller's pose. On the Frame's controllers the tip points 40° below the pose's forward axis, so rays from the pose missed what the laser was actually on. The 3D mouse's virtual controller has no tip, and its laser runs along its pose. ft-screens reads the tip with `GetComponentState`: `GetComponentStateForDevicePath` without an input source handle fails for every component while a VR game runs, so in games the rays came from the pose, 40° too high.
`ComputeOverlayIntersection` ignores `SetOverlayIntersectionMask`, and a control can't be allowed to cover part of its screen, so the resize tab sits entirely outside the corner. `ComputeOverlayIntersection` ignores `SetOverlayIntersectionMask`, and a control can't be allowed to cover part of its screen, so the resize tab sits entirely outside the corner.
+6 -2
View File
@@ -190,8 +190,12 @@ Mat TipOffset(vr::TrackedDeviceIndex_t dev) {
Tip tip{model, Identity(), false, now}; Tip tip{model, Identity(), false, now};
vr::RenderModel_ControllerMode_State_t mode{}; vr::RenderModel_ControllerMode_State_t mode{};
vr::RenderModel_ComponentState_t state{}; vr::RenderModel_ComponentState_t state{};
if (model[0] && vr::VRRenderModels()->GetComponentStateForDevicePath(model, vr::k_pch_Controller_Component_Tip, // GetComponentState, not GetComponentStateForDevicePath: without an input source handle
vr::k_ulInvalidInputValueHandle, &mode, &state)) // the latter fails for every component while a VR game runs, and the rays came from the
// pose, 40 degrees above the laser. The tip doesn't move with the buttons.
vr::VRControllerState_t buttons{};
if (model[0] && vr::VRRenderModels()->GetComponentState(model, vr::k_pch_Controller_Component_Tip, &buttons, &mode,
&state))
tip.offset = state.mTrackingToComponentLocal, tip.found = true; tip.offset = state.mTrackingToComponentLocal, tip.found = true;
cache[dev] = tip; cache[dev] = tip;
return tip.offset; return tip.offset;