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docs/gaze-first.md is the plan agreed on 2026-09-30: with gaze on and no game, the gaze drives the 3D pointer everywhere, either trigger clicks where you look (tap, precision by hand movement, hold to drag), and the controllers keep everything but their lasers. For its four tests: - The driver takes "role treadmill", and its compositor bindings repeat the right hand's under /user/treadmill. They're additive, so nothing changes while the device is a hand. POINTER_ROLE accepts treadmill. - pointer/probe/lasertest follows who has the dashboard laser and the controllers' roles, and with --snapback takes the laser back. - input/vrws.py reads vrserver's web socket with the standard library (the host's Python has no websockets module) and prints component changes and update rates. Checked: it connects, and lists the controllers' bumper, thumbstick axes, and Steam button, and the headset's /proximity, which flickers off for 0.3-0.5 s while worn. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
12 lines
744 B
Bash
Executable File
12 lines
744 B
Bash
Executable File
#!/usr/bin/env bash
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# Build vrprobe in the dev container on the Frame (pointer/probe/build/vrprobe).
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set -euo pipefail
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root=$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)
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"$root/scripts/sync.sh" >/dev/null
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exec "$root/scripts/frame.sh" -C pointer/probe 'set -e; mkdir -p build
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g++ -std=c++17 -O2 -Wall -I/opt/steamvr/tools/hellovr_vulkan_linux/src/openvr/headers -I../common \
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-o build/vrprobe vrprobe.cpp -L/opt/steamvr/bin/linuxarm64 -lopenvr_api -Wl,-rpath,/opt/steamvr/bin/linuxarm64
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g++ -std=c++17 -O2 -Wall -I/opt/steamvr/tools/hellovr_vulkan_linux/src/openvr/headers \
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-o build/lasertest lasertest.cpp -L/opt/steamvr/bin/linuxarm64 -lopenvr_api -Wl,-rpath,/opt/steamvr/bin/linuxarm64
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echo "built build/vrprobe build/lasertest"'
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